Patent Publication Number: US-2009239641-A1

Title: Gaming Machine Capable of Selecting a Feature Game to be Executed When Accepting an Additional Bet, and Control Method Thereof

Description:
CROSS REFERENCE TO RELATED APPLICATIONS 
     This application claims benefit of U.S. Provisional Application No. 61/038,488, filed Mar. 21, 2008, the entire contents of which are incorporated herein by reference. 
    
    
     BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to a gaming machine including a plurality of feature games, in which a player can select a feature game to be executed in a case where an additional bet is accepted, and a control method thereof. 
     2. Related Art 
     Conventionally, gaming machines executing feature games such as bonus games, that are different from basic games, in a case where predetermined symbols are statically displayed in a predetermined way, are known. In addition, as disclosed in U.S. Pat. No. 7,329,179, gaming machines including a plurality of kinds of feature games, in which a specific feature game is executed in accordance to the type, position, and number of stationary symbols, or a specific feature game is randomly executed from a plurality of feature games, are known. With such gaming machines, a feature game to be executed is automatically determined and players cannot select a desired feature game. 
     On the other hand, by making feature games always selectable by players, players do not have an opportunity to expect a feature game selected from a plurality of feature games, thus making the game less exciting. 
     Therefore, an objective of the present invention is to provide a gaming machine including a plurality of feature games, in which a player can select a feature game to be executed in a case where the player has made an additional bet, thus allowing the player to enjoy a desired feature game and motivating the player, and a control method thereof. 
     SUMMARY OF THE INVENTION 
     In a first aspect of the present invention, a gaming machine includes: a display for displaying a predetermined symbol from each of a plurality of symbol groups; an input device for accepting a selection of a second game from a plurality of second games in a case in which an additional bet is accepted, where the additional bet is made together with a bet for a first game; memory for storing the additional bet; and a controller for executing steps of: (a) storing the additional bet in the memory; (b) generating random numbers and starting the first game; (c) dynamically displaying each of the plurality of symbol groups on the display; (d) determining the symbol to be statically displayed on the display, in accordance with the random numbers; (e) statically displaying each of the symbols determined in step (d); (f) determining whether a trigger symbol is displayed in a predetermined way among the plurality of symbols, in which the trigger symbol triggers a transition to the second game; (g) in response to the processing of step (f), displaying a selection image on the display for selecting the second game to be executed, in a case where a transition to the second game is taking place and where the additional bet is being accepted; (h) executing the second game in response to the selection thereof by the input device; and (i) clearing the additional bet stored in the memory. 
     According to a second aspect of the present invention, in the gaming machine according to the first aspect, in a case where the additional bet is not being accepted, the controller randomly selects the second game from the plurality of second games in steps (g) and (h). 
     In a third aspect of the present invention, a gaming machine includes: a display for displaying a predetermined symbol from each of a plurality of symbol groups; an input device for accepting a selection of a second game from a plurality of second games in a case in which an additional bet is accepted, where the additional bet is made together with a bet for a first game; memory for storing the additional bet; and a controller for executing steps of: (a) in a case where the additional bet is accepted, storing a value of the additional bet in the memory by adding to a value stored in the memory; (b) generating random numbers and starting the first game; (c) dynamically displaying each of the plurality of symbol groups on the display; (d) determining a symbol to be statically displayed on the display, in accordance with the random numbers; (e) statically displaying the symbol on the display, in response to the processing of step (d); (f) determining whether a trigger symbol is displayed in a predetermined way among the plurality of symbols, in which the trigger symbol triggers a transition to the second game; (g) in response to the processing of step (f), displaying a selection image on the display for selecting the second game to be executed, in a case where a transition to the second game is taking place and where the additional bet is being accepted; (h) executing the second game in response to the selection thereof by the input device; and (i) subtracting a value corresponding to the second game executed in step (h) from the value of the additional bet, and storing the result thereof in the memory. 
     According to a fourth aspect of the present invention, in the gaming machine according to the third aspect is provided, in a case where the additional bet is not being accepted, the controller randomly selects the second game from the plurality of second games in steps (g) and (h). 
     According to a fifth aspect of the present invention, in a control method for a gaming machine including: a display for displaying a predetermined symbol from each of a plurality of symbol groups; an input device for accepting a selection of a second game from a plurality of second games in a case in which an additional bet is accepted, where the additional bet is made together with a bet for a first game; memory for storing a value of the additional bet; and a controller for executing the method, the method includes steps of: (a) storing the additional bet in the memory; (b) generating random numbers and starting the first game; (c) dynamically displaying each of the plurality of symbol groups on the display; (d) determining the symbol to be statically displayed on the display, in accordance with the random numbers; (e) statically displaying each of the symbols determined in step (d); (f) determining whether a trigger symbol is displayed in a predetermined way among the plurality of symbols displayed, in which the trigger symbol triggers a transition to the second game; (g) in response to the processing of step (f), displaying a selection image on the display for selecting the second game to be executed, in a case where a transition to the second game is taking place and where the additional bet is being accepted; (h) executing the second game in response to the selection thereof by the input device; and (i) clearing the additional bet stored in the memory. 
     According to a sixth aspect of the present invention, in the control method for the gaming machine according to the fifth aspect is provided, in a case where the additional bet is not being accepted, the controller randomly selects the second game from the plurality of second games in steps (g) and (h). 
     According to a seventh aspect of the present invention, in a control method for a gaming machine including: a display for displaying a predetermined symbol from each of a plurality of symbol groups; an input device for accepting a selection of a second game from a plurality of second games in a case in which an additional bet is accepted, where the additional bet is made together with a bet for a first game; memory for storing the additional bet; and a controller for executing the method, the method includes: (a) in a case where the additional bet is accepted, storing a value of the additional bet in the memory by adding to a value stored in the memory; (b) generating random numbers and starting the first game; (c) dynamically displaying each of the plurality of symbol groups on the display; (d) determining a symbol to be statically displayed on the display, in accordance with the random numbers; (e) statically displaying the symbol on the display, in response to the processing of step (d); (f) determining whether a trigger symbol is displayed in a predetermined way in the plurality of symbols, in which the trigger symbol triggers a transition to the second game; (g) in response to the processing of step (f), displaying a selection image on the display for selecting the second game to be executed, in a case where a transition to the second game is taking place and where the additional bet is being accepted; (h) executing the second game in response to the selection thereof by the input device; and (i) subtracting a value corresponding to the second game executed in step (h) from the value of the additional bet, and storing the result thereof in the memory. 
     According to an eighth aspect of the present invention, in the control method according to the seventh aspect is provided, in a case where the additional bet is not being accepted, the controller randomly selects the second game from the plurality of second games in steps (g) and (h). 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a flow chart showing the flow of a game executed in a gaming machine according to an embodiment of the present invention; 
         FIG. 2  is a perspective view showing the appearance of the gaming machine according to the embodiment; 
         FIG. 3  is an enlarged front view showing a display area of the gaming machine according to the embodiment; 
         FIG. 4  is a block diagram of a controller of the gaming machine according to the embodiment; 
         FIG. 5  is a block diagram of a display/input controller of the gaming machine according to the embodiment; 
         FIG. 6  is a diagram showing columns of symbols displayed on the respective video reels of the gaming machine according to the embodiment; 
         FIG. 7  is a diagram showing a symbol layout table according to the embodiment; 
         FIGS. 8 and 9  show a flow chart of basic game processing executed in the gaming machine according to the embodiment; 
         FIG. 10  shows a flow chart of feature game selection processing executed in the gaming machine according to the embodiment; 
         FIG. 11  is a diagram showing a feature game selection table according to the embodiment; 
         FIG. 12  is a diagram showing a display example of selecting a feature game according to the embodiment; 
         FIG. 13  is a flowchart for basic game processing executed by the gaming machine according to a second embodiment of the present invention; and 
         FIG. 14  shows a flow chart of feature game selection processing executed in the gaming machine according to the second embodiment. 
     
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
     An embodiment of the present invention is described below with reference to the accompanying drawings. 
     More specifically, in a gaming machine  13  according to the present invention, as shown in  FIG. 1 , CPU  106  first stores a side bet in RAM  110  in response to a signal received from a side bet switch  4  (Step S 100 ). Details thereof are described later. Consequently, the CPU  106  starts a basic game in response to a signal received from a start switch  25  (Step S 101 ), rotatably displays symbol groups on video reels  3 A to  3 E in response to the start of the basic game (Step S 102 ), and determines a symbol to be statically displayed on each of the video reels  3 A to  3 E (Step S 103 ). Then, the CPU  106  statically displays the symbols on the video reels  3 A to  3 E (Step S 104 ), determines whether the symbols form a combination qualified for a bonus or not (Step S 105 ), and, in the case of a YES determination, advances to Step S 106 , and in the case of a NO determination, terminates the routine. In Step S 106 , the CPU  106  determines whether a side bet is accepted or not. In the case of a YES determination, the CPU  106  accepts a selection of a feature game to be executed from a plurality of feature games by the player (Step S 107 ), and in the case of a NO determination, the CPU  106  selects a feature game (Step S 108 ). Furthermore, the CPU  106  executes the selected feature game (Step S 109 ), and terminates the routine. 
     In other words, the gaming machine  13  of the present invention allows players to select a feature game to be executed from a plurality of feature games, by accepting a side bet in addition to a bet in a basic game. 
       FIG. 2  is a perspective view showing the gaming machine  13  according to an embodiment of the present invention. The gaming machine  13  includes a cabinet  20 . The cabinet  20  has a surface opening toward a player. The cabinet  20  contains various components including a game controller  100  (refer to  FIG. 4 ) for electrically controlling the gaming machine  13 , and a hopper  44  (refer to  FIG. 4 ) for controlling the insertion, storage, and payout of coins (as game media), and the like. The game media is not limited to coins, and it can be, for example, medals, tokens, electronic money, or electronic valuable information (credits) equivalent thereto. 
     A liquid crystal display  30  is disposed at substantially the center of the front face of the cabinet  20 , and a liquid crystal display  40  is disposed above the display  30 . 
     The liquid crystal display  30  is provided as a display device for displaying various kinds of images relating to the game such as rendered images. The player advances the game while observing the variety of images displayed on the liquid crystal display  30 . In such a game, the liquid crystal display  30  displays a slot game and the mini game as described later. 
     The gaming machine  13  includes a video reel, which displays five virtual reels on the liquid crystal display  30 . In addition, it should be noted that the term “video reel” as used here represents a mechanism for displaying a reel on the liquid crystal display  30  in the form of an image, instead of a mechanical reel. A plurality of symbols necessary for the game such as “BONUS,” “WILD,” “TREASURE BOX,” “GOLDEN MASK,” “HOLY GRAIL,” “COMPASS &amp; MAP,” “SNAKE,” “A,” “K,” “Q”, “J,” and “10” are displayed in the image of rotating reels. 
     Another liquid crystal display  40  disposed above the liquid crystal display  30  is a sub display for displaying the rules of the game, demonstration movies, and the like. 
     In addition, sound transmission openings  29   a  and  29   b  are provided on both the left and right sides above the liquid crystal display  40 , which allow the sound effects generated by a speaker  41  (see  FIG. 4 ) stored within the cabinet  20  to propagate outside the cabinet  20 . The sound effects are generated from the sound transmission openings  29   a  and  29   b  according to the advancement of the game. In addition, decorative lamps  42   a  and  42   b  are provided on both left and right sides, substantially in the middle of the gaming machine  13 . The decorative lamps  42   a  and  42   b  emit light in accordance with the progress of the game. 
     A substantially horizontal operation unit  21  is disposed below the liquid crystal display  30 . Furthermore, a coin slot  22 , which allows the player to insert coins, is provided on the right side of the operation unit  21 . On the other hand, the components provided to the left side of the operation unit  21  include: a BET switch  23  which allows the player to determine which lines are to be set to active pay lines among nine lines L 1 , L 2 , L 3 , L 4 , L 5 , L 6 , L 7 , L 8 , and L 9 , for providing an award described later (which will simply be referred to as “active pay lines” hereafter), and which allows the player to select the number of coins as gaming media to be bet on the aforementioned active pay lines; and a spin repeat bet switch  24  which allows the player to play the game again without changing the number of coins bet on the aforementioned active pay lines from that in the immediately previous game. Such an arrangement allows the player to set the number of coins bet on the aforementioned active pay lines by pushing either the BET switch  23  or the spin repeat bet switch  24 . 
     In the operation unit  21 , a start switch  25  for accepting a starting operation of each game by a player is disposed on the left side of the bet switch  23 . A pushing operation on either the start switch  25  or the spin repeat bet switch  24  triggers the start of the game, and the liquid crystal display  30  displays an image of the aforementioned five video reels  3 A through  3 E, which then start to rotate. 
     In addition, a side bet switch  4  is provided on the right side of the bet switch  23  in the operation unit  21 . The side bet switch  4  is a switch for making a side bet. The side bet is made by a player to make a feature game selectable, where the feature game is executed in a case where a trigger symbol is displayed in a predetermined way in the basic game. By making the side bet, players can select a desired feature game from a plurality of feature games, in a case where the feature game is being executed. Details are described later. 
     On the other hand, a cash out switch  26  is provided near the coin slot  22  on the aforementioned operation unit  21 . When the player pushes the cash out switch  26 , the inserted coins are discharged from a coin payout opening  27  in a lower portion of the front face of the cabinet  20 . The discharged coins can be collected on a coin tray  28 . 
       FIG. 3  is an enlarged view showing the display region of the gaming machine  13 . As shown in  FIG. 3 , the gaming machine  13  has nine lines L 1  to L 9  for providing awards. The lines L 1  to L 9  extend so as to pass through a symbol on each of the video reels  3 A to  3 E, when all of the spinning five video reels  3 A to  3 E come to a stop. 
     Pressing the bet switch  23  once will activate, for example, the line L 3  for providing a third award, the line L 5  for providing a fifth award, and the line L 7  for providing a seventh award, and also will consume a coin as a credit medal. 
     Pressing the bet switch  23  twice will activate, for example, the line L 1  for providing a first award, the line L 4  for providing a fourth award, and the line L 8  for providing an eighth award, in addition to the abovementioned three lines, and also will consume two coins as credit medals. 
     Pressing the bet switch  23  three times will activate, for example, the line L 2  for providing a second award, the line L 6  for providing a sixth award, and the line L 9  for providing a ninth award, in addition to the abovementioned six lines, and also will consume three coins as credit medals. 
     The game available in the present embodiment is a game in which a predetermined set of symbols are formed along the active pay lines. 
     Furthermore, the liquid crystal display  30  displays, on the upper portion of the reels  3 A to  3 E, starting from the left, a payout display portion  48 , a BET amount display portion  50 , a side bet display portion  51 , and a credit amount display portion  49 . The payout display portion  48  displays the number of coins to be discharged in a case where a combination for providing an award is achieved along the active pay lines. The credit amount display portion  49  displays the credit amount of coins stored in the gaming machine  13 . The BET amount display portion  50  displays the BET amount which is the number of coins bet on the aforementioned active pay lines. The side bet display portion  51  indicates the receipt of a side bet, or displays the side bet amount. 
       FIG. 4  is a block diagram showing the electrical configuration of the game controller  100  of the gaming machine  13 . As shown in  FIG. 4 , the game controller  100  of the gaming machine  13  is a micro computer, and includes an interface circuit group  102 , an input/output bus  104 , a CPU  106 , ROM  108 , RAM  110 , a communication interface circuit  111 , a random number generator  112 , a speaker driving circuit  122 , a hopper driving circuit  124 , a lamp driving circuit  126 , and a display/input controller  140 . 
     The interface circuit group  102  is connected to the input/output bus  104 . The input/output bus  104  performs input/output of data signals or address signals to and from the CPU  106 . 
     The start switch  25  is connected to the interface circuit group  102 . A start signal output from the start switch  25  is converted to a predetermined signal by the interface circuit group  102 , and is then supplied to the input-output bus  104 . 
     The BET switch  23 , the spin repeat bet switch  24 , and the cash out switch  26  are also connected to the interface circuit group  102 . Switching signals output from the switches are also supplied to the interface circuit group  102  and converted to predetermined signals, and then supplied to the input-output bus  104  by the interface circuit group  102 . 
     A coin sensor  43  is also connected to the interface circuit group  102 . The coin sensor  43  is a sensor for detecting the coins inserted into the coin slot  22 . The coin sensor  43  is provided in combination with the coin slot  22 . A sensing signal outputted from the coin sensor  43  is also supplied to the interface circuit group  102  and converted into a predetermined signal by the interface circuit group  102 , and then supplied to the input/output bus  104 . 
     The ROM  108  and the RAM  110  are connected to the input/output bus  104 . 
     Upon acceptance of the start operation of a game from the start switch  25 , the CPU  106  reads and executes a game program. The game program starts displaying the scrolling of the symbols on the five video reels  3 A to  3 E on the liquid crystal display  30  via the display/input controller  140 , and then statically displays the five video reels  3 A to  3 E, to rearrange the five video reels. In a case where a combination of the stationary symbols is displayed along the active pay lines and the combination corresponds to a specific combination for providing an award, the game program pays out an amount of coins corresponding to the specific combination. 
     The ROM  108  stores a control program for governing and controlling the gaming machine  13 , a program for executing routines as shown in  FIGS. 8 ,  9  and  10  (hereinafter referred to as a “routine execution program”), and initial data for executing the control program, and various data tables used in decision processes. The routine execution program includes the abovementioned game program. Examples of the data tables include tables such as those shown in  FIGS. 7 and 11 . The RAM  110  temporarily stores flags, variables, the side bet amount and the like used for the abovementioned control program. 
     A communication interface circuit  111  is also connected to the input/output bus  104 . The communication interface circuit  111  is a circuit for communicating with, for example, external communication devices such as a server, via the network  12  including various kinds of networks such as a LAN. 
     A random number generator  112  for generating random numbers is also connected to the input-output bus  104 . The random number generator  112  generates random numbers included in a certain range of numerical values, for example, 0 to 65535 (2 16 -1). Alternatively, the random numbers may be generated by the arithmetic processing of the CPU  106 . 
     A speaker driving circuit  122  for driving the speaker  41  is also connected to the input/output bus  104 . The CPU  106  reads sound data stored in the ROM  108 , and transmits the sound data to the speaker driving circuit  122  via the input/output bus  104 . Thus, predetermined sound effects are output from the speaker  41 . 
     A hopper driving circuit  124  for driving the hopper  44  is also connected to the input/output bus  104 . Upon receipt of a cash out signal input from the cash out switch  26 , the CPU  106  transmits a driving signal to the hopper driving circuit  124  via the input/output bus  104 . This enables the hopper  44  to pay out a number of coins corresponding to the remainder of credits at that point, which is stored in a predetermined memory area of the RAM  110 . 
     Alternatively, the payout of the coins may be performed in a mode of storing credit data in a data card or the like, instead of using physical coins. That is to say, with such an arrangement, the player may have his/her own card, which serves as a storage medium. Upon the player inserting this card into the gaming machine  13 , the data relating to the credits is stored in the card. 
     A lamp driving circuit  126  is also connected to the input/output bus  104  for driving the decorative lamps  42   a  and  42   b . The CPU  106  sends signals for driving the lamps under a predetermined condition based on the program stored in the ROM  108 , to the lamp driving circuit  126 . This causes the decorative lamps  42   a  and  42   b  blink. 
     The display/input controller  140  is also connected to the input/output bus  104 . The CPU  106  generates an image display instruction according to the state of the game and the result of the game, and outputs the generated image display instruction to the display/input controller  140  via the input/output bus  104 . Upon receipt of the image display instruction input from the CPU  106 , the display/input controller  140  generates a driving signal for driving the liquid crystal display  30  according to the image display instruction, and outputs the driving signal thus generated to the liquid crystal display  30 . As a result, a predetermined image is displayed on the liquid crystal display  30 . The display/input controller  140  also includes a touch panel  32  on the liquid crystal display  30  (see  FIG. 5 ). The display/input controller  140  transmits the signal input through the touch panel  32  to the CPU  106  via the input/output bus  104 , in the form of an input signal. It should be noted that the image display instructions include instructions relating to the payout amount display portion  48 , the credit amount display portion  49 , the side bet display portion  51  and the bet amount display portion  50 . 
       FIG. 5  is a block diagram showing the electrical configuration of the display/input controller  140  of the gaming machine  13 . The display/input controller  140  of the gaming machine  13  is a sub-microcomputer for performing image display processing and input control for the touch panel  32 . The display/input controller  140  includes an interface circuit  142 , an input/output bus  144 , a CPU  146 , ROM  148 , RAM  150 , a VDP  152 , video RAM  154 , image data ROM  156 , a driving circuit  158 , and a touch panel control circuit  160 . 
     The interface circuit  142  is connected to the input/output bus  144 . An image display command output from the CPU  106  of the aforementioned game controller  100  is supplied to the input/output bus  144  via the interface circuit  142 . The input/output bus  144  performs input/output of data signals or address signals to and from the CPU  146 . 
     ROM  148  and RAM  150  are connected to the input/output bus  144 . The ROM  148  stores a display control program for generating a driving signal, which is to be supplied to the liquid crystal display  30 , according to an image display command received from the CPU  106  of the aforementioned game controller  100 . On the other hand, the RAM  150  stores flags and values of variables used in the display control program. 
     The VDP  152  is also connected to the input/output bus  144 . The VDP  152  is a processing device including a so-called sprite circuit, a screen circuit, a palette circuit and the like, and is capable of performing various processing for displaying an image on the liquid crystal display  30 . The video RAM  154  and the image data ROM  156  are connected to the VDP  152 . The video RAM  154  stores image data based on the image display instructions from the CPU  106  on the game controller  100 . The image data ROM  156  stores various kinds of image data containing the abovementioned rendered image data. Furthermore, the driving circuit  158  for outputting a driving signal for driving the liquid crystal display  30  is connected to the VDP  152 . 
     By reading and executing the display control program stored in the ROM  148 , the CPU  146  instructs the video RAM  154  to store image data to be displayed on the liquid crystal display  30  in response to the image display instructions from the CPU  106  on the game controller  100 . The image display instructions include various types of image display instructions, such as the abovementioned display instruction of a rendered image. 
     The image data ROM  156  stores various kinds of image data including the rendered image data. 
     The touch panel control circuit  160  transmits to the CPU  106  the signals input via the touch panel  32 , provided on the liquid crystal display  30 , via the input/output bus  144 , in the form of an input signal. 
       FIG. 6  shows columns of symbols where 21 symbols are represented and arranged on video reels  3 A to  3 E, respectively. It should be noted that the symbol sequence for the first video reel corresponds to the video reel  3 A, the symbol sequence for the second video reel corresponds to the video reel  3 B, the symbol sequence for the third video reel corresponds to the video reel  3 C, the symbol sequence for the fourth video reel corresponds to the video reel  3 D, and the symbol sequence for the fifth video reel corresponds to the video reel  3 E. A plurality of symbols is arranged in each symbol column, and constitutes a symbol group. 
     As shown in  FIG. 6 , the code numbers “00” through “20” are assigned to the respective symbols of the symbol sequences for the video reels  3 A through  3 E. The code numbers are stored (recorded) in the aforementioned ROM  108  ( FIG. 4 ) in the form of a data table. 
     A symbol sequence is depicted on each of the video reels  3 A through  3 E. Each symbol sequence includes: a “BONUS” symbol (symbol  61 ) (which will simply be referred to as “BONUS” hereafter); a “WILD” symbol (symbol  62 ) (which will simply be referred to as “WILD” hereafter); a “TREASURE BOX” symbol (symbol  63 ) (which will simply be referred to as “TREASURE BOX” hereafter); a “GOLDEN MASK” symbol (symbol  64 ) (which will simply be referred to as “GOLDEN MASK” hereafter); a “HOLY GRAIL” symbol (symbol  65 ) (which will simply be referred to as “HOLY GRAIL” hereafter); a “COMPASS &amp; MAP” symbol (symbol  66 ) (which will simply be referred to as “COMPASS &amp; MAP” hereafter); a “SNAKE” symbol (symbol  67 ) (which will simply be referred to as “SNAKE” hereafter); an “A” symbol (symbol  68 ) (which will simply be referred to as “A” hereafter); a “K” symbol (symbol  69 ) (which will simply be referred to as “K” hereafter); a “Q” symbol (symbol  70 ) (which will simply be referred to as “Q” hereafter); a “J” symbol (symbol  71 ) (which will simply be referred to as “J” hereafter); and a “10” symbol (symbol  72 ) (which will simply be referred to as “10” hereafter). Each of the symbol sequences on the video reels  3 A through  3 E is moved by displaying a video image in which the corresponding video reels  3 A through  3 E are rotated in the forward direction. 
     In the present embodiment, “BONUS”, “WILD”, “SNAKE”, “TREASURE BOX”, “GOLDEN MASK”, “HOLY GRAIL”, “COMPASS&amp;MAP”, “A”, “K”, “Q”, “J”, and “10” are provided as the combination for providing a predetermined award. Basically, the combination (combination data) is control information which associates advantages given to a player (the numbers of coins paid out) to winning symbol combinations, and which is used for the stopping control of the video reels  3 A to  3 E, the switching (conversion) of the state of the game, and the supply of coins. 
       FIG. 7  shows a symbol layout table. In the symbol layout table, the individual symbols on the video reels  3 A to  3 E are registered in association with the code numbers designating the positions of the symbols in the aforesaid columns of symbols. It should be noted that the first through fifth video reels correspond to the video reels  3 A through  3 E, respectively. In other words, the symbol layout table provides symbol information with respect to the symbol positions (code numbers) on the video reels  3 A to  3 E. 
     In  FIG. 7 , the aforementioned award types “TREASURE BOX”, “GOLDEN MASK”, and “COMPASS&amp;MAP” are abbreviated as “TREASURE”, “MASK”, and “COMPASS”, respectively. 
       FIGS. 8 and 9  show a flow chart showing the processing of the basic game of the gaming machine  13 , executed by the game controller  100  of the gaming machine  13 . The one routine shown in  FIGS. 8 and 9  corresponds to one execution of a unit game. 
     It is supposed that the gaming machine  13  is activated in advance and the variables used in the CPU  106  on the game controller  100  are initialized to predetermined values, thereby providing stationary operation of the gaming machine  13 . 
     First, the CPU  106  included in the aforementioned game controller  100  determines whether any credits, i.e. the coins inserted by the player, remain or not (Step S 1 ). More specifically, the CPU  106  reads the credit amount C stored in the RAM  110 , and performs the processing based upon the credit amount C thus read. In a case where the credit amount C is “0” (in the case of a NO determination in Step S 1 ), the CPU  106  is not permitted to start the game. Accordingly, in this case, the CPU  106  ends this routine without performing any processing. On the other hand, in a case where the credit amount C is at least “1” (in the case of a YES determination in Step S 1 ), the CPU  106  determines that there is credit remaining, and accordingly advances to Step S 2 . 
     In Step S 2 , the CPU  106  determines whether a pushing operation has been performed or not, on the spin repeat bet switch  24 . In a case where the spin repeat bet switch  24  has been pushed, and accordingly, in a case of reception of an operation signal via the spin repeat bet switch  24  (in the case of YES determination in Step S 2 ), the CPU  106  advances to Step S 15 . On the other hand, in a case of no operation signal received via the spin repeat bet switch  24  during a predetermined period of time (in the case of a NO determination in Step S 2 ), the CPU  106  determines that the spin repeat bet switch  24  has not been pushed, and accordingly advances to Step S 3 . 
     In Step S 3 , the CPU  106  sets the game condition. More specifically, the CPU  106  determines the number of coins to be bet on the active pay lines set in the current game according to the user&#39;s operation via the BET switch  23 . In this step, the CPU  106  receives an operation signal generated by the user&#39;s operation performed via the BET switch  23 . The CPU  106  determines the bet amount for each active pay line based upon the number of instances of reception of the BET switch operation signal, and stores the bet amount thus determined in a predetermined memory region in the RAM  110 . The CPU  106  reads out the credit amount C written in a predetermined memory region in the RAM  110 . Then, the CPU  106  subtracts the total bet amount, which is the sum total of the bet amounts, from the credit amount C thus read out, and stores the value thus subtracted in a predetermined memory region in the RAM  110 . The CPU  106  then advances to Step S 4 . 
     In Step S 4 , the CPU  106  determines whether the side bet switch  4  has been pushed or not. In a case where the side bet switch  24  has been pushed, and accordingly, in a case of reception of an operation signal via the side bet switch  4  (in the case of a YES determination in Step S 4 ), the CPU  106  advances to Step S 5 . On the other hand, in a case where no operation signal is input via the side bet switch  4  for a predetermined period of time (in a case of a NO determination in Step S 4 ), the CPU  106  determines that the spin repeat bet switch  24  has not been pushed, and accordingly advances to Step S 5 . It should be noted that an operation of the start switch is equivalent to a NO determination in Step S 4 . 
     In Step S 5 , the CPU  106  performs side bet accepting processing. Before accepting a side bet, the CPU  106  reads a credit amount C written in a predetermined memory region in RAM  110 , determines whether the credit amount C is at least the credit amount required for a predetermined side bet or not, and, in a case where the credit amount C is at least the credit amount required, subtracts the credit amount required from the credit amount C. The CPU  106  then activates a side bet accepting flag, which indicates that a side bet is made, and writes the flag in a predetermined memory region in the RAM  110 . The side bet display unit  51  indicates the receipt of a side bet, or displays the side bet amount. On the other hand, in a case where the credit amount C is smaller than the credit amount required for a side bet, the CPU  106  does not accept the side bet (no activation of the side bet accepting flag), and advances to Step S 6 . 
     In Step S 6 , the CPU  106  waits for the operation of the start switch  25  by determining whether the start switch  25  is ON or not. In a case where the start switch  25  is operated and an operation signal is received via the start switch  25  (in the case of a YES determination in Step S 6 ), the CPU  106  determines that the start switch  25  has been operated, and advances to Step S 7 . 
     On the other hand, in a case where the processing is advanced from Step S 2  to Step S 15 , the CPU  106  determines whether the credit amount C is at least the total bet amount in the previous game. In other words, the CPU  106  determines whether or not the player can start the game by pushing the spin repeat bet switch  24 . More specifically, in a case where the spin repeat bet switch  24  has been pushed, and accordingly, in a case where the operation signal has been input from the spin repeat bet switch  24 , the CPU  106  reads out the credit amount C and the BET amount bet on each of the active pay lines L 1  to L 9  in the previous game stored in the predetermined memory areas of the aforementioned RAM  110 . Then, the CPU  106  determines whether or not the aforementioned credit amount C is at least the total bet amount bet in the previous game based upon the relation between the credit amount C and the bet amounts thus read out. The CPU  106  performs processing based upon the determination results. In a case where the aforementioned credit amount C is determined to be less than the total bet amount bet on the previous game (in a case of a NO determination in Step S 15 ), the CPU  106  cannot start the game, and accordingly terminates this routine without performing any processing. On the other hand, in a case where determination has been made that the aforementioned credit amount C is greater at least the total bet amount bet in the previous game (in a case of a YES determination in Step S 15 ), the CPU  106  subtracts the total bet amount bet in the previous game from the aforementioned credit amount C, and stores the subtracted value in a predetermined area of the RAM  110 . Subsequently, the CPU  106  advances to Step S 16 . 
     In Step S 16 , the CPU  106  determines whether the side bet switch  4  is ON or not, and advances to Step S 17 . In Step S 17 , the CPU  106  performs side bet accepting processing, and advances to Step S 7 . Descriptions are omitted regarding the processing in Steps S 16  and S 17 , which are similar to the processing in Steps S 4  and S 5 . 
     In Step S 7 , the CPU  106  performs stationary symbol determination processing. More specifically, the stationary symbol determination processing is as follows. 
     The CPU  106  first retrieves 5 random numbers in the range of 0 to 255, generated by a random number generator  112 , which correspond to the five reels  3 A to  3 E. The CPU  106  reads payout ratio setting data from ROM  108 , and stores the data in RAM  110 . Then, the CPU  106  references symbol weighted data corresponding to the payout ratio setting data, and determines code numbers for the reels  3 A to  3 E on the basis of the five random numbers selected (see  FIG. 7 ). The code numbers for the reels  3 A to  3 E thus determined correspond to code numbers for symbols rearranged along the active pay line L 5 . For example, in a case where the CPU  106  determines the code numbers for the reels  3 A to  3 E to be “20”, “20”, “20”, “20”, and “20” respectively, the symbols displayed on the reels  3 A to  3 E are all “BONUS”. 
     In Step S 8 , the CPU  106  displays an image of the five video reels  3 A to  3 E starting to rotate. More specifically, the CPU  106  displays an image of the video reels  3 A to  3 E starting to rotate in a predetermined order or simultaneously according to the symbol layout table stored in the RAM  110 . 
     After beginning to display a video image of the video reels  3 A through  3 E starting to rotate, the CPU  106  waits for a predetermined period of time to elapse (Step S 9 ). After the predetermined period of time has elapsed (at the moment of a YES determination in Step S 9 ), the CPU  106  stops rotation of the video reels  3 A to  3 E (Step S 10 ). More specifically, the CPU  106  displays an image of the video reels  3 A to  3 E stopping rotation in a predetermined order or simultaneously, to arrange the symbols having the code numbers determined in Step S 7  along the active pay line L 5 . The CPU  106  then advances to Step S 11  of  FIG. 10 . 
     In Step S 11 , after stopping rotation of the video reels  3 A to  3 E, the CPU  106  determines whether a predetermined symbol has been formed or not, along active pay lines activated in accordance with the bet amount. More specifically, after arranging the symbols along the active pay line L 5  based upon the code numbers determined in Step S 5 , the CPU  106  determines whether the combination of the symbols with respect to the active pay lines matches any one of the particular winning combinations. In a case where the combination of the stationary symbols with respect to the active pay lines matches any one of the particular winning combinations, the CPU  106  activates a flag indicating that the player has won an award and indicating the type of winning combination, in order to provide the award. The CPU  106  stores the activated flag, indicating that the player has won an award, in a predetermined area in the RAM  110 . On the other hand, in a case where the combination of the stationary symbols with respect to the active pay lines matches any one of the other combinations, i.e. the a losing combination, the CPU  106  does not activate the flag indicating that the player has won an award. 
     In a case where the flag indicating an award has not been activated, in other words, in a case where the symbol combination matches any one of the “other” combinations (in the case of a NO determination in Step S 11 ), the CPU  106  determines that the particular winning combination has not been formed, and terminates the routine. On the other hand, in a case where the flag indicating an award has been activated, in other words, in a case where the symbol combination matches any one of the combinations other than the “other” combinations (in the case of a YES determination in Step S 11 ), the CPU  106  advances to Step S 12 . 
     In Step S 12 , the CPU  106  determines whether the symbol combination thus formed is “BONUS” or not. More specifically, in a case where the particular winning combination is “BONUS” (in the case of a YES determination in Step S 12 ), the CPU  106  advances to Step S 13 . On the other hand, in a case where the particular winning combination is not “BONUS” (in a case of a NO determination in Step S 12 ), the CPU  106  advances to Step S 18 . 
     In Step S 13 , the CPU  106  performs feature game selection processing. This process is further explained later. Afterwards, the CPU  106  executes the feature game selected in Step S 13 , and terminates the routine. 
     On the other hand, after advancing from Step S 12  to Step S 18 , the CPU  106  pays out coins, the number of which corresponds to the particular winning combination. More specifically, the CPU  106  calculates, with reference to the payout table, the number of coins to be paid out for the abovementioned winning combination. The CPU  106  reads the credit number stored in the predetermined memory area of the RAM  110 , and adds the calculated payout number to the read credit number, and then stores the resulting value in a predetermined memory area in the RAM  110 . The CPU  106  displays the value thus stored on the credit amount display portion  49 . The CPU  106  then terminates the present routine. 
     The feature game processing is described below with reference to  FIG. 10 . 
     In Step S 21 , the CPU  106  determines whether a side bet has been accepted or not. More specifically, the CPU  106  makes the determination based upon the side bet accepting flag stored in a predetermined memory region in the RAM  110 . In a case where the side bet accepting flag is activated (in the case of a YES determination in Step S 21 ), the CPU  106  advances to Step S 23 . In a case where the side bet accepting flag is not activated (in the case of a NO determination in Step S 21 ), the CPU  106  advances to Step S 22 . 
     In Step S 22 , the CPU  106  reads a feature game selection table ( FIG. 11 ) described later, randomly selects a feature game to be executed in Step S 14  in  FIG. 9 , and activates and stores a feature game flag of the selected feature game in a predetermined memory region in the RAM  110 . The CPU  106  then terminates the present routine, and advances to Step S 14  of  FIG. 9 . 
     In Step S 23 , the CPU  106  displays a feature game selection screen on a liquid crystal display  30 . More specifically, the CPU  106  transmits an instruction signal to the display/input controller  140  for displaying the selection screen on the liquid crystal display  30 . After receiving the instruction signal, a CPU  146  of the display/input controller  140  transmits a signal to a VDP  152 , reads data for the selection screen from image ROM  156 , and displays the data on the liquid crystal display  30 . 
     In Step S 24 , the CPU  106  determines whether a selection of a feature game has been accepted or not. More specifically, the CPU  106  determines whether an operation signal has been received or not from any one of selection regions  81  to  85  (see  FIG. 12 ) of the touch panel  32 , displayed on the liquid crystal display  30 . The CPU  106  then stores the type of the selected feature game in a predetermined memory region in the RAM  110 . 
     In Step S 25 , the CPU  106  clears the side bet. More specifically, the CPU  106  deactivates the side bet accepting flag stored in a predetermined storage region in the RAM  110 . In this way, the side bet can be cleared in each game. The CPU  106  then advances to Step S 14  of  FIG. 9 . 
     The feature game selection table is hereinafter described with reference to  FIG. 11 . The feature game selection table is referenced in Step S 22  of  FIG. 10 . In other words, in the absence of a side bet, the CPU  106  uses the feature game selection table to select a feature game from a plurality of feature games. 
     The feature game selection table is referenced by the CPU  106  in Step S 22  of  FIG. 10 . Types of feature games and random number ranges are associated to each other in the feature game selection table. The CPU  106  determines a random number range, defined in the feature game selection table, in which the random number picked up from the random number generator  112  is included. The feature game associated with the random number region is selected in Step S 22  of  FIG. 10 . For example, in a case where the random number generated by the random number generator  112  is 10000, the random number range is “0 to 32767”. The feature game A is thus selected, which is associated to the random number range. 
     The feature game selection screen is hereinafter described with reference to  FIG. 12 . 
     The liquid crystal display  30  displays the video reels  3 A to  3 E and feature game selection regions  81  to  85 . The feature game selection regions  81  to  85  show types of feature games and provide options. When a player touches any one of the selection regions  81  to  85 , the touch panel  32  detects the touch, and a feature game associated with the one of the selection regions  81  to  85  is selected. Players can thus select a desired feature game from a plurality of feature games. A selection region  86  for cancelling the selection can also be displayed on the liquid crystal display  30 . The selection can thus be cancelled. 
     SECOND EMBODIMENT 
     A second embodiment of the present invention is described hereinafter with reference to  FIGS. 13 and 14 . The second embodiment is different from the first embodiment in that, credits for making a side bet are additively stored in advance in a predetermined memory region in the RAM  110 , and the amount required for making a side bet is subtracted therefrom each time a side bet is made. It should be noted that the difference from the first embodiment is mainly described. Accordingly, descriptions for the same components as those in the first embodiment are omitted. The same components as those in the first embodiment are referenced by the same reference numbers. 
       FIG. 13  is a flowchart showing basic game processing according to the second embodiment. 
     First, the CPU  106  determines whether any credits, i.e. the coins inserted by the player, remain or not (Step S 31 ). This processing is similar to Step S 1  of  FIG. 8  of the first embodiment. In a case where the credit amount C is “0” in this processing (in the case of a NO determination in Step S 31 ), the CPU  106  terminates this routine without performing any processing. On the other hand, in a case where the credit amount C is at least “1” (in the case of a YES determination in Step S 31 ), the CPU  106  determines that there is credit remaining, and accordingly advances to Step S 32 . 
     In Step S 32 , the CPU  106  determines whether credits for the side bet remain or not (Step S 32 ). More specifically, the CPU  106  reads the credit amount for the side bet C 2  stored in the RAM  110 , and performs the processing based upon the credit amount C 2 . In a case where the credit amount for the side bet C 2  is greater than a predetermined value required for another bet (in the case of a NO determination in Step S 32 ), the CPU  106  advances to Step S 35 . On the other hand, in a case where the credit amount C 2  is greater than the predetermined value (in the case of a YES determination in Step S 32 ), the CPU  106  advances to Step S 33 . 
     In Step S 33 , the CPU  106  determines whether credits for the side bet have been accepted or not. In this processing, the CPU  106  accepts another insertion of credits for the side bet. The credits can be additionally inserted from the coin slot or transferred from the credit C, stored in the predetermined storage region in the RAM  110 , as the credit C 2  for the side bet. The credit C 2  can be transferred by pushing the side bet switch. In a case where the credit amount for the side bet C 2  is additionally inserted (in the case of a YES determination in Step S 33 ), the CPU  106  advances to Step S 34 . On the other hand, in a case where no additional bet is accepted for a predetermined period of time (in a case of a NO determination in Step S 33 ), the CPU  106  advances to Step S 35 . 
     In Step S 34 , the CPU  106  accumulatively stores the additionally inserted credits in the predetermined storage region in the RAM  110 . The CPU  106  then advances to Step S 35 . 
     In Step S 35 , the CPU  106  determines whether a pushing operation has been performed on the spin repeat bet switch  24  or not. This processing is similar to Step S 2  of the first embodiment, and therefore a description thereof is not repeated. In the case of a YES determination in this processing, the CPU  106  advances to Step S 35 . On the other hand, in the case of a NO determination in this processing, the CPU  106  advances to Step S 36 . 
     In Step S 36 , the CPU  106  sets the game condition. This processing is similar to Step S 3  of the first embodiment, and therefore the description thereof is not repeated. After this processing, the CPU  106  advances to Step S 37 . 
     In Step S 37 , the CPU  106  waits for the operation of the start switch  25  by determining whether the start switch  25  is ON or not. This processing is similar to Step S 6  of the first embodiment, and the following processing is similar to that of the first embodiment. Therefore, a description thereof is not repeated. 
     The feature game processing according to the second embodiment is described below with reference to  FIG. 14 . 
     First, in Step S 41 , the CPU  106  displays a feature game selection screen on the liquid crystal display  30 . More specifically, the CPU  106  transmits an instruction signal to the display/input controller  140  for displaying the selection screen on the liquid crystal display  30 . After receiving the instruction signal, a CPU  146  of the display/input controller  140  transmits a signal to a VDP  152 , reads data for the selection screen from image ROM  156 , and displays the data on the liquid crystal display  30 . 
     In Step S 42 , the CPU  106  determines whether a selection of a feature game has been accepted or not. More specifically, the CPU  106  determines whether an operation signal is received or not from any one of the selection regions  81  to  86  in the touch panel  32 , displayed on the liquid crystal display  30 . The CPU  106  then stores the option selected in a predetermined memory region in the RAM  110 . 
     In Step S 43 , the CPU  106  determines whether the accepted selection is a selection of a feature game or not. More specifically, the CPU  106  determines whether the option stored in the predetermined memory region in the RAM  110  is “CANCEL,” an option for not selecting a feature game, or not. In a case where the option is “CANCEL” (in the case of a NO determination in Step S 43 ), the CPU  106  advances to Step S 44 . In a case where the option is not “CANCEL” (in the case of a YES determination in Step S 43 ), the CPU  106  advances to Step S 45 . 
     In Step S 44 , the CPU  106  reads the feature game selection table, randomly selects a feature game to be executed, and stores the result thereof in a predetermined memory region in the RAM  110 . This processing is similar to Step S 22  of  FIG. 10  of the first embodiment. The CPU  106  then terminates this subroutine. 
     In Step S 45 , the CPU  106  performs processing of subtracting the side bet amount from the credits for the side bet C 2 . More specifically, the CPU  106  subtracts the side bet amount from the credits for the side bet C 2  stored in the predetermined storage region in the RAM  110 , and newly stores the resulting value to the predetermined storage region. The CPU  106  then terminates this subroutine. 
     While the embodiments of the gaming machine according to the present invention have been described, it is to be understood that the above descriptions are intended to be illustrative, and not restrictive, and any changes in design may be made to specific configurations such as various means. It is also to be understood that the effects described in the foregoing embodiments are intended to be illustrative as preferred effects that the present invention can produce, and the effects according to the present invention are not limited to that described in the foregoing embodiment. 
     For example, the gaming machine includes the video reels  3 A to  3 E in the above embodiments; however, the present invention is not limited thereto and can be of a scatter type. In other words, symbols to be rearranged can be determined for the whole symbol display region, for each column, or for each row, and displayed. In this case, it is determined whether a predetermined combination is achieved among the rearranged symbols. 
     Furthermore, the selection and the execution of the feature game is allowed in a case where a bonus combination is achieved in the above embodiments; however, the present invention is not limited thereto, and the feature game can be selected by a side bet for a second game, a mini game, and the like. 
     In the above embodiments, the players can select the feature game in a case where a side bet is made; however, the present invention is not limited thereto. For example, the feature game can be selected in accordance with the side bet amount. In this case, a table is provided, in which side bet credit amounts and a plurality of feature games are associated with each other, to determine the feature game to be executed in accordance with the side bet credit amount. Furthermore, a feature game of higher return can be selected for a greater side bet credit amount.