Patent Publication Number: US-2007123331-A1

Title: Gaming machine

Description:
CROSS REFERENCE TO RELATED APPLICATION  
      This application is based upon the prior Japanese Patent Applications No. 2005-344575 filed on Nov. 29, 2005 and No. 2005-344577 filed on Nov. 29, 2005, 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.  
      2. Description of Related Art  
      It has been conventionally known a gaming machine, so-called pachi-slot machine of operating a start lever after a medal is inserted or a BET button is pushed, to rotate mechanical rotation reels (hereinafter, referred to as reel), pushing a stop button corresponding to each of the reels to stop each of the reels and paying out a medal in accordance with a combination of symbols stopped in a reel display window.  
      More specifically, the gaming machine memorizes a combination of symbols representing an achievement of a winning combination and the number of medals to be paid out when the winning combination is achieved (i.e., when a combination of symbols of an internal winning combination is stopped on an activated line in the reel display window, which is activated in correspondence with the insertion number of medals) while memorizing information about numerical ranges correspondingly to each of plural combinations which become a winning combination. When a player operates the start lever to start a one game (unit game), the gaming machine rotates the reels to vary the plural symbols, obtains a random number value through an internal lottery process and determines which of the numerical ranges the obtained random number value is included in, thereby determining an internal winning combination (or losing). Then, the gaming machine displays stops the symbols being varied in accordance with the determined winning combination and the push operation of the stop button by the player, and pays out a medal in correspondence with a winning combination when a combination of symbols corresponding to the winning combination is stopped on the activated line.  
      With regard to the above gaming machine, it is suggested a gaming machine allowing a duplicate winning to be achieved in plural combinations through a one game (unit game) (for example, see a Japanese Patent Publication No. 2004-113292). Specifically, in the gaming machine, it is provided a duplicate winning combination such as ┌Small Win &amp; Re-game┘. In case that the ┌Small Win &amp; Re-game┘ is determined as an internal winning combination through an internal lottery and a combination of symbols corresponding to the ┌Small Win┘ and a combination of symbols corresponding to ┌Re-game┘ are stopped on the activated line at the same time, it is not required to insert a medal insertion due to the winning in the re-game (i.e., possessing medal is maintained) and a medal is paid out in accordance with Small Win at the same time.  
      However, according to the prior art, the winning is just duplicately achieved in the plural combinations through the one game (unit game) (in other words, when the plural combinations are stopped on the activated line at the same time, the benefits corresponding to each of the plural combinations are duplicately paid out to the player). Accordingly, the gaming machine does not provide an attractive game feature in that it does not pay out the medals in correspondence with the combination of symbols displayed on the activated line.  
      In addition, with regard to the above gaming machine, it is suggested a gaming machine adapted to notify a player that a predetermined combination has been determined as an internal winning combination (for example, a Japanese Patent Publication No. 2004-49642). Specifically, in the gaming machine, when a big bonus (hereinafter, referred to as ┌BB┘) or regular bonus (hereinafter, referred to as ┌RB┘), in which a bonus game is carried out, is determined as an internal winning combination, a combination of symbols representing it (so-called ready-to-win combination) is stopped on the reels, or the determination result is notified to the player through a speaker, a lamp or liquid crystal, etc.  
      However, the above prior art just notifies the player that BB or RB is determined as an internal winning combination. Accordingly, the gaming machine does not an attractive game feature in that only the uniform fact that ┌a winning is achieved┘ is notified to the player.  
     SUMMARY OF THE INVENTION  
      Accordingly, the invention has been made to solve the above-mentioned problems occurring in the prior art. An object of the invention is to provide a gaming machine capable of providing a game feature more attractive to a player.  
      In order to achieve the above object, there is provided a gaming machine comprising: means for storing information of numerical ranges matched to each of plural combinations, the information having a numerical range matched to a predetermined first combination overlapping all or part of a numerical range matched to a predetermined second combination; symbol display means for displaying plural symbols; start signal output means for outputting a command signal to start a unit game in accordance with an operation by a player; internal winning combination determination means for determining which of the numerical range information stored in the numerical range information storing means a random number value is included in to determine an internal winning combination in the unit game, the determination means simultaneously determining the first and second combinations as an internal winning combination when it is determined that the random number value is included in a numerical range in which the numerical range of the predetermined first combination and the numerical range of the predetermined second combination overlap each other, the random number value being drawn through a random number lottery which is started through a reception of the start signal outputted from the start signal output means; symbol variation means for receiving the start signal outputted from the start signal output means to vary the symbols to be displayed by the symbol display means; stop signal output means for outputting a command signal to stop the symbol variation by the symbol variation means in accordance with an operation by the player; stop control means for carrying out a stop control of the symbol variation by the symbol variation means, based on the internal winning combination determined by the internal winning combination determination means and the stop signal outputted from the stop signal output means; and means for awarding a benefit in accordance with a corresponding combination to the player when the combination is determined as an internal winning combination of the unit game by the internal winning combination determination means and a combination of symbols corresponding to the determined combination is stopped by the stop control means, the awarding means carrying over the corresponding second combination as the internal winning combination and at the same time awarding a benefit in accordance with the corresponding first combination to the player when the first and second combinations are simultaneously determined as the internal winning combination of the unit game by the internal winning combination determination means and a combination of symbols corresponding to the first combination is stopped by the stop control means.  
      According to the above invention, even though the combination of symbols corresponding to the first combination is stopped, if the first and second combinations are won at the same time, the second combination is carried over as the internal winning combination and the benefit in accordance with the first combination is paid out to the player. Accordingly, the player may expect a benefit n accordance with the second combination as well as the benefit in accordance with the first combination, even though the combination of symbols corresponding to the first combination is stopped. Thereby, it is possible to provide an attractive game feature for the player.  
      In addition, the awarding means of the invention may award a bonus gaming state in which a bonus game is carried out, as the benefit in accordance with the second combination.  
      According to the invention, since the bonus gaming state in which a bonus game is carried out is awarded as the benefit in accordance with the second combination, the player may expect the bonus gaming state which is a great privilege not corresponding to the first combination, even though the combination of symbols corresponding to the first combination is stopped. Thereby, it is possible to provide a much more attractive game feature for the player.  
      In addition, the awarding means of the invention may award a re-gaming state of high probability in which a re-game winning occurs in a high probability as compared to a normal gaming state, as the benefit in accordance with the first combination.  
      According to the invention, since the re-gaming state of high probability in which a re-game winning occurs in a high probability is awarded as the benefit in accordance with the first combination, in case that the combination of symbols corresponding to the first combination is stopped, the player expects a benefit of a bonus gaming state and can also expect that at least the benefit of the re-gaming state of high probability will be obtained. Thereby, it is possible to provide a much more attractive game feature for the player. In addition, according to the invention, in case that the re-game symbol is displayed in a next game after the combination of symbols corresponding to the first combination has been stopped, the player can expect a re-gaming state of high probability. Meanwhile, in case that the re-game symbol is not displayed in the next game, the player can expect that the bonus gaming state has been carried over. From this point of view, it is possible to provide an attractive game feature for the player.  
      According to the invention, in case that the first and second combinations are determined as the internal winning combination (simultaneously won), the information representing the result is notified to the player through sound, image, lamp and the like. Accordingly, the player can positively perceive that the first and second combinations have been determined as the internal winning combination. Alternatively, even under state that the combination of symbols corresponding to the first combination has been stopped, the player can definitely expect the benefit in accordance with the second combination. Therefore, from the effect point of view, it is possible to provide an attractive game feature for the player.  
      In addition, the gaming machine of the invention may further comprise notification means for notifying the player of information representing that the first and second combinations are determined as the internal winning combination of the unit game.  
      According to another aspect of the invention, there is provided a gaming machine comprising: means for storing information of numerical ranges matched to each of plural combinations, the information having numerical ranges in which predetermined plural first combinations overlap a predetermined second combination, respectively, in different ratios; symbol display means for displaying plural symbols, the display means displaying a combination of symbols much including same symbols predetermined, among combinations of symbols corresponding to each of the plural first combinations, as it is higher a ratio that the numerical range stored in the numerical range information storing means overlaps the second combination; start signal output means for outputting a command signal to start a unit game in accordance with an operation by a player; internal winning combination determination means for determining which of the numerical range information stored in the numerical range information storing means a random number value is included in to determine an internal winning combination of the unit game, the determination means simultaneously determining one or some of the plural first combinations and the second combination as an internal winning combination when it is determined that the random number value is included in a numerical range in which information of one or plural numerical ranges of the plural first combinations and the numerical range of the second combination overlap each other, the random number value being drawn through a random number lottery which is started through a reception of the start signal outputted from the start signal output means; symbol variation means for receiving the start signal outputted from the start signal output means to vary the symbols to be displayed by the symbol display means; stop signal output means for outputting a command signal to stop the symbol variation by the symbol variation means in accordance with an operation by the player; stop control means for carrying out a stop control of the symbol variation by the symbol variation means, based on the internal winning combination determined by the internal winning combination determination means and the stop signal outputted from the stop signal output means; and means for awarding a benefit in accordance with a corresponding combination to the player when the combination is determined as an internal winning combination of the unit game by the internal winning combination determination means and a combination of symbols corresponding to the determined combination is stopped by the stop control means, the awarding means carrying over the corresponding second combination as the internal winning combination and at the same time awarding a benefit in accordance with the corresponding first combination to the player when one or some of the plural first combinations and the second combination are simultaneously determined as the internal winning combination of the unit game by the internal winning combination determination means and a combination of symbols corresponding to one of the first combinations is stopped by the stop control means.  
      According to the above invention, with regard to each of the plural first combinations, the ratio that the second combination is simultaneously won is different. In addition, even though the combination of symbols corresponding to the first combination has been stopped, if the first and second combinations has been won at the same time, the benefit in accordance with the first combination is paid out to the player while carrying over the second combination as the internal winning combination. Accordingly, in case that the combination of symbols corresponding to the first combination is stopped, the player can expect the benefit in accordance with the second combination in different ratios, depending on which of the plural first combinations the combination of symbols stopped corresponds to. Thereby, it is possible to provide an attractive game feature for the player. In addition, according to the invention, among the combinations of symbols corresponding to each of the plural first combinations, the combination of symbols corresponding the first combination having the higher ratio of overlapping the second combination much includes the predetermined same symbol (for example, blank symbol). Accordingly, in case that a combination of symbols corresponding to one of the plural first combinations is stopped, the player can easily expect a benefit in accordance with the second combination in different ratios, through the number of same symbols (for example, blank symbol) included in the combination of symbols stopped. Accordingly, it is possible to provide an attractive game feature for the player.  
      In addition, the awarding means of the invention may award a bonus gaming state in which a bonus game is carried out, as the benefit in accordance with the second combination.  
      According to the invention, since the bonus gaming state in which a bonus game is carried out is awarded as the benefit in accordance with the second combination, the player may expect the bonus gaming state which is a great privilege not corresponding to the first combination, depending on which of the plural first combinations the combination of symbols stopped corresponds to. Thereby, it is possible to provide a much more attractive game feature for the player.  
      In addition, the gaming machine of the invention may further comprise notification means for notifying the player of information representing that the first and second combinations are determined as the internal winning combination of the unit game.  
      According to the invention, in case that the first and second combinations are determined as the internal winning combination (simultaneously won), the information representing the result is notified to the player through sound, image, lamp and the like. Accordingly, the player can positively perceive that the first and second combinations have been determined as the internal winning combination. Also, even under state that the combination of symbols corresponding to one of the plural first combinations is stopped, the player can definitely expect the benefit in accordance with the second combination. Therefore, from the effect point of view, it is possible to provide an attractive game feature for the player. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
      Other and further objects, features and advantages of the invention will appear more fully from the following description taken in connection with the accompanying drawings, in which:  
       FIG. 1  is a view for showing an outline of a pachi-slot machine according to an embodiment 1;  
       FIG. 2  is a perspective view showing an external structure of a pachi-slot machine according to an embodiment 1;  
       FIG. 3  is a view for illustrating a panel display unit  2   a  and a liquid crystal display unit  2   b  of a pachi-slot machine according to an embodiment 1;  
       FIG. 4  shows an example of symbols displayed on reels  3 L,  3 C,  3 R of a pachi-slot machine according to an embodiment 1;  
       FIG. 5  is a block diagram showing an internal structure of a pachi-slot machine according to an embodiment 1;  
       FIG. 6  is block diagram showing a circuit structure of a sub-control circuit  72  of a pachi-slot machine according to an embodiment 1;  
       FIG. 7  is an explanatory diagram for illustrating an occurrence condition of each gaming state, a shift condition and a gaming state of a shift place when the shift condition is fulfilled in a pachi-slot machine according to an embodiment 1;  
       FIG. 8A  is an explanatory diagram for illustrating a relationship of a combination, a symbol combination and a payout number of a pachi-slot machine according to an embodiment 1;  
       FIG. 8B  is an explanatory diagram for illustrating a relationship of a combination, a symbol combination and a payout number of a pachi-slot machine according to an embodiment 1;  
       FIG. 9A  is a view showing a structure of a stop table adopted in a pachi-slot machine according to an embodiment 1;  
       FIG. 9B  is a view showing a structure of a stop table adopted in a pachi-slot machine according to an embodiment 1;  
       FIG. 10A  is a view showing a structure of a stop table adopted in a pachi-slot machine according to an embodiment 1;  
       FIG. 10B  is a view showing a structure of a stop table adopted in a pachi-slot machine according to an embodiment 1;  
       FIG. 11A  is a view showing an example of a probability sortition table adopted in a pachi-slot machine according to an embodiment 1;  
       FIG. 11B  is a view showing an example of a probability sortition table adopted in a pachi-slot machine according to an embodiment 1;  
       FIG. 11C  is a view showing an example of a probability sortition table adopted in a pachi-slot machine according to an embodiment 1;  
       FIG. 11D  is a view showing an example of a probability sortition table adopted in a pachi-slot machine according to an embodiment 1;  
       FIG. 12  is a view showing an example of a table of number of lotteries adopted in a pachi-slot machine according to an embodiment 1;  
       FIG. 13  is a view showing an example of a priority attraction-in ranking table adopted in a pachi-slot machine according to an embodiment 1;  
       FIG. 14  is a view showing an example of an internal winning combination determining table adopted in a pachi-slot machine according to an embodiment 1;  
       FIG. 15A  is a view showing an example of areas for storing an internal winning combination, an internal carryover combination and a random number adopted in a pachi-slot machine according to an embodiment 1;  
       FIG. 15B  is a view showing an example of areas for storing an internal winning combination, an internal carryover combination and a random number adopted in a pachi-slot machine according to an embodiment 1;  
       FIG. 15C  is a view showing an example of areas for storing an internal winning combination, an internal carryover combination and a random number adopted in a pachi-slot machine according to an embodiment 1;  
       FIG. 16  is a view showing an example of a reel stop initialization table adopted in a pachi-slot machine according to an embodiment 1;  
       FIG. 17  is a flow chart showing a process of a main control unit of a pachi-slot machine according to an embodiment 1;  
       FIG. 18  is a flow chart showing an intervention process of a pachi-slot machine according to an embodiment 1;  
       FIG. 19  is a flow chart showing a medal insertion start checking process of a pachi-slot machine according to an embodiment 1;  
       FIG. 20  is a flow chart showing a gaming status supervisory process of a pachi-slot machine according to an embodiment 1;  
       FIG. 21  is a flow chart  1  showing a probability sortition process of a pachi-slot machine according to an embodiment 1;  
       FIG. 22  is a flow chart  2  showing a probability sortition process of a pachi-slot machine according to an embodiment 1;  
       FIG. 23  is a flow chart showing a reel stop initialization process of a pachi-slot machine according to an embodiment 1;  
       FIG. 24  is a flow chart showing a reel stop control process of a pachi-slot machine according to an embodiment 1;  
       FIG. 25  is a flow chart showing a sliding-symbol-number deciding process of a pachi-slot machine according to an embodiment 1;  
       FIG. 26  is a flow chart showing a sliding-symbol-number deciding process for bonus+Small Win of a pachi-slot machine according to an embodiment 1;  
       FIG. 27  is a flow chart showing a display combination specifying process of a pachi-slot machine according to an embodiment 1;  
       FIG. 28  is a flow chart showing a RT-related process of a pachi-slot machine according to an embodiment 1;  
       FIG. 29  is a flow chart showing a bonus operation checking process of a pachi-slot machine according to an embodiment 1;  
       FIG. 30  is a flow chart showing a bonus end checking process of a pachi-slot machine according to an embodiment 1;  
       FIG. 31  is a flow chart showing a sub-control process of a pachi-slot machine according to an embodiment 1;  
       FIG. 32  is a flow chart showing a game effect control process of a pachi-slot machine according to an embodiment 1;  
       FIG. 33  is a view for illustrating an outline of a pachi-slot machine according to an embodiment 3;  
       FIG. 34  is a view showing an example of symbols displayed on reels  3 L (left reel),  3 C (center reel),  3 R (right reel) of a pachi-slot machine according to an embodiment 3;  
       FIG. 35  is an explanatory diagram for illustrating an occurrence condition of each gaming state, a shift condition and a gaming state of a shift place when the shift condition is fulfilled in a pachi-slot machine according to an embodiment 3;  
       FIG. 36  is a view showing a structure of a symbol combination table adopted in a pachi-slot machine according to an embodiment 3;  
       FIG. 37A  is a view showing a structure of a stop table adopted in a pachi-slot machine according to an embodiment 3;  
       FIG. 37B  is a view showing a structure of a stop table adopted in a pachi-slot machine according to an embodiment 3;  
       FIG. 38A  is a view showing a structure of a stop table adopted in a pachi-slot machine according to an embodiment 3;  
       FIG. 38B  is a view showing a structure of a stop table adopted in a pachi-slot machine according to an embodiment 3;  
       FIG. 39A  is a view showing an example of a probability sortition table (BET number:  1  or  3 ) adopted in a pachi-slot machine according to an embodiment 3;  
       FIG. 39B  is a view showing an example of a probability sortition table (BET number:  1  or  3 ) adopted in a pachi-slot machine according to an embodiment 3;  
       FIG. 39C  is a view showing an example of a probability sortition table (BET number:  1  or  3 ) adopted in a pachi-slot machine according to an embodiment 3;  
       FIG. 40  is a view showing an example of a table of number of lotteries adopted in a pachi-slot machine according to an embodiment 3;  
       FIG. 41  is a view showing an example of a priority attraction-in ranking table adopted in a pachi-slot machine according to an embodiment 3;  
       FIG. 42  is a view showing an example of an internal winning combination determining table adopted in a pachi-slot machine according to an embodiment 3;  
       FIG. 43A  is a view showing an example of areas for storing an internal winning combination  1 , an internal winning combination  2 , an internal carryover combination and a random number adopted in a pachi-slot machine according to an embodiment 3;  
       FIG. 43B  is a view showing an example of areas for storing an internal winning combination  1 , an internal winning combination  2 , an internal carryover combination and a random number adopted in a pachi-slot machine according to an embodiment 3;  
       FIG. 43C  is a view showing an example of areas for storing an internal winning combination  1 , an internal winning combination  2 , an internal carryover combination and a random number adopted in a pachi-slot machine according to an embodiment 3;  
       FIG. 43D  is a view showing an example of areas for storing an internal winning combination  1 , an internal winning combination  2 , an internal carryover combination and a random number adopted in a pachi-slot machine according to an embodiment 3;  
       FIG. 44  is a flow chart showing a process of a main control unit of a pachi-slot machine according to an embodiment 3;  
       FIG. 45  is a flow chart showing a medal insertion start checking process of a pachi-slot machine according to an embodiment 3;  
       FIG. 46  is a flow chart showing a gaming status supervisory process of a pachi-slot machine according to an embodiment 3;  
       FIG. 47  is a flow chart  1  showing a probability sortition process of a pachi-slot machine according to an embodiment 3;  
       FIG. 48  is a flow chart  2  showing a probability sortition process of a pachi-slot machine according to an embodiment 3;  
       FIG. 49  is a flow chart showing a reel stop initialization process of a pachi-slot machine according to an embodiment 3;  
       FIG. 50  is a flow chart showing a sliding-symbol-number deciding process for bonus+Small Win a pachi-slot machine according to an embodiment 3; and  
       FIG. 51  is a flow chart showing a display combination specifying process of a pachi-slot machine according to an embodiment 3. 
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS  
      Hereinafter, it will be described preferred embodiments of a gaming machine according to the invention with reference to the drawings. In addition, the invention can be applied to various gaming machine using medal, coin, gaming ball, token and the like as game medium. Herein, it is described that the invention is applied to a pachi-slot machine using a medal as game medium.  
     Embodiment 1  
      [Outline and Features of Pachi-Slot Machine  1 ] 
      First, it is described an outline and features of a pachi-slot machine  1  according to an embodiment 1 of the invention, with reference to  FIG. 1 .  FIG. 1  is a view for showing an outline of a pachi-slot machine  1  according to an embodiment 1. As shown in  FIG. 1 , the pachi-slot machine  1  of the embodiment 1 stores information of numerical ranges matched to each of plural combinations which will be an internal winning combination. In the information of numerical ranges, information of a numerical range matched to ┌BB┘ (referred to as ┌Big Bonus┘) and information of a numerical range matched to ┌RT┘ (referred to as ┌Replay Time┘) partially overlap each other (for example, numerical range of 6˜13).  
      Herein, BB which is a so-called bonus game adopted as an internal winning combination in the pachi-slot machine  1  is a gaming state in which a continuous operation device of single bonus relating to ┌RB (regular bonus)┘, which is a first type special single bonus, operates. Specifically, if a combination of symbols corresponding to BB (for example, 7-7-7) comes true, the RB gaming state continuously occurs and predetermined medals (for example, 460 or 360 pieces) are paid out to a player. In addition, RT which is a so-called privilege game adopted as an internal winning combination in the pachi-slot machine  1  is a re-game of high probability (i.e., it is a game in which a combination of symbols corresponding to a re-game winning comes true with a high probability) in which a re-game winning (i.e., a winning allowing a player to play a re-game without betting a medal) occurs in a high probability as compared to a normal game. Specifically, if a combination of symbols corresponding to RT (for example, Watermelon-Watermelon-Watermelon) is matched, the re-game of high probability is continued to award a benefit to the player until predetermined number of games (for example, 100 times) is consumed or predetermined medals (for example, 200 pieces) are obtained.  
      When a one game (unit game) is started by an operation of a start lever by the player, the pachi-slot machine  1  rotates reels to vary plural symbols, obtains a random number value through an internal lottery process and determines which of the numerical ranges the obtained random number value is included in to determine an internal winning combination (or losing). After that, the machine stops the symbols being varied in correspondence with the determined internal winning combination and a push operation of a stop button by the player. In case that a combination of symbols corresponding to a winning combination is stopped on an activated line, the machine regards a winning of the internal winning combination as being achieved and awards a benefit in accordance with the winning combination to the player (for example, predetermined medals are paid out to the player).  
      Specifically, referring to  FIG. 1 , the pachi-slot machine  1  according to the embodiment 1 determines which of the numerical ranges the random number value obtained through the internal lottery process is included in. As a result of the determination, when it is determined that it is included in the numerical range of 0˜6, the machine determines a winning of BB. Then, when a combination of symbols corresponding to BB (for example, ┌7-7-7┘) is stopped on an activated line in a reel display window frame, the pachi-slot machine  1  awards a BB gaming state to the player.  
      In addition, as shown in  FIG. 1 , the pachi-slot machine  1  according to the embodiment 1 determines which of the numerical ranges the random number value obtained through the internal lottery process is included in. As a result of the determination, when it is determined that it is included in the numerical range of 13˜18, the machine determines a winning of RT. Then, when a combination of symbols corresponding to RT (for example, ┌Watermelon-Watermelon-Watermelon┘) is stopped on the activated line in the reel display window frame, the pachi-slot machine  1  pays out a medal in accordance with the combination of symbols corresponding to RT to the player and at the same time awards a RT gaming state to the player.  
      In addition, as shown in  FIG. 1 , the pachi-slot machine  1  according to the embodiment 1 determines which of the numerical ranges the random number value obtained through the internal lottery process is included in. As a result of the determination, when it is determined that it is included in the numerical range of 6˜13, the machine determines a winning of BB and RT. Then, when a combination of symbols corresponding to BB (for example, ┌7-7-7┘) is stopped on the activated line in the reel display window frame, the pachi-slot machine  1  awards a BB gaming state to the player.  
      In the mean time, in case that a combination of symbols corresponding to RT (for example, ┌Watermelon-Watermelon-Watermelon┘) is stopped on the activated line in the reel display window frame, the pachi-slot machine  1  plunges the player into a BB carryover state and pays out a medal in accordance with the combination of symbols corresponding to RT to the player, until a combination of symbols corresponding to BB (for example, ┌7-7-7┘) is stopped on the activated line (in this case, the RT gaming state is not awarded to the player).  
      Like this, according to the gaming machine  1  of the embodiment 1, even though the combination of symbols corresponding to the first combination (for example, ┌Watermelon-Watermelon-Watermelon┘) has been stopped, the player can expect a benefit (for example, BB gaming state) in accordance with the second combination as well as a benefit (for example, RT gaming state or payout of medals in accordance with the combination of symbols corresponding to RT) in accordance with the first combination. Thereby, it is possible to provide an attractive game feature for the player.  
      [Structure of Pachi-Slot Machine  1 ] 
      In the followings, it is described an external structure of the pachi-slot machine  1  according to the embodiment 1, with reference to  FIG. 2 .  FIG. 2  is a perspective view showing an external structure of the pachi-slot machine  1  according to the embodiment 1. As shown in  FIG. 2 , a panel display unit  2   a  and a liquid crystal display unit  2   b  forming an approximate vertical surface are provided to a front door  2  of the pachi-slot machine  1 . Various game effects during the pachi-slot game or a demo during the waiting is displayed on the liquid crystal display unit  2   b.    
      Three reels  3 L,  3 C,  3 R having plural types of symbols printed thereon are horizontally mounted in a row at the rear of the front door  2  to be freely rotatable. Each of the reels  3 L,  3 C,  3 R is rotated at a constant speed (for example, 80 revolutions/min.).  
      A base portion  4  having an approximate horizontal surface is provided below the panel display unit  5   a  and the liquid crystal display unit  5   b . A medal insertion slot  10  for inserting a medal is provided to a right side of the base portion  4 . The medal inserted in the medal insertion slot  10  is credited or bet per a game.  
      In addition, a BET button  13  is mounted at a left side of the base portion  4  for betting the medal credited. The BET button  13  is a so-called MAX-BET button. Maximum medals (typically, 3 pieces) which can be bet per one game are bet from the medals credited, through one push operation of the button. In addition, only the BET button  13  is provided in the embodiment 1. However, a 1-BET button or 2-BET button for betting 1 or 2 pieces may be provided.  
      When the BET button  13  is pushed or the 3 medals are inserted into the medal insertion slot  10 , a predetermined display line is activated. Herein, the push operation of the BET button  13  or the insertion operation of 3 medals into the medal insertion slot  10  is referred to as ┌BET operations┘.  
      A C/P button  14  for switching whether the medal obtained by the player is credited or the medal credited is paid out through a push operation is mounted to a frontal left side of the base portion  4 . When the C/P button  14  is pushed with the medals being credited, the credits are annulled, medals as the number of credits are paid out through a medal payout slot  15  mounted at a frontal lower side and the medals paid out are thrown out in a medal tray  5 . In addition, when the C/P button  14  is pushed with the credits being annulled, the credits are activated.  
      A start lever  6  for rotating the reels  3 L,  3 C,  3 R by a manipulation of the player and starting a variable display of the symbols in symbol display areas  21 L,  21 C,  21 R is mounted at the right side of the C/P switch  14  to be freely pivotable within a predetermined range of angles.  
      Three stop buttons  7 L,  7 C,  7 R for stopping the rotations of the reels  3 L,  3 C,  3 R are mounted to a frontal center of the base portion  4 . In addition, a one game (unit game) is started by the operation of the start lever  6  and is over when all the reels  3 L,  3 C,  3 R are stopped. Stop switches  7 LS,  7 CS,  7 RS are mounted at the rear of the stop buttons  7 L,  7 C,  7 R, which will be described later. These stop switches detect the operation (i.e., stop operation) of the corresponding stop buttons.  
      Continuously, it is specifically described the panel display unit  2   a  and the liquid crystal display unit  2   b  shown in  FIG. 2 , with reference to  FIG. 3 .  FIG. 3  is an explanatory diagram for illustrating the panel display unit  2   a  and the liquid crystal display unit  2   b  of the pachi-slot machine  1  according to the embodiment 1.  
      As shown in  FIG. 3 , the panel display unit  2   a  is provided with a bonus game information display unit  16 , BET lamps  17   a  to  17   c , a payout display unit  18  and a credit display unit  19 . The bonus game information display unit  16  consists of 7 segment LEDs and displays information about a game under bonus.  
      The BET lamps  17   a  to  17   c  are turned on in correspondence with the number of medals bet to play one game (hereinafter, referred to as ┌BET number┘). Specifically, the BET lamp  17   a  is turned on when the BET number is 1 or more, the BET lamp  17   b  is turned on when the BET number is 2 or more and the BET lamp  17   c  is turned on when the BET number is 3.  
      The payout display unit  18  and the credit display unit  19  consist of  7  segment LEDs, respectively. The payout number of medals when a winning is made (i.e., when a combination is made) is displayed on the payout display unit  18  and the remaining number of medals credited is displayed on the credit display unit  19 . Typically, since the maximum number to be credited in the pachi-slot machine  1  is 50 pieces, the credit number displayed on the credit display unit  19  is 50 or less. In addition, even though a medal is inserted under state that 50 medals are credited, it is paid out as it is.  
      The liquid crystal display unit  2   b  comprises symbol display areas  21 L,  21 C,  21 R, frame display areas  22 L,  22 C,  22 R and an effect display area  23 . The display contents of the liquid crystal display unit  2   b  are controlled in accordance with rotation and stop modes of the reels  3 L,  3 C,  3 R.  
      The symbol display areas  21 L,  21 C,  21 R are mounted to correspond to the reels  3 L,  3 C,  3 R and display the symbols arranged on the reels  3 L,  3 C,  3 R and various effects.  
      The symbol display areas  21 L,  21 C,  21 R are provided with display lines of a top line  8   b , a center line  8   c  and bottom line  8   d  which are horizontally directed and display lines of cross-up line  8   a  and cross-down line  8   e  which are diagonally directed. When the player pushes the BET button  13  or inserts 3 medals into the medal insertion slot  10 , the five display lines are activated. When the player inserts 1 or 2 medals, the one display line (center line  8   c ) or three display lines (top line,  8   b , center line  8   c  and bottom line  8   d ) are activated, respectively. Herein, the activated display line is referred to as ┌activated line┘. In addition, the display lines  8   a  to  8   e  relate to whether a combination is achieved or not. In other words, with regard to each of the activated lines, a probability sortition process (which will be described later) for determining an internal winning combination is carried out.  
      The symbol display areas  21 L,  21 C,  21 R are under transmissive state so that the player can see the symbols on the reels  3 L,  3 C,  3 R, when the corresponding reels  3 L,  3 C,  3 R are being rotated and each of the stop buttons  7 L,  7 C,  7 R are allowed to be pushed.  
      The frame display areas  22 L,  22 C,  22 R represents frames of the symbol display areas  21 L,  21 C,  21 R located before the reels  3 L,  3 C,  3 R and are mounted to surround the symbol display areas  21 L,  21 C,  21 R, respectively.  
      The effect display area  23  is an area except the symbol display areas  21 L,  21 C,  21 R and the frame display areas  22 L,  22 C,  22 R of the liquid crystal display unit  2   b . The effect display area  23  displays an image (for example, notifying lamp) definitely notifying that a bonus can be made, an effect for increasing an interest in a game, information which is necessary for a player to advantageously play a game, and the like.  
      Continuously, it is described an example of the symbols arranged on the reels  3 L,  3 C,  3 R of the pachi-slot machine  1 , with reference to  FIG. 4 .  FIG. 4  is an example of symbols displayed on the reels  3 L,  3 C,  3 R of the pachi-slot machine  1  according to the embodiment 1. As shown in  FIG. 4 , plural types of 21 symbols are arranged on each of the reels  3 L,  3 C,  3 R. Each of the symbols is given with code numbers of ┌00┘˜┌20┘, and memorized as a symbol arrangement table in a ROM  32  (see  FIG. 5 ) which will be described later.  
      Specifically, the symbol row consisting of ┌Red 7 (symbol  91 )┘, ┌BAR (symbol  92 )┌, ┌Watermelon (symbol  93 )┘, ┌Bell (symbol  94 )┘,┌Replay (symbol  95 )┘and ┌Cherry (symbol ( 96 )┘is displayed on each of the reels  3 L,  3 C,  3 R is arranged with. Each of the reels  3 L,  3 C,  3 R is rotated so that the symbol rows are moved in an arrow direction of  FIG. 4 .  
      Herein, in the embodiment 1, it is adopted BB (Big Bonus), RB (Regular Bonus), RT (Replay Time, corresponding to Watermelon)), Small Win of Bell, Replay and Small Win of Cherry as a ┌combination┘. RB is a first type special single bonus and BB is a continuous operation device of single bonus relating to the first type special single bonus. The combination (combination data) is control information in which a benefit to be paid out a player is matched to a symbol combination, and used to switch (shift) a gaming state and to award a game value, etc.  
      In the followings, it is described an internal structure of the pachi-slot machine  1  shown in  FIG. 2 , with reference to  FIGS. 5 and 6 .  FIG. 5  is a block diagram showing an internal structure of the pachi-slot machine  1  according to the embodiment 1, and  FIG. 6  is block diagram showing a circuit structure of a sub-control circuit  72  according to the embodiment 1. As shown in  FIG. 5 , the pachi-slot machine  1  comprises a main control circuit  71  controlling a game processing operation of the pachi-slot machine  1 , a peripheral device (i.e., actuator) electrically connected to the main control circuit  71 , and a sub-control circuit  72  controlling a liquid crystal display device  131 , speakers  9 L,  9 R, a LED  101  and a lamp  102  on the basis of control commands transmitted from the main control circuit  71 .  
      The main control circuit  71  comprises a micro computer  30  arranged on a circuit board as a main constituting element and is further provided with a circuit for sampling random numbers. The micro computer  30  includes a CPU  31  carrying out a control operation in accordance with preset programs, a ROM  32  and a RAM  33  which are memory means.  
      To the CPU  31  is connected a clock pulse generating circuit  34  for generating a reference clock pulse, a frequency divider  35 , a random number generator  36  for generating a random number to be sampled and a sampling circuit  37 . In addition, the CPU  31  of the micro computer  30  may execute a program for sampling a random number so as to sample a random number in a software manner. In this case, the random number generator  36  and the sampling circuit  37  may be omitted.  
      The ROM  32  of the micro computer  30  stores a probability sortition table used for a determination of the random number sampling which is carried out whenever the start lever  6  is operated (start operation), an internal winning combination determining table for stop, a stop table group for determining a stop mode of the reel in correspondence with the operation of the stop button, etc.  
      In addition, the ROM  32  stores various control commands for being transmitted to the sub-control circuit  72 . In addition, the sub-control circuit  72  does not input a control command, information and the like to the main control circuit  71 . In other words, it is carried out a one-way communication from the main control circuit  71  to the sub-control circuit  72 . The RAM  33  stores various information about internal winning combination, internal carryover combination, current gaming state, etc.  
      Main actuators controlled by control signals from the micro computer  30  include display units such as BET lamps (1-BET lamp  17   a , 2-BET lamp  17   b , MAX-BET lamp  17   c ), bonus game information display unit  16 , payout display unit  18 , credit display unit  19  and the like, a hopper  40  (including a driving unit for payout) receiving a medal and paying out a predetermined number of medals by a command of a hopper driving circuit  41 , and stepping motors  49 L,  49 C,  49 R for rotating the reels  3 L,  3 C,  3 R.  
      In addition, to the CPU  31  are connected a motor driving circuit  39  for controlling the driving of the stepping motors  49 L,  49 C,  49 R, the hopper driving circuit  41  for controlling the driving of the hopper  40 , a lamp driving circuit  45  for controlling the driving of the BET lamps  17   a ,  17   b ,  17   c  and a display unit driving circuit  48  for controlling the display by the display units, such as bonus game information display unit  16 , payout display unit  18 , credit display unit  19  and the like. These driving circuits receive control signals such as driving commands outputted from the CPU  31  to control the operations of the actuators, respectively.  
      In addition, input signals are inputted to the micro computer  30  from the stop switches  7 LS,  7 CS,  7 RS, the BET switch  13 S, the C/P switch  14 S, the medal sensor  10 S, a reel position detection circuit  50  and a payout completion signal circuit  51  and the control commands are generated on the basis of the input signals.  
      The start switch  6 S is a switch for detecting a manipulation of the start lever  6 , and the medal sensor  10 S is a sensor for detecting a medal inserted into the medal insertion slot  10 S. The stop switches  7 LS,  7 CS,  7 RS are switches for generating a stop signal in accordance with the operations of the corresponding stop buttons  7 L,  7 C,  7 R. The BET switch  13 S is a switch which is mounted at the rear side of the BET button  13  and generates a signal in correspondence with the manipulation of the BET button  13 . The C/P switch  14 S is a switch which is mounted at the rear side of the C/P switch  14  and generates a signal in accordance with the manipulation of the C/P button  14 . The reel position detection circuit  50  receives a pulse signal from a reel rotation sensor and supplies a signal for detecting a rotating position of each of the reels  3 L,  3 C,  3 R to the CPU  31 . The payout completion signal circuit  51  generates a signal representing payout completion of the medal when a value counted by a medal detection unit  40 S (i.e., the number of medals paid out from the hopper  40 ) reaches data of a predetermined number.  
      The random number generator  36  generates random numbers within a predetermined range, and the sampling circuit  37  samples one random number from the random numbers generated by the random number generator  36  at an appropriate timing after the start lever  6  has been manipulated. The random number value sampled is used to determine an internal winning combination and the like on the basis of the probability sortition table stored in the ROM  32 , for example.  
      After the rotations of the reels  3 L,  3 C,  3 R, the number of pulses supplied to each of the stepping motors  49 L  49 C,  49 R is counted and the count value is written in a predetermined area of the RAM  33 . Reset pulses are obtained from the reels  3 L,  3 C,  3 R every one revolution. These pulses are inputted to the CPU  31  through the reel position detection circuit  50 . The count value of the driving pulses counted in the RAM  33  is cleared to ┌0┘ by the reset pulses. Thereby, the count value corresponding to a rotating position within a range of one revolution with regard to each of the reels  3 L,  3 C,  3 R is stored in the RAM  33 .  
      In order to match the rotating positions of the reels  3 L,  3 C,  3 R to the symbols arranged on the peripheries of the reels, a symbol table (not shown) is stored in the ROM  32 . In this symbol table, on the basis of the rotating positions generated by the reset pulses, code numbers sequentially given every rotation pitch of the respective reels  3 L,  3 C,  3 R are matched to symbol codes representing symbols provided to correspond to each of the code numbers.  
      In addition, a symbol combination table (which will be described with reference to  FIG. 8 ) is stored in the ROM  32 , in which a combination of symbols achieving a combination (i.e., winning, etc.), payout number of medals relating to the winning and a winning determining code representing the winning are matched. The symbol combination table is referred to when it is carried out a control for stopping the rotations of the left reels  3 L, the center reel  3 C and the right reel  3 R and when it is carried out a winning confirmation (display combination confirmation) after all the reels  3 L,  3 C,  3 R are stopped. The display combination (display combination data) is a combination (achieved combination) corresponding to a combination of symbols arranged along the activated line. A benefit corresponding to the display combination is awarded to the player.  
      If an internal winning combination or internal winning combination for reel-stop is determined by a lottery process (probability sortition process, etc.) based on the random number sampling, the CPU  31  transmits a signal for performing the control for stopping the rotations of the reels  3 L,  3 C,  3 R to the motor driving circuit  39 , on the basis of the input signals transmitted from the stop switches  7 LS,  7 CS,  7 RS at the timing at which the player has operated the stop buttons  7 C,  7 L,  7 R and the determined stop table. However, in case that a command input by the player is received, the CPU  31  does not transmit the signal for carrying out the control for stopping the reels  3 L,  3 C,  3 R to the motor driving circuit  39 , even though the player has pushed the stop buttons  7 L,  7 C,  7 R.  
      In addition, when it is made a stop mode (i.e., winning mode) representing a winning of the combination drawn, the CPU  31  supplies a payout command signal to the hopper driving circuit  41  to pay out a predetermined number of medals from the hopper  40 . At this time, the medal detection unit  40 S counts the number of medals paid out from the hopper  40 , and the medal payout completion signal is inputted to the CPU  31  when the count value reaches a predetermined number. Thereby, the CPU  31  stops the driving of the hopper  40  through the hopper driving circuit  41  and ends the medal payout process.  
      In the followings, it is described the sub-control circuit  72  of the pachi-slot machine  1  according to the embodiment 1, with reference to  FIG. 6 . As shown in  FIG. 5 , the sub-control circuit  72  is connected to the liquid crystal display device  131 , the speakers  9 L,  9 R, the LED  101 , the lamp  102  and a sound volume adjusting unit  103  while being connected to the main control circuit  71  via a bus.  
      In addition, as shown in  FIG. 6 , the sub-control circuit  72  comprises an image control circuit (gSub)  72   a  and a sound lamp control circuit (mSub)  72   b . The image control circuit (gSub)  72   a  and the sound lamp control circuit (mSub)  72   b  are formed on separate circuit boards different from the circuit board constituting the main control circuit  71 .  
      The communication between the main control circuit  71  and the image control circuit (gSub)  72   a  is carried out in a one-way manner, from the main control circuit  71  to the image control circuit (gSub)  72   a . That is, the image control circuit (gSub)  72   a  does not output a control command or information to the main control circuit  71 . In addition, the communication between the image control circuit (gSub)  72   a  and the sound lamp control circuit (mSub)  72   b  is carried out in a one-way manner, from the image control circuit (gSub)  72   a  to the sound lamp control circuit (mSub)  72   b . That is, the sound lamp control circuit (mSub)  72   b  does not output a control command or information to the image control circuit (gSub)  72   a.    
      The image control circuit (gSub)  72   a  comprises an image control MICOM  81 , a serial port  82 , a program ROM  83 , a work RAM  84 , a calendar IC  85 , an image control IC  86 , a control RAM  87 , an image ROM (character ROM)  88  and a video RAM  89 .  
      The image control MICOM  81  comprises a CPU, an intervention controller and an I/O port (serial port  82  is shown). The CPU provided to the image control MICOM  81  executes various processes in accordance with control programs stored in the program ROM  83 , based on the control command transmitted from the main control circuit  71 . For example, if it is received a control command having a purpose of representing a specific image corresponding to a command from the main control circuit  71 , the CPU instructs the image control IC  86  to extract the image from the image ROM  88  and to display it on the liquid crystal display device  131 . In addition, the image control circuit (gSub)  72   a  is not provided with a clock pulse generating circuit, a frequency divider, a random number generator and a sampling circuit. However, it is adapted to carry out a random number sampling in a software manner on an operating program of the image control MICOM  81 .  
      The serial port  82  is a port receiving the control command and the like transmitted from the main control circuit  71 . The program ROM  83  memorizes various programs to be executed in the image control MICOM  81  and various tables which will be described. The work RAM  84  is used a memory area for operation used when the image control MICOM  81  executes the control program. Various information about effects and the like is stored in the work RAM  84 .  
      The calendar IC  85  is an IC which memorizes date data. An employee in a game arcade operates an operating unit (not shown) to set a date and the set date is stored in the calendar IC  85 . In addition, the work RAM  84  and the calendar IC  85  are backup targets. Accordingly, even though the power supplied to the image control MICOM  81  is cutoff, the power is continuously supplied to them, so that the memorized information is not erased.  
      The image control IC  86  is an IC which produces and outputs an image in correspondence with the effect contents determined by the image control MICOM  81  to the liquid crystal display device  131 . The control RAM  87  is included in the image control IC  86 . The image control MICOM  81  carries out a process of writing or reading the information and the like to and from the control RAM  87 . In addition, the control RAM  87  is developed with a register, a sprite attribute table and a color palette table of the image control IC  86 . The image control MICOM  81  updates the register and the sprite attribute table of the image control IC  86  at every timing predetermined.  
      The image control IC  86  is connected with the liquid crystal display device  131 , the image ROM  88  and the video RAM  89 . In addition, in case that mass image data such as three dimensional image data, etc. is processed, the image ROM  88  may be connected to the image control MICOM  81 . The image ROM  88  stores image data for producing an image, dot data and the like. The video RAM  89  serves as temporary memory means when the image control IC  86  produces an image. In addition, the image control IC  86  transmits a signal to the image control MICOM  81  whenever the data transmission of the video RAM  89  to the liquid crystal display device  131  is completed.  
      In addition, in the image control circuit (gSub)  72   a , the image control MICOM  81  carries out the effects of the sound lamp, too. The image control MICOM  81  determines types and output timing of the sound lamp based on the effects determined and transmits a control command to the sound lamp control circuit (mSub)  72   b  via the serial port  82  at every timing predetermined. The sound lamp control circuit (mSub)  72   b  having received the control command carries out only the output of the sound lamp (except control for adjusting sound volume described later), in accordance with the control command received from the image control circuit (gSub)  72   a.    
      The sound lamp control circuit (mSub)  72   b  comprises a sound lamp control MICOM  91 , a serial port  92 , a program ROM  93 , a work RAM  94 , a sound source IC  95 , a power AMP  96  and a sound source ROM  97 .  
      The sound lamp control MICOM  91  comprises a CPU, an intervention controller and an I/O port (serial port  92  is shown). The CPU in the sound lamp control MICOM  91  executes an output process of the sound lamp in accordance with control programs stored in the program ROM  93 , based on the control command transmitted from the image control circuit (gSub)  72   a . In addition, the sound lamp control MICOM  91  is connected with the LED  101  and the LAMP  102 . The sound lamp control MICOM  91  transmits an output signal to the LED  101  and the lamp  102 , in accordance with the control command transmitted from the image control circuit (gSub)  72   a  at the timing predetermined. Thereby, the LED  101  and the lamp  102  emit lights with a predetermined mode in correspondence with the effects.  
      The serial port  92  is an input port which receives the control command and the like transmitted from the image control circuit (gSub)  72   a . The program ROM  93  is a memory which stores the control program to be executed in the sound lamp control MICOM  91  and the like. The work RAM  94  is used as a work memory for operation when the sound lamp control MICOM  91  executes the control program.  
      The sound source IC  95  produces a sound source based on the control command transmitted from the image control circuit (gSub)  72   a , and outputs the produced sound source to the power AMP  96 . The power AMP  96  is an amplifier and connected with the speakers  21 L,  21 R. The power AMP  96  amplifies the sound source outputted from the sound source IC  95 , and outputs the amplified sound source from the speakers  21 L,  21 R. The sound source ROM  97  stores sound source data (phrase, etc.) for producing the sound source.  
      To the sound lamp control MICOM  91  is connected a sound volume adjusting unit  103 . The sound volume adjusting unit  103  is such structured that it can be manipulated by an employee in a game arcade, and adjusts the sound volume to be outputted from the speakers  21 L,  21 R. Based on the input signal transmitted from the sound volume adjusting unit  103 , the sound lamp control MICOM  91  carries out the control of adjusting the sound outputted from the speakers  9 L,  9 R to the inputted sound volume.  
      [Gaming State of Shift Place of Pachi-Slot Machine  1 ] 
      In the followings, it is described an occurrence condition of each gaming state, a shift condition and a gaming state of a shift place of the pachi-slot machine  1  according to the embodiment 1, with reference to  FIG. 7 .  FIG. 7  is an explanatory diagram for illustrating an occurrence condition of each gaming state, a shift condition and a gaming state of a shift place when the shift condition is fulfilled in the pachi-slot machine  1  according to the embodiment 1. Types of internal winning combinations and winning probabilities thereof are different in each of the gaming states.  
      The gaming state of the pachi-slot machine  1  which is described in the embodiment 1 includes a normal gaming state, a BB gaming state, a RB gaming state, an internal carryover state and a re-gaming state of high probability. A combination (BB or RB) carried over in the internal carryover state is referred to as ┌internal carryover combination┘. In addition, a state including any one of the BB gaming state and RB gaming state is referred to as ┌bonus gaming state┘.  
      The normal gaming state is a gaming state in which an expected value of the so-called ┌rate of putting out balls┘ (a game value to be paid out to a player to a unit game value bet per a game) is smaller than ┌1┘. The normal gaming state is most disadvantageous to a player as compared to the other gaming state, because there is no internal carryover combination.  
      The BB gaming state is a gaming state structured by the RB gaming state. In addition, basically, the BB gaming state is a gaming state structured by a game in which ┌a continuous operation device of single bonus relating to a first type special single bonus┘ operates. Specifically, for example, in case that Red 7 is internally won and corresponding symbols are matched, the BB gaming state is made and the RB gaming state continuously occurs. The BB gaming state is over on condition that a predetermined number of medals (for example, 360 or 460 pieces) is paid out.  
      The RB gaming state is a gaming state structured by a game in which ┌the first type special single bonus┘ operates. When BAR is internally won and corresponding symbols are matched, the RB gaming state is made.  
      The internal carryover state is a gaming state in which it is allowed a state, in which a combination of symbols corresponding to BB or RB can be arranged along the display line (BB or RB is made), over one or several games. In other words, the internal carryover state is a gaming state in which a winning combination for reel-stop becomes BB or RB, on condition that an internal winning combination is the losing. In the embodiment 1, BB or RB includes Red 7 BB and BAR BB, and the internal carryover state includes Red 7 BB internal carryover state and BAR RB internal carryover state.  
      The re-gaming state of high probability is a state in which Replay is matched in a high probability over a predetermined number of games (for example, 1000 games). In case that it is made an internal winning in the re-game of high probability and corresponding symbols are matched, it is shifted to the re-gaming state of high probability.  
      Herein, the winning combination for reel-stop is information used for the stop control of the reels  3 L,  3 C,  3 R. In case that the winning combination for reel-stop has been determined, the reels  3 L,  3 C,  3 R are stop-controlled under state that a stop mode of symbols or symbol combination corresponding to the combination is allowed to be stopped in the symbol display areas  21 L,  21 C,  21 R. In addition, the stop control is carried out under state that symbols or symbol combination corresponding to a combination except the winning combination for reel-stop is not allowed. Basically, a combination determined as an internal winning combination becomes a winning combination for reel-stop. However, in the internal carryover state, BB or RB becomes a winning combination for reel-stop when there is no internal winning combination (i.e., losing).  
      As shown in  FIG. 7 , an occurrence condition of a bonus gaming state is an achievement of BB or RB. If a predetermined number of games (for example 12 games) is over or it is made a predetermined number of achievements (for example, 8 times), a shift condition is satisfied and a gaming state is shifted to the normal gaming state.  
      An occurrence condition of the internal carryover state is an internal winning of BB or RB. If BB or RB is made, a shift condition is satisfied, a gaming state is shifted to the bonus gaming state and one or plural times of RB game are possible.  
      In addition, an occurrence condition of the re-gaming state of high probability is such that it is made an internal winning in the re-game of high probability and a combination of symbols corresponding to it is stopped on the activated line (re-game of high probability is made). If a predetermined number of games (for example, 100 times) is over or a predetermined number of medals (for example, 200 pieces) is paid out, the re-gaming state of high probability is shifted to the normal gaming state.  
      [Relationship Between Symbol Combination and Payout Number of Pachi-Slot Machine  1 ] 
      In the followings, it is described a relationship between the symbol combination and the payout number of the pachi-slot machine  1  according to the embodiment, with reference to  FIG. 8 .  FIG. 8  is an explanatory diagram for illustrating a relationship of a combination, a symbol combination and a payout number of a pachi-slot machine according to the embodiment 1. As shown in  FIG. 8 , in case of BB, ┌Red 7-Red 7-Red 7┘ is arranged along the activated line, so that a winning is made (display combination becomes BB), and in case of RB, ┌BAR-BAR-BAR┘ is arranged along the activated line, so that a winning is made (display combination becomes RB).  
      In case of Replay, ┌Replay-Replay-Replay┘ is arranged along the activated line, so that a winning is made. If a winning of Replay is achieved, the same medals as the number of inserted medals are automatically inserted, so that the player can play a next game without consuming the medals. In other words, Replay is a combination allowing a player to play a game irrespective of the insertion of a game value (for example, medal), in case that a winning thereof is made. In addition, in case that it has been won in the re-game of high probability which is a combination adopted in the embodiment 1, ┌Watermelon-Watermelon-Watermelon┘ is arranged along the activated line, so that a winning thereof is achieved and it becomes under re-gaming state of high probability in which Replay is frequently made. In addition, a combination of symbols and payout number of medals achieving a winning of ┌Small Win of Bell┘ or ┌Small Win of Cherry┘ are as shown in  FIG. 8 . In  FIG. 8 , ┌ANY┘ indicates any symbol.  
      [Stop Table of Pachi-Slot Machine  1 ] 
      In the followings, it is described a stop table adopted in the pachi-slot machine  1  of the embodiment 1, with reference to  FIGS. 9 and 10 .  FIG. 9  is a view showing a structure of a stop table adopted in the pachi-slot machine  1  according to an embodiment 1 and  FIG. 10  is a view showing a structure of a stop table adopted in the pachi-slot machine according to the embodiment 1. In addition,  FIG. 9  is an example of a BB stop table and a RT stop table adapted to stop combinations of symbols corresponding BB and RT on the center line, and  FIG. 10  is an example of a Replay stop table and a Bell stop table adapted to stop combinations of symbols corresponding Replay and Bell on the center line.  
      Basically, a stop table is structured such that a predetermined symbol combination (symbol combination of a corresponding combination) can be arranged along a predetermined display line (activated line). However, a stop table corresponding to the losing is structured such that a symbol combination corresponding to a combination cannot be arranged along a predetermined activated line.  
      The stop table stores a stop operation position showing a code number of a symbol located at a position at which a player has actually carried out the stop operation, correspondingly to a code number of a symbol controlling the symbol to be stopped, with regard to each of the left reel  3 L, the center reel  3 C and the right reel  3 R. Herein, the stop operation position shows a code number of a symbol which is located at the center line (specifically, a symbol whose center is located above the center line and adjacent to the center line) when the stop buttons  7 L,  7 C,  7 R mounted to correspond to each of the left reel  3 L, the center reel  3 C and the right reel  3 R has been manipulated. In addition, the stop control position shows a code number of a symbol which is stopped at a position of the center line when the reel for which the stop operation has been carried out is stopped.  
      In addition, in the embodiment 1, so-called number of sliding symbols is set to be 4 symbols. For example, it is briefly described with reference to BB (Red 7) stop table. As shown in  FIG. 9 , in case that the stop button  7 R is pushed when ┌Watermelon┘ having code number ┌ 15 ┘(see  FIG. 4 ) have reached the position of the center line while the right reel  3 R is being rotated, a so-called ┌attraction-in┘ is carried out to control the stop of the right reel  3 R so that ┌Red  7 ┘ having code number ┌ 11 ┘ is stopped at the position of the center line.  
      The ┌attraction-in┘ is meant by stopping the reel (reels corresponding to the stop operation), which is the stop control target, so as to display a symbol (hereinafter, referred to as ┌attraction-in target symbol┘) constituting a symbol combination corresponding to an attraction-in target combination (internal winning combination) at a symbol stop position (hereinafter, ┌active symbol stop positions┘) connected by the activated line, under condition of the maximum number of sliding symbols (four). However, in case that the ┌attraction-in┘ cannot be achieved within a range of the maximum number of sliding symbols (four) even though the ┌attraction-in┘ has been tried, a stop table corresponding to an internal winning combination is set and the stop control of the reel corresponding to the stop operation is carried out.  
      [Probability Sortition Table of Pachi-Slot Machine] 
      In the followings, it is described an example of a probability sortition table adopted in the pachi-slot machine  1  of the embodiment 1, with reference to  FIG. 11 .  FIG. 11  is a view showing an example of a probability sortition table (BET number: one or three) adopted in the pachi-slot machine  1  according to the embodiment 1.  
       FIG. 11A  shows a probability sortition table for a normal gaming state. The probability sortition table for a normal gaming state stores information about the lowest and upper limits of a numerical range corresponding to an internal winning combination. In addition, in the normal gaming state, Red  7  BB, RAB RB, RT (Watermelon), Replay, Small Win of Bell and Small Win of Cherry may be internally won.  
      Herein, it is specifically described a probability sortition table when the BET number is three. A numerical range corresponding to BB (numerical range corresponding to a second combination) is ┌0˜13┘. In other words, the lowest limit of the numerical range in which it is made an internal winning of BB is ┌0┘ and the upper limit thereof is ┌ 13 ┘. In addition, a numerical range corresponding to RT (Watermelon) (numerical range corresponding to a first combination) is ┌6˜13┘. In other words, the lowest limit of the numerical range in which it is made an internal winning of RT is ┌6┘ and the upper limit thereof is ┌13┘.  
      In other words, the table stores the information about the numerical range of ┌6˜13┘ which partially overlaps between BB and RT. In case that a random number value drawn by a one random number lottery is included in the numerical range of ┌6˜13┘, both BB and RT become an internal winning combination. In addition, in case that both BB and RT become an internal winning combination, BB is carried over and at the same time a benefit relating to RT is awarded to a player.  
       FIG. 11B  shows a probability sortition table for a carryover gaming state. In the carryover gaming state, Replay, and Small Win of Bell and Cherry may be internally won and RT is also treated as Small Win.  
       FIG. 11C  shows a probability sortition table for BB and RB gaming states. In the BB and RB gaming states, Small Win of Bell and Cherry may be internally won.  
       FIG. 11D  shows a probability sortition table for a RT gaming state. In the RT gaming state, Red 7 BB, RAB RB, RT, Replay, Small Win of Bell and Small Win of Cherry may be internally won. In addition, in case that RT is internally won during the RT gaming state, the number of RT games is reset and the prescribed number of games (for example, 100 times) is thus restarted from the beginning.  
      [Table of the Number of Lotteries of Pachi-Slot Machine  1 ] 
      In the followings, it is described an example of a table of the number of lotteries adopted in the pachi-slot machine  1  of the embodiment 1, with reference to  FIG. 12 .  FIG. 12  is a view showing an example of a table of the number of lotteries adopted in the pachi-slot machine according to the embodiment 1.  
      As shown in  FIG. 12 , the table for determining the number of lotteries stores the number of lotteries in correspondence with each of the gaming states (normal gaming state, internal carryover state, BB, RB normal gaming state, RT gaming state). Herein, the internal carryover state is meant by a state that although BB or RB has been internally won, BB or RB has not been achieved yet because ┌Red 7-Red 7-Red 7┘ or ┌BAR-BAR-BAR┘ is not matched. In addition, the BB, RB gaming state is meant by a state that BB or RB has been achieved, respectively. The RT gaming state is meant by a state that RT has been achieved. The normal gaming state is meant by a state except the three gaming states. In addition, the number of lotteries is meant by the number of operations of determining whether a random number value has been drawn or not with reference to the probability sortition table in a probability sortition process. A method of using the number of lotteries will be described in a probability sortition process which will be described later.  
      [Priority Attraction-In Ranking Table of Pachi-Slot Machine  1 ] 
      In the followings, it is described an example of a priority attraction-in ranking table adopted in the pachi-slot machine  1  of the embodiment 1, with reference to  FIG. 13 .  FIG. 13  is a view showing an example of a priority attraction-in ranking table adopted in the pachi-slot machine  1  according to an embodiment 1.  
      As shown in  FIG. 13 , the priority attraction-in ranking table stores information about a priority ranking of a combination of symbols to be attracted-in on the activated line, when there are two internal winning combinations, or when there are an internal winning combination and an internal carryover combination. The priority attraction-in ranking is higher in order of Replay, BB, RB, RT, Bell and cherry. For example, in case that there are an internal winning combination and an internal carryover combination, and the internal winning combination is Replay and the internal carryover combination is BB, it is carried out the stop control of the reels  3 L,  3 C,  3 R so that Replay is preferentially attracted-in on the basis of the stop table (see  FIG. 10 ) corresponding to Replay.  
      [Internal Winning Combination Determining Table of Pachi-Slot Machine  1 ] 
      In the followings, it is described an example of an internal winning combination determining table of the pachi-slot machine  1  of the embodiment 1, with reference to  FIG. 14 .  FIG. 14  is a view showing an example of an internal winning combination determining table adopted in the pachi-slot machine  1  according to the embodiment 1.  
      As shown in  FIG. 14 , the internal winning combination determining table stores contents of an internal winning combination and data of a binary number which is information identifying an internal winning combination, correspondingly to a winning number, in accordance with each of the gaming states. The data of binary number is referred to as flag and consists of 1 byte.  
      Referring to the normal gaming state, for example, in case that a winning number is 0 and the information identifying an internal winning combination is ┌00000000┘, the internal winning combination is the losing. Likewise, in case that a winning number is 1 and the information identifying an internal winning combination is ┌00010000┘, the internal winning combination is Bell. In addition, in case that a winning number is 2 and the information identifying an internal winning combination is ┌00100000┘, the internal winning combination is Cherry. In addition, in case that a winning number is 3 and the information identifying an internal winning combination is ┌00001000┘, the internal winning combination is RT. Additionally, in case that a winning number is 4 and the information identifying an internal winning combination is ┌00000001┘, the internal winning combination is Replay. In addition, in case that a winning number is 5 and the information identifying an internal winning combination is ┌0000100┘, the internal winning combination is RB. Further, in case that a winning number is 6 and the information identifying an internal winning combination is ┌00000010┘, the internal winning combination is BB.  
      [Storing Areas of Pachi-Slot Machine  1 ] 
      In the followings, it is described an example of areas for storing an internal winning combination, an internal carryover combination and a random number adopted in the pachi-slot machine of the embodiment 1, with reference to  FIG. 15 .  FIG. 15  is a view showing an example of areas for storing an internal winning combination, an internal carryover combination and a random number adopted in the pachi-slot machine according to the embodiment 1.  
       FIG. 15A  shows an internal winning combination storing area. The internal winning combination storing area stores information (data) of the internal winning combination, which consists of 1 byte. In the internal winning combination storing area, a bit  0  (first bit), a bit  1  (second bit), a bit  2  (third bit), a bit  3  (fourth bit), a bit  4  (fifth bit) and a bit  5  (sixth bit) correspond to Replay, BB, RB, RT, Bell and Cherry, respectively. In addition, bits  6  and  7  (seventh and eighth bits) are unused storing areas. If the data is stored in the internal winning combination storing area, the data column becomes 1 and one corresponding to the bit becomes an internal winning combination. For example, if ┌000000001┘ is stored in the internal winning combination storing area, the data column of the bit  0  becomes 1 and Replay corresponding to the bit  0  becomes an internal winning combination.  
       FIG. 15B  shows an internal carryover combination storing area. In the internal carryover combination storing area, a bit  1  (second bit) and a bit  2  (third bit) correspond to BB and RB, respectively, and a bit  0  (first bit) and a bit  2  (fourth bit) to a bit  7  (eighth bit) are unused storing areas. When the data ┌00000100┘ or ┌00000010┘) of BB or RB, which is an internal carryover combination, is stored in the internal carryover combination storing area, the data column of the bit  1  or  2  becomes  1  and BB or RB corresponding to the bit  1  or  2  becomes an internal carryover combination.  
       FIG. 15C  shows a random number storing area. The random number storing area stores a random number value (one of 0˜16383) drawn through a random number lottery in the probability sortition process which will be described later.  
      [Reel Stop Initialization Table of Pachi-Slot Machine  1 ] 
      In the followings, it is described a reel stop initialization table adopted in the pachi-slot machine  1  of the embodiment with reference to  FIG. 16 .  FIG. 16  is a view showing an example of a reel stop initialization table adopted in the pachi-slot machine  1  according to the embodiment 1. As shown in  FIG. 16 , the reel stop initialization table stores information of stop tables corresponding to values (0 to 6) of a select counter for stop, respectively. The select counter for stop basically sets the winning number of the internal winning combination internally won (see  FIG. 14 ).  
      [Process of Main Control Circuit in Pachi-Slot Machine  1 ] 
      In the followings, it is described a process of a main control circuit in the pachi-slot machine  1  of the embodiment 1, with reference to  FIG. 17 .  FIG. 17  is a flow chart showing a process of a main control unit of the pachi-slot machine  1  according to the embodiment 1.  
      As shown in  FIG. 17 , in the main control circuit  17 , the CPU  31  carries out an initialization process (initialization of memory contents in RAM  33 , initialization of communication data, etc.) when a game starts (step S 1 ). Then, the CPU  31  erases the memory contents (for example, memory contents in the memory area memorizing the internal winning combination) of the RAM  33  when a game is over (S 2 ). Specifically, the CPU erases the data of the writable area of the RAM  33  used in a previous game, writes a parameter necessary for a next game into the writable area of the RAM  33  and indicates a start address of a sequence program for the next game, etc.  
      After that, the CPU  31  carries out a medal insertion start checking process (which will be described with reference to  FIG. 19 ) such as update of the BET number based on the inputs from the start switch  6 S, medal sensor  22 S or BET switch  13 S (S 3 ) and samples a random number for lottery used in the probability sortition process (which will be described with reference to  FIGS. 21 and 22 ) (S 4 ).  
      Then, the CPU  31  carries out a gaming status supervisory process (see  FIG. 20 ) of supervising whether it is under bonus gaming state (BB gaming state or RB gaming state), internal carryover state or normal gaming state (S 5 ) and executes a probability sortition process of determining an internal winning combination in the bonus gaming state, internal carryover state or normal gaming state on the basis of the probability sortition table (S 6 ).  
      Continuously, the CPU  31  carries out a reel stop initialization process (see  FIG. 23 ) (S 7 ), and transmits a start command including the information about the gaming state, the internal winning combination, the stop table determined in the initialization process and the like to the sub-control circuit  72  (S 8 ). Then, the CPU  31  determines whether ┌4.1 seconds┘ or more have lapsed from after the previous reel has started to rotate (S 9 ). If ┌4.1┘ seconds or more have not lapsed (S 9 , NO), the CPU  31  consumes a game start waiting time (i.e., waits) (S 10 ). On the contrary, if ┌4.1 seconds┘ or more have lapsed, the CPU  31  proceeds to a step S 11 . In other words, the CPU annuls a game start operation by a player, during a period from after the previous game has started until a predetermined time (for example, 4.1 seconds) has lapsed.  
      After that, the CPU  31  sets a game supervisory timer including an automatic stop timer for automatically stopping the reels  3 L,  3 C,  3 R irrespective of the stop operations of the stop buttons  7 L,  7 C,  7 R by the player (S 11 ), and requests the rotation start of the reels  3 L,  3 C,  3 R (S 12 ).  
      Continuously, the CPU  31  transmits a reel stop signal (S 13 ) and carries out a reel stop control process (see  FIG. 24 ) (S 14 ). Then, the CPU  31  carries out a display combination specifying process (see  FIG. 27 ) (S 15 ) and an error checking process (S 16 ) and then transmits a display combination command (S 17 ). Continuously, the CPU  31  carries out a RT related process (see  FIG. 28 ) (S 18 ) and a medal payout process (S 19 ), updates a bonus end number counter based on the payout number and transmits a payout completion command (S 20 ). When the bonus completion number counter is 1 or more, the corresponding counter is subtracted in correspondence with the payout number of medals.  
      Then, the CPU  31  determines whether a flag under RB operation or a flag under BB operation is ON or not (S 21 ). As a result of the determination, if the flag under RB operation or the flag under BB operation is not ON (S 21 , NO), the CPU  31  carries out a bonus operation checking process (see  FIG. 29 ) (S 22 ) and returns to the step S 3 . On the contrary, if the flag under RB operation or the flag under BB operation is ON (S 21 , YES), the CPU  31  carries out a bonus end checking process (see  FIG. 30 ) (S 23 ) and returns to the step S 3 .  
      [Intervention Process of Pachi-Slot Machine  1 ] 
      In the followings, it is described an intervention process of the pachi-slot machine  1  of the embodiment 1, with reference to  FIG. 18 .  FIG. 18  is a flow chart showing an intervention process of the pachi-slot machine  1  according to the embodiment 1. In addition, the intervention process is periodically carried out every 1.1 ms.  
      As shown in  FIG. 18 , the CPU  31  of the pachi-slot machine  1  checks an input port (S 24 ). Specifically, the CPU checks whether there is an input from the start switch  6 S by the operation of the start lever  6 . Then, the CPU  31  carries out a communication process of communication data (S 25 ) and then the reel control process (S 26 ). Specifically, the CPU sets information representing a control target reel as a reel identifier, and controls the driving of the reel.  
      Continuously, the CPU  31  carries out a lamp  7 SEG driving process (S 27 ) and then a lamp driving process (S 28 ). Specifically, the CPU turns on the BET lamps  17   a  to  17   c  based on the number of medals bet per a game. In addition, the CPU displays the number of medals stacked (credited), the payout number of medals when a winning of a combination is made, and the like on the credit display unit  19 . Then, the CPU  31  carries out a timer managing process (S 28 ) and starts the intervention process again after 1.1 ms.  
      [Medal Insertion Start Checking Process of Pachi-Slot Machine  1 ] 
      In the followings, it is described a medal insertion start checking process of the pachi-slot machine  1  according to the embodiment, with reference to  FIG. 19 .  FIG. 19  is a flow chart showing a medal insertion start checking process of the pachi-slot machine  1  according to an embodiment 1.  
      As shown in  FIG. 19 , the CPU  31  of the pachi-slot machine  1  checks the medal sensor and the BET switch (S 30 ). Specifically, the CPU  31  checks the inputs from the medal sensor  10 S or BET switches  11  to  13 . Then, the CPU  31  determines whether a medal has been inserted or not (S 31 ). Specifically, the CPU determines whether a medal has been inserted or not, through the detection of signals from the medal sensor  10 S or BET switches  11  to  13 .  
      As a result of the determination, if a medal has been inserted (S 31 , YES), the CPU  31  updates the insertion number counter (S 32 ), activates the activated line in correspondence with the BET number (S 33 ), and then transmits the BET command (S 34 ). To the contrary, if a medal has not been inserted (S 31 , NO), the CPU  31  returns to the step S 30  to check the medal sensor and the BET switch again.  
      After transmitting the BET command, the CPU  31  determines whether the start switch is ON or not (S 35 ). As a result of that, if the start switch is ON (S 35 , YES), the CPU  31  returns to the step S 4  in  FIG. 17  to sample a random number for the probability sortition process. To the contrary, if the start switch is not ON (S 35 , NO), the CPU  31  returns to the step S 30 .  
      [Gaming Status Supervisory Process of Pachi-Slot Machine  1 ] 
      In the followings, it is described a gaming status supervisory process of the pachi-slot machine  1  according to the embodiment 1, with reference to  FIG. 20 .  FIG. 20  is a flow chart showing a gaming status supervisory process of the pachi-slot machine  1  according to the embodiment 1.  
      As shown in  FIG. 20 , the CPU  31  of the pachi-slot machine  1  determines whether the flag under BB operation or the flag under RB operation is ON or not (S 36 ). As a result of that, if the flag under BB operation or the flag under RB operation is ON (S 36 , YES), the CPU  31  sets a RB gaming state (S 37 ), and returns to the step S 6  in  FIG. 17  to carry out the probability sortition process. To the contrary, if the flag under BB operation or the flag under RB operation is not ON (S 36 , NO), the CPU determines whether the flag under RT operation is ON or not (S 38 ). As a result of that, if the flag under RT operation is ON (S 38 , YES), the CPU  31  sets a RT gaming state (S 39 ) and returns to the step S 6  in  FIG. 17 . To the contrary, if the flag under RT operation is not ON (S 38 , NO), the CPU  31  determines whether an internal carryover combination has been set or not (S 40 ). As a result of that, if the internal carryover combination has been set (S 40 , YES), the CPU  31  sets an internal carryover state (S 41 ) and returns to the step S 6  in  FIG. 17 . To the contrary, if the internal carryover combination has not been set (S 40 , NO), the CPU  31  sets a normal gaming state (S 42 ) and returns to the step S 6  in  FIG. 17 .  
      [Probability Sortition Process of Pachi-Slot Machine  1 ] 
      In the followings, it is described a probability sortition process of the pachi-slot machine  1  according to the embodiment 1, with reference to  FIGS. 21 and 22 .  FIG. 21  is a flow chart  1  showing a probability sortition process of the pachi-slot machine  1  according to the embodiment 1 and  FIG. 22  is a flow chart  2  showing a probability sortition process of the pachi-slot machine  1  according to the embodiment 1.  
      As shown in  FIG. 21 , the CPU  31  of the pachi-slot machine  1  determines the number of lotteries depending on the gaming states based on the table of the number of lotteries (see  FIG. 12 ) (S 43 ) and then determines whether the data stored in the internal carryover combination storing area (see  FIG. 15B ) is 0 or not (i.e., whether there is an internal carryover combination or not) (S 44 ). As a result of that, if the data stored in the internal carryover combination storing area is not 0 (S 44 , NO), the CPU  31  changes the number of lotteries in correspondence with the gaming states (S 45 ). In this case, since it is under internal carryover gaming state, the CPU  31  changes the number of lotteries into 4 based on the table of the number of lotteries. To the contrary, if the data stored in the internal carryover combination storing area is 0 (S 44 , YES), the CPU  31  adopts the number of lotteries determined in the step S 43  as it is, without changing the number of lotteries.  
      Next, the CPU  31  sets the same value (i.e., 4) as the number of lotteries in a register (S 46 ), as a winning number. Continuously, the CPU  31  refers to the probability sortition table (see  FIG. 11 ) corresponding to the gaming state to obtain the lowest limit (L) of the random number value based on the winning number and the insertion number (S 47 ), and subtracts the lowest limit (L) from the random number value (R) stored in the random number storing area (see  FIG. 15A ) of the RAM  33  (i.e., R-L) (S 48 ).  
      Next, the CPU  31  determines whether an underflow has been carried out or not (S 49 ). Specifically, the CPU determines whether the calculation result of R-L is negative or not. Herein, in case that the random number value (R) is smaller than the lowest limit (L) (L&gt;R), the calculation result of R-L is negative, and in case that the random number value (R) is larger or same as the lowest limit (L) (L R), the calculation result of R-L is not negative. If the calculation result is not negative (S 49 , NO), the CPU  41  again refers to the probability sortition table to obtain the upper limit (U) of the random number value based on the winning number and the insertion number (S 50 ), and subtracts the upper limit (U) from the random number value (R) stored in the random number storing area of the RAM  33  (i.e., R-U) (S 51 ). To the contrary, the calculation result is negative (S 49 , YES), the CPU  31  proceeds to a step S 58  which will be described later.  
      Continuously, the CPU  31  whether the value obtained from the subtraction, i.e., the calculation result of R-L is ┌0┘ or not (S 52 ). Herein, in case that the random number value (R) is same as the upper limit (U) (R=U), the calculation result of R-L is ┌0┘ and in case that the random number value (R) is not same as the upper limit (U) (R L), the calculation result of R-L is not ┌0┘. If the calculation result is not ┌0┘ (S 52 , NO), the CPU  31  determines whether the underflow has been carried out or not (S 53 ). Specifically, the CPU determines whether the calculation result of R-L is negative or not, likewise the step S 49 . Herein, in case that the random number value (R) is below the upper limit (U) (R&lt;U), the calculation result of R-L is negative, and in case that the random number value (R) is above the upper limit (U) (R&gt;U), the calculation result of R-L is not negative. If the calculation result is negative (S 53 , YES), the CPU  31  stores the winning number in an internal lottery result information storing area of the RAM  33  (S 54 ). Herein, back to the description of the step S 52 , if the calculation result of R-L is ┌0┘ (S 52 , YES), the CPU  31  proceeds to the step S 54 , likewise the result of determination (YES) in the step  53 .  
      Next, the CPU  31  refers to the internal winning combination determining table (see  FIG. 14 ) to determine an internal winning combination based on the winning number stored in the internal lottery result information storing area (S 55 ). Continuously, the CPU  31  takes a logical product of the internal winning combination and the bonus check data and stores a logical sum with the internal carryover combination storing area (see  FIG. 15B ) in the internal carryover combination storing area (S 56 ). Next, the CPU  31  stores a logical sum of the internal winning combination and the internal carryover combination storing area in the internal winning combination storing area (see  FIG. 15A ) (S 57 ). Continuously, the CPU  31  subtracts 1 from the number of lotteries (S 58 ) and determines whether the number of lotteries is 0 or not (S 59 ). In case that the number of operations of determining whether the random number value (R) is included in the numerical range defined by the upper limit (U) and the lowest limit (L) is 6 times in the normal gaming state, 4 times in the internal carryover state, 2 times in the BB, RB gaming state and 6 times in the RT gaming state (see  FIG. 12 ), the number of lotteries is 0. In case that the number of determinations in each of the gaming states is under the predetermined times, the number of lotteries is not 0.  
      As a result of that, if the number of lotteries is 0 (S 59 , YES), the CPU  31  refers to the internal winning combination determining table to determine an internal winning combination based on the winning number (S 60 ). Continuously, the CPU  31  takes a logical product of the internal winning combination and the bonus check data and stores a logical sum with the internal carryover combination storing area in the internal carryover combination storing area (S 61 ). Next, the CPU  31  stores a logical sum of the internal winning combination and the internal carryover combination storing area in the internal winning combination storing area (S 62 ), and returns to the step S 7  in  FIG. 17  to carry out the reel stop initialization process. Herein, back to the description of the step S 59 , if the number of lotteries is not 0 (S 59 , NO), the CPU  31  returns to the step S 46 . In addition, in case that there is no internal winning combination, the CPU  31  sets a winning number as 0.  
      [Reel Initialization Process of Pachi-Slot Machine  1 ] 
      In the followings, it is described a reel stop initialization process of the pachi-slot machine  1  according to the embodiment 1, with reference to  FIG. 23 .  FIG. 23  is a flow chart showing a reel stop initialization process of the pachi-slot machine  1  according to the embodiment 1.  
      As shown in  FIG. 23 , the CPU  31  of the pachi-slot machine  1  obtains a winning number from the internal lottery result information storing area of the RAM  33  (S 63 ), compares the data of the internal winning combination storing area with RT combination check data (data of checking whether the flag ┌00001000┘ of the specialty combination has been set) (S 64 ), and determines whether the data of the internal winning combination storing area is same as the RT combination check data (S 65 ). As a result of the determination, if they are same (S 65 , YES), the CPU  31  determines whether one of the data of the internal winning combination storing areas is 1 or not (S 66 ). As a result of that, if any one is 1 (S 66 , YES), the CPU  31  numbers the internal winning combination storing areas, adds 3 to the winning number if it is a bonus and subtracts 1 if it is RT, temporarily stores each of them in the select counter for stop (see  FIG. 16 ) and proceeds to a step S 74  (S 67 ). To the contrary, if any one is not 1 (S 66 , NO), the CPU  31  numbers the internal winning combination storing areas, subtracts 1 from the winning number, and stores it in the select counter for stop (S 68 ), and proceeds to a step S 74  likewise the result (YES) in the step S 66 .  
      Back to the description of the step S 65 , if the data of the internal winning combination storing area is not same as the RT combination check data (S 65 , NO), the CPU  31  determines whether the winning number is 0 or not (S 69 ). As a result of that, if the winning number is 0 (S 69 , YES), the CPU  31  takes a logical product of the data of the internal winning combination storing area and operation combination check data (data of checking whether bonus data (for example, ┌00000110┘) has been set) (S 70 ), and determines whether the logical product is 0 or not (S 71 ). As a result of that, if the logical product is 0 (S 71 , YES), the CPU  31  stores the winning number in accordance with the internal winning combination in the select counter for stop (S 72 ) and proceeds to a step S 74 . To the contrary, if the logical product is not 0 (S 71 , NO), the CPU  31  numbers the data of the internal winning combination storing areas, adds 3 according to the bonus, and stores it in the select counter for stop (S 73 ). Again, back to the description of the step S 69 , if the winning number is not 0 (S 69 , NO), the CPU  31  proceeds to the step S 72 .  
      The CPU  31  determines and stores a stop table based on the reel stop initialization table (see  FIG. 16 ) (S 74 ) and proceeds to the step S 8  in  FIG. 17 .  
      [Reel Stop Control Process of Pachi-Slot Machine  1 ] 
      In the followings, it is described a reel stop control process of the pachi-slot machine  1  according to the embodiment 1, with reference to  FIG. 24 .  FIG. 24  is a flow chart showing a reel stop control process of the pachi-slot machine  1  according to the embodiment 1.  
      As shown in  FIG. 24 , the CPU  31  of the pachi-slot machine  1  determines whether the active stop switch has been ON (i.e., whether there has been inputs from the stop switches  7 LS,  7 CS,  7 RS) (S 75 ). As a result of that, if the active stop switch has not been ON (S 75 , NO), the CPU  31  determines whether an automatic stop timer is 0 or not (S 76 ). To the contrary, if the active stop switch has been ON (S 75 , YES), the CPU  31  proceeds to a step S 80 . In addition, the automatic stop timer is used to carry out the automatic stop control of the other reels from the right side even though the one of the reels has been already stopped by the player.  
      Back to the description of the step S 76 , if the automatic stop timer is 0 (S 76 , YES), the CPU  31  treats the reel located at the further right side as a stop control target (S 77 ). Thereby, for example, when the plural reels are being rotated, they are automatically stopped from the right side. The CPU  31  determines whether the reel, which is the stop control target, is the third stop target (S 78 ). As a result of that, if the reel is the third stop target (S 78 , YES), the CPU  31  carries out the third automatic stop process (S 79 ). Then, the CPU  31  carries out a sliding-symbol-number deciding process (see  FIG. 25 ) (S 80 ), transmits a reel stop command (S 81 ), waits for the reel to rotate as the number of sliding symbols (S 82 ) and request the rotation stop of the reel (S 83 ).  
      Continuously, after requesting the rotation stop of the reel, the CPU  31  determines whether it is after the second stop (S 84 ). As a result of that, if it is after the second stop (S 84 , YES), the CPU  31  stores a combination of current symbols so as to expect a display combination (S 85 ). To the contrary, if it is not after the second stop (S 84 , NO), the CPU  31  proceeds to a step S 86 . Then, after storing the combination of symbols, the CPU  31  determines whether it is the stop of the last reel (S 86 ). As a result of that, in case of the stop of the last reel (S 86 , YES), the CPU  31  proceeds to the step S 15  in  FIG. 17 . To the contrary, if it is not the stop of the last reel (S 86 , NO), the CPU proceeds to the step S 75 .  
      [Sliding-Symbol-Number Deciding Process of Pachi-Slot Machine  1 ] 
      In the followings, it is described a sliding-symbol-number deciding process of the pachi-slot machine  1  according to the embodiment 1, with reference to  FIG. 25 .  FIG. 25  is a flow chart showing a sliding-symbol-number deciding process of the pachi-slot machine  1  according to the embodiment 1.  
      As shown in  FIG. 25 , the CPU  31  of the pachi-slot machine  1  determines whether an internal winning combination is the bonus only (S 87 ). As a result of that, if the internal winning combination is the bonus only (S 87 , YES), the CPU  31  sets a stop table (see  FIG. 9 ) corresponding to the bonus (S 88 ), and proceeds to a step S 92 . To the contrary, if the internal winning combination is not the bonus only (S 87 , NO), the CPU  31  determines whether the internal winning combination also includes Small Win or not (S 89 ). As a result of that, it Small Win is included (S 89 , YES), the CPU  31  carries out a sliding-symbol-number deciding process for bonus+Small Win (which will be described with reference to  FIG. 26 ) (S 90 ) and proceeds to the step S 81  in  FIG. 24  to transmit the reel stop command.  
      To the contrary, if even Small Win is not included in the internal winning combination (S 89 , NO), the CPU  31  sets a stop table corresponding to the internal winning combination (S 91 ). Then, the CPU  31  decides and sets the number of sliding symbols based on the stop operation position of the player (S 92 ) and proceeds to the step S 81  in  FIG. 24  to transmit the reel stop command.  
      [Sliding-Symbol-Number Deciding Process for Bonus+Small Win of Pachi-Slot Machine  1 ] 
      In the followings, it is described a sliding-symbol-number deciding process for bonus+Small Win of the pachi-slot machine  1  according to the embodiment 1, with reference to  FIG. 26 .  FIG. 26  is a flow chart showing a sliding-symbol-number deciding process for bonus +Small Win of the pachi-slot machine  1  according to the embodiment 1.  
      As shown in  FIG. 26 , the CPU  31  of the pachi-slot machine  1  determines whether the table control flag is ON or not (S 93 ). As a result of that, if the table control flag is ON (S 93 , YES), the CPU  31  decides and sets the number of sliding symbols based on the stop operation position of the player (S 94 ) and proceeds to the step S 81  in  FIG. 24  to transmit the reel stop command.  
      To the contrary, if the table control flag is not ON (S 93 , NO), the CPU  31  determines whether the attraction-in target symbol can be displayed with the number of sliding symbols  0  (S 95 ). As a result of that, if it cannot be displayed (S 95 , NO), the CPU  31  determines whether the attraction-in target symbol can be displayed with the number of sliding symbols  1  (S 96 ). As a result, if it cannot be displayed (S 96 , NO), the CPU  31  determines whether the attraction-in target symbol can be displayed with the number of sliding symbols  2  (S 97 ). As a result, if it cannot be displayed (S 97 , NO), the CPU  31  determines whether the attraction-in target symbol can be displayed with the number of sliding symbols  3  (S 98 ). As a result, if it cannot be displayed (S 98 , NO), the CPU  31  determines whether the attraction-in target symbol can be displayed with the number of sliding symbols  4  (S 99 ). As a result, if it cannot be displayed (S 99 , NO), the CPU  31  sets a stop table corresponding to the internal winning combination (S 100 ). Then, the CPU  31  makes the table control flag ON (S 101 ), decides and sets the number of sliding symbols based on the stop operation position of the player (S 102 ) and proceeds to the step S 81  in  FIG. 24  to transmit the reel stop command.  
      Back to the description of the step S 95 , if the attraction-in target symbol can be displayed with the number of sliding symbols  0  (S 95 ,YES), the CPU  31  sets the number of sliding symbols corresponding (S 103 ), and proceeds to the step S 81  in  FIG. 24  to transmit the reel stop command. In addition, back to the description of the step S 96 , if the attraction-in target symbol can be displayed with the number of sliding symbols  1  (S 96 ,YES), the CPU  31  sets the number of sliding symbols corresponding (S 103 ), and proceeds to the step S 81  in  FIG. 24  to transmit the reel stop command. In addition, back to the description of the step S 97 , if the attraction-in target symbol can be displayed with the number of sliding symbols  2  (S 97 ,YES), the CPU  31  sets the number of sliding symbols corresponding (S 103 ), and proceeds to the step S 81  in  FIG. 24  to transmit the reel stop command. In addition, back to the description of the step S 98 , if the attraction-in target symbol can be displayed with the number of sliding symbols  3  (S 98 ,YES), the CPU  31  sets the number of sliding symbols corresponding (S 103 ), and proceeds to the step S 81  in  FIG. 24  to transmit the reel stop command. Further, back to the description of the step S 99 , if the attraction-in target symbol can be displayed with the number of sliding symbols  4  (S 95 ,YES), the CPU  31  sets the number of sliding symbols corresponding (S 103 ), and proceeds to the step S 81  in  FIG. 24  to transmit the reel stop command.  
      [Display Combination Specifying Process of Pachi-Slot Machine  1 ] 
      In the followings, it is described a display combination specifying process of the pachi-slot machine  1  according to the embodiment 1, with reference to  FIG. 27 .  FIG. 27  is a flow chart showing a display combination specifying process of the pachi-slot machine  1  according to the embodiment 1.  
      As shown in  FIG. 27 , the CPU  31  of the pachi-slot machine  1  obtains a leading address of the symbol storing area (S 104 ). Then, the CPU  31  determines whether the activated line counter is 0 (S 105 ). As a result, if the activated line counter is 0 ( 105 , YES), the CPU  31  returns to the step S 16  in  FIG. 17  to carry out the error checking process. To the contrary, if the activated line counter is not 0 (S 105 , NO), the CPU  31  specifies a display combination and a payout number based on the combination of symbols stored in the corresponding address and the display combination specifying table (S 106 ).  
      Continuously, the CPU  31  determines whether the RT combination has been internally won in the probability sortition process (see  FIG. 21 ) (S 107 ). As a result, in case that the RT combination has been internally won (S 107 , YES), the CPU  31  determines whether the RT operation symbol has been matched (S 108 ). As a result, in case that the RT operation symbol has been matched (S 108 , YES), the CPU  31  determines whether it is under bonus carryover state (S 109 ). As a result, if it is not under bonus carryover state (S 109 , NO), the CPU  31  makes the flag under RT operation ON, sets the number of RT games, and resets if the remaining number of RT games remains (S 110 ). Then, the CPU  31  subtracts  1  from the activated line counter (S 111 ) and returns to the step S 105 .  
      Back to the description of the step S 107 , in case that the RT combination has not been internally won in the probability sortition process (see  FIG. 21 ) (S 107 , NO), the CPU  31  subtracts 1 from the activated line counter (S 111 ), and returns to the step S 105 . In addition, back to the description of the step S 108 , in case that the RT operation symbol has not been matched (S 108 , NO), the CPU  31  subtracts 1 from the activated line counter (S 111 ), and returns to the step S 105 . In addition, back to the description of the step S 109 , in case that the it is under bonus carryover state (S 109 , YES), the CPU  31  subtracts 1 from the activated line counter (S 111 ), and returns to the step S 105 .  
      [RT-Related Process of Pachi-Slot Machine  1 ] 
      In the followings, it is described a RT-related process of the pachi-slot machine  1  according to the embodiment 1, with reference to  FIG. 28 .  FIG. 28  is a flow chart showing a RT-related process of the pachi-slot machine  1  according to the embodiment 1.  
      As shown in  FIG. 28 , the CPU  31  of the pachi-slot machine  1  determines whether it is under RT operation symbol stop game (S 112 ). As a result, in case it is not under RT operation symbol stop game (S 112 , NO), the CPU  31  determines whether the flag under RT operation is ON or not (S 113 ). As a result, if the flag under RT operation is ON (S 113 , YES), the CPU  31  determines whether the RT counter is 1 or more (S 114 ). As a result, in case that the RT counter is 1 or more (S 114 , YES), the CPU  31  subtracts 1 from the RT counter (S 115 ), and returns to the step S 19  in  FIG. 17 . To the contrary, in case that the RT counter is not 1 or more (S 114 , NO), the CPU  31  clears the RT counter (S 116 ), makes the flag under RT operation OFF (S 117 ) and returns to the step S 19  in  FIG. 17 .  
      Back to the description of the step S 112 , if it is under RT operation symbol stop game (S 112 , YES), the CPU  31  returns to the step S 19  in  FIG. 17 . In addition, back to the description of the step S 113 , if the flag under RT operation is not ON (S 113 , NO), the CPU  31  returns to the step S 19  in  FIG. 17 .  
      [Bonus Operation Checking Process of Pachi-Slot Machine  1 ] 
      In the followings, it is described a bonus operation checking process of the pachi-slot machine  1  according to the embodiment 1, with reference to  FIG. 29 .  FIG. 29  is a flow chart showing a bonus operation checking process of the pachi-slot machine  1  according to the embodiment 1.  
      As shown in  FIG. 29 , the CPU  31  of the pachi-slot machine  1  determines whether the display combination is BB or RB (step S 118 ). As a result, if the display combination is BB or RB (S 118 , YES), the CPU  31  sets the flag under operation based on the table on bonus operation (step S 119 ). Then, the CPU  31  clears the internal carryover combination (S 120 ) and returns to the step S 3  in  FIG. 17 . Back to the description of the step S 118 , if the display combination is not BB or RB (S 118 , NO), the CPU  31  returns to the step S 3  in  FIG. 17 .  
      [Bonus End Checking Process of Pachi-Slot Machine  1 ] 
      In the followings, a bonus end checking process is described with reference to  FIG. 30 .  FIG. 30  is a flow chart showing a bonus end checking process of the pachi-slot machine  1  according to the embodiment 1.  
      As shown in  FIG. 30 , the CPU  31  of the pachi-slot machine  1  determines whether the flag under BB operation or the flag under RB bonus operation is ON or not (step S 121 ). As a result, if the flag under BB operation or the flag under RB bonus operation is ON (S 121 , YES), the CPU  31  subtracts 1 from the game possibility number, and subtracts 1 from the winning possibility number when has been made a winning (S 122 ). Continuously, the CPU  31  determines whether at least one of the game possibility number and the winning possibility number is 0 or not (S 123 ). As a result, if at least one thereof is 0 (S 123 , YES), the CPU  31  carries out a process on RB ending (S 124 ), and determines whether the payout possibility number is 1 or more (S 125 ). To the contrary, if at least one of the game possibility number and the winning possibility number is not 0 (S 123 , NO), the CPU  31  determines whether the payout possibility number is 1 or more (S 125 ). Back to the description of the step S 121 , if the flag under BB operation or the flag under RB bonus operation is not ON (S 121 , NO), the CPU determines whether the payout possibility number is 1 or more (S 125 ).  
      As a result of that, in case that the payout possibility number is 1 or more (S 125 , YES), the CPU  31  updates the payout number counter under BB (S 126 ), subtracts the payout possibility number depending on the payout number (S 127 ), and returns to the step S 3  in  FIG. 17 . To the contrary, in case that the payout possibility number is not 1 or more (S 125 , NO), the CPU  31  carries out the process on BB ending (process on RB ending when the flag under RB operation is ON) (S 128 ), makes the flag under BB operation and the flag under RB operation OFF (S 129 ), and returns to the step S 3  in  FIG. 17 .  
      [Sub-Control Process Under control of Sub-Control Circuit of Pachi-Slot Machine  1 ] 
      In the followings, it is described a sub-control process of the pachi-slot machine  1  according to the embodiment 1, with reference to  FIG. 31 .  FIG. 31  is a flow chart showing a sub-control process of the pachi-slot machine  1  according to the embodiment 1.  
      As shown in  FIG. 31 , the sub-control circuit  72  determines whether the game data has been received from the main control circuit  71  (S 130 ). In addition, the game data is transmitted during the period from the ending of the probability sortition process and the like to the rotation start of reel, with the operation of the start lever by the player. As a result of that, in case that the game data has been received (S 130 , YES), the sub-control circuit  72  determines whether there is an insertion signal of medal (S 131 ). As a result, in case that there is the insertion signal of medal (S 131 , YES), the sub-control circuit  72  determines whether the effect flag is ON or nor (S 132 ). As a result, in case that the effect flag is ON (S 132 , YES), the sub-control circuit  72  makes the effect flag OFF, converts the screen into the base screen (S 133 ) and stores the internal winning information in the memory area of the sub (S 134 ). Herein, back to the description of the step S 131 , in case that there is not the insertion signal of medal (S 131 , NO), the sub-control circuit  72  stores the internal winning information in the predetermined memory area of the sub (S 134 ).Back to the description of the step S 132 , in case that the effect flag is not ON (S 132 , NO), the sub-control circuit  72  stores the internal winning information in the predetermined memory area of the sub (S 134 ).  
      Next, the sub-control circuit  72  carries out various processes in accordance with the information transmitted from the main control unit (main control circuit  71 ) (S 135 ). Continuously, the sub-control circuit  72  determines whether it has been transmitted a command of a combination relating to the simultaneous winning (S 136 ). As a result, in case that it has been transmitted the command of the combination relating to the simultaneous winning (S 136 , YES), the sub-control circuit  72  carries out a game effect control process (which will be described later with reference to  FIG. 32 ) (S 137 ). Specifically, in case that the combination relating to the simultaneous winning has been drawn, the sub-control circuit carries out a process of controlling an effect to be displayed so that the player has the expectation, without fail, which effect giving the player a hint as to the simultaneous winning. To the contrary, in case that it has not been transmitted the command of the combination relating to the simultaneous winning (S 136 , NO), the sub-control circuit  72  returns to the standby state to receive the game data. Herein, back to the description of the step S 130 , in case that the game data has not been received (S 130 , NO), the sub-control circuit  72  returns to the standby state to receive the game data.  
      [Game Effect Control Process of Pachi-Slot Machine  1 ] 
      In the followings, it is described a game effect control process of the pachi-slot machine  1  according to the embodiment 1, with reference to  FIG. 32 .  FIG. 32  is a flow chart showing a game effect control process of the pachi-slot machine  1  according to the embodiment 1.  
      As shown in  FIG. 32 , the sub-control circuit  72  refers to the effect table and makes the effect flag ON. In addition, for example, it carries out an effect hinting that the there is a possibility of the simultaneous winning on the liquid crystal screen and the like (S 138 ). Then, the sub-control circuit  72  returns to the standby state to receive the game data.  
     Effects of the Embodiment 1  
      As described above, according to the embodiment 1, even though the combination of symbols corresponding to the first combination has been stopped, if the first and second combinations has been won at the same time, the pachi-slot machine  1  awards the benefit in accordance with the first combination to the player while carrying over the second combination as the internal winning combination. Accordingly, the player can expect a benefit in accordance with the second combination as well as the benefit in accordance with the first combination, even though the combination of symbols corresponding to the first combination has been stopped. Thereby, it is possible to provide an attractive game feature for the player.  
      In addition, according to the embodiment 1, the pachi-slot machine  1  awards the bonus gaming state in which a bonus game is carried out, as the benefit in accordance with the second combination. Accordingly, even though the combination of symbols corresponding to the first combination has been stopped, the player can expect the bonus gaming state which is a great privilege not corresponding to the first combination, so that it is possible to provide an attractive game feature for the player.  
      In addition, according to the embodiment 1, the pachi-slot machine  1  awards the re-gaming state of high probability in which a re-game winning occurs in high probability, as the benefit in accordance with the first combination. Accordingly, in case that the combination of symbols corresponding to the first combination has been stopped, the player can expect the benefit which is a bonus gaming state, and also expect that at least the benefit of the re-gaming state of high probability will be obtained even though the bonus gaming state is not obtained. Thereby, it is possible to provide an attractive game feature for the player. In addition, according to the invention, in case that the re-game symbol is displayed in a next game after the combination of symbols corresponding to the first combination has been stopped, the player can expect a re-gaming state of high probability. Meanwhile, in case that the re-game symbol is not displayed in the next game, the player can expect that the bonus gaming state has been carried over. From this point of view, it is possible to provide an attractive game feature for the player.  
      In addition, according to the embodiment 1, in case that the first and second combinations are determined as the internal winning combination (simultaneously won), the pachi-slot machine  1  notifies the player of the information representing the result through sound, image, lamp and the like. Accordingly, the player can positively perceive that the first and second combinations have been determined as the internal winning combination. Alternatively, even under state that the combination of symbols corresponding to the first combination has been stopped, the player can positively expect the benefit in accordance with the second combination. Therefore, from the effect point of view, it is possible to provide a game feature attractive to the player.  
      Further, in the claims, the ┌the numerical range information storing means┘ corresponds to the ROM  32  in  FIG. 5 , the ┌internal winning combination determination means┘ corresponds to the probability sortition process in  FIG. 21 , the ┌means for awarding the benefit┘ corresponds to the medal payout process in  FIG. 17 , and the ┌notifying means┘ corresponds to the sub-control process in  FIG. 31  and the game effect control process in  FIG. 32 .  
     Embodiment 2  
      While the invention has been described with reference to the embodiment 1, the invention may be embodied in various forms besides to the embodiment 1. Accordingly, hereinafter, another example included in the invention will be described.  
      (1) Simultaneous Winning Combination  
      In the embodiment 1, it has been described that the combination of BB and RT is set as the combination of the simultaneous winning combination. However, the invention is not limited thereto. In other words, any combination of Replay, Small Win of Bell and Cherry, BB, RB and RT may be set as the simultaneous winning combination. Thereby, the game features can be diversified, so that it is possible to provide a much more attractive game feature for the player.  
      (2) Winning Combination to be Carried Over  
      In the embodiment 1, it has been described that if the first combination and the second combination are determined as the internal winning combination in the unit game, the payout in accordance with the first combination is awarded to the player and at the same time BB is adopted as the second combination to be carried over. However, the invention is not limited thereto. For example, RB may be adopted as the second combination to be carried over. Thereby, the game features can be diversified, so that it is possible to provide a much more attractive game feature for the player.  
      (3) Numerical Range  
      In the embodiment 1, it has been described that the numerical ranges matched to each of the plural combinations consist of plural continuous values. However, the invention is not limited thereto. For example, the numerical ranges may be structured with plural non-continuous values. In addition, in the embodiment 1, while it has been described the case of storing the information of numerical range matched to the first combination (for example, numerical range of RT, 6˜18) partially overlapping the information of the numerical range corresponding to the second combination (for example, numerical range of BB, 0˜13), the invention is not limited thereto. For example, the information of numerical range matched to the first combination (for example, numerical range of RT, 6˜18) totally overlapping the information of the numerical range matched to the second combination (for example, numerical range of BB, 0˜13) may be stored.  
      (4) Awarding the Re-Gaming State of High Probability and the Bonus Gaming State  
      In the embodiment 1, it has been described that if RT and BB are simultaneously won and the combination of symbols corresponding to RT (for example, Watermelon-Watermelon-Watermelon) is stopped on the activated line, the pachi-slot machine  1  plunges the player into the BB carryover state and pays out a medal in accordance with the combination of symbols corresponding to RT to the player, until a combination of symbols corresponding to BB (for example, ┌7-7-7┘) is stopped on the activated line. However, the invention is not limited thereto. For example, it may be structured such that when the combination of symbols corresponding to RT (for example, Watermelon-Watermelon-Watermelon) is stopped on the activated line, the pachi-slot machine pays out a medal in accordance with the combination of symbols corresponding to RT to the player, awards the RT gaming state to the player, and carries over BB until the RT game is over by the player. Thereby, the player can expect the high benefit and the game features can be diversified, so that it is possible to provide a much more attractive game feature for the player.  
      (5) The Subject of the Invention  
      In the embodiment 1, while it has been described the case of applying the invention to the pachi-slot machine  1  using the medal as the game medium, the invention is not limited thereto. For example, the invention may be applied to another gaming machine such as pachinko gaming machine, pachi-lot and the like. Additionally, the invention can be applied to a game program which pseudo-executes the game of the pachi-slot machine  1  described in the embodiment 1 as a home gaming machine. In this case, a medium for recording the game program may include a CD-ROM, FD (flexible disk) and the other recording media. In addition, the game program may be downloaded via a network.  
     Embodiment 3  
      Hereinafter, an embodiment 3 of the gaming machine according to the invention will be specifically described. In addition, it is omitted the descriptions of structures and operations same as those of the embodiment 1.  
      [Outline and Features of Pachi-Slot Machine  1 ] 
      First, it is described an outline and features of the pachi-slot machine  1  according to an embodiment 3 of the invention, with reference to  FIG. 33 .  FIG. 33  is a view for showing an outline of a pachi-slot machine  1  according to an embodiment 3. As shown in  FIG. 33 , the pachi-slot machine  1  of the embodiment 3 stores information of numerical ranges matched to each of plural combinations which are an internal winning combination. In the information of numerical ranges, information of numerical ranges matched to a specialty combination  1 , a specialty combination  2  and a specialty combination  3  overlap the information of numerical range matched to ┌BB 1 ┘(referred to as ┌Big Bonus┘) in different ratios, respectively. Specifically, the information of numerical range matched to the specialty combination  1  overlaps the information of numerical range matched to BB 1  in about 50% ratio, the information of numerical range matched to the specialty combination  2  overlaps the information of numerical range matched to BB 1  in about 80% ratio, and the information of numerical range matched to the specialty combination  3  overlaps the information of numerical range matched to BB 1  in about 100% ratio.  
      Herein, BB as an internal winning combination is a so-called bonus game adopted in the pachi-slot machine  1  and is a gaming state in which a continuous operation device of single bonus relating to ┌RB (regular bonus)┘, which is a first type special single bonus, operates. Specifically, if a combination of symbols corresponding to BB 1  (for example, ┌Red 7-Red 7-Red 7┘) comes true, the RB gaming state continuously occurs and predetermined medals (for example, 465 or 360 pieces) are paid out to the player. In addition, the specialty combinations  1 ˜ 3  as an internal winning combination are so-called Small Win adopted in the pachi-slot machine  1 . Specifically, for each of the one games (unit games) in which combinations of symbols corresponding to specialty combinations  1 ˜ 3  (for example, ┌Monster-Bell-Bell┘, ┌Monster-Monster-Bell┘, ┌Monster-Monster-Monster┘) are matched, predetermined medals (for example, 15 pieces) in accordance with the combinations of symbols are paid out to the player. In addition, the symbol ┌Monster┘ corresponds to the ┌blank symbol┘.  
      When a one game (unit game) is started by an operation of the start lever by the player, the pachi-slot machine  1  rotates the reels to vary the plural symbols, obtains a random number value through the internal lottery process and determines which of the numerical ranges the random number value is included in to determine an internal winning combination (or losing). After that, the pachi-slot machine  1  stops the symbols being varied in correspondence with the determined winning combination and a push operation of a stop button by the player. In case that a combination of symbols corresponding to the internal winning combination is stopped on the activated line, the machine regards a winning of the internal winning combination as being achieved and awards a benefit in accordance with the internal winning combination to the player (for example, predetermined medals are paid out to the player).  
      Specifically, referring to  FIG. 33 , the pachi-slot machine  1  according to the embodiment  3  determines which of the numerical ranges the random number value obtained through the internal lottery is included in. As a result of the determination, when it is determined that it is included in the numerical range of 0˜12, the machine determines a winning of BB 1  and the specialty combinations  1  to  3 . Then, when a combination of symbols corresponding to any one of BB 1 , the specialty combinations  1  to  3  determined as the internal winning combination (for example, BB 1  corresponds to ┌Red 7-Red 7-Red 7┘, the specialty combination  1  corresponds to ┌Monster-Bell-Bell┘, the specialty combination  2  corresponds to ┌Monster-Monster-Bell┘ and the specialty combination  3  corresponds to ┌Monster-Monster-Monster┘) is stopped on the activated line in the reel display window frame, the pachi-slot machine  1  awards the benefit in accordance with the internal winning combination to the player.  
      Specifically, in case that a combination of symbols corresponding to BB 1  is stopped on the activated line in the reel display window frame, the pachi-slot machine  1  awards the BB 1  gaming state to the player. In the mean time, in case that a combination of symbols corresponding to any one of the specialty combinations  1  to  3  is stopped on the activated line in the reel display window frame, the pachi-slot machine  1  pays out the medal in accordance with the combination of symbols corresponding to one of the specialty combinations  1  to  3  stopped while carrying over BB 1  (after that, in case that a combination of symbols corresponding to BB 1  is stopped on the activated line in the reel display window frame, the pachi-slot machine  1  also awards the BB 1  gaming state to the player).  
      In addition, as shown in  FIG. 33 , the pachi-slot machine  1  according to the embodiment 3 determines which of the numerical ranges the random number value obtained through the internal lottery is included in. As a result of the determination, when it is determined that it is included in the numerical range of 12˜23, the pachi-slot machine  1  determines a winning of BB 1  and the specialty combinations  1  and  2 . When a combination of symbols corresponding to any one of BB 1 , the specialty combinations  1  and  2  determined as the internal winning combination is stopped on the activated line in the reel display window frame, the pachi-slot machine  1  awards the BB 1  gaming state to the player, or pays out the medal in accordance with the combination of symbols corresponding to the specialty combination  1  or  2  to the player while carrying over BB 1 .  
      In addition, as shown in  FIG. 33 , the pachi-slot machine  1  according to the embodiment 3 determines which of the numerical ranges the random number value obtained through the internal lottery is included in. As a result of the determination, when it is determined that it is included in the numerical range of 24˜30, the pachi-slot machine  1  determines a winning of the specialty combinations  1  and  2  (the losing in BB 1 ). When a combination of symbols corresponding to any one of the specialty combinations  1  and  2  determined as the internal winning combination is stopped on the activated line in the reel display window frame, the pachi-slot machine  1  pays out the medal in accordance with the combination of symbols corresponding to the specialty combination  1  or  2  to the player.  
      In addition, as shown in  FIG. 33 , the pachi-slot machine  1  according to the embodiment 3 determines which of the numerical ranges the random number value obtained through the internal lottery is included in. As a result of the determination, when it is determined that it is included in the numerical range of 31˜46, the pachi-slot machine  1  determines a winning of the specialty combination  1  (the losing in BB 1 ). When a combination of symbols corresponding to the specialty combination  1  determined as the internal winning combination is stopped on the activated line in the reel display window frame, the pachi-slot machine  1  pays out the medal in accordance with the combination of symbols corresponding to the specialty combination  1  to the player while carrying over BB 1 .  
      In case that the combination of symbols corresponding to the specialty combination  3  of the specialty combinations  1  to  3  (for example, ┌Monster-Monster-Monster┘) is stopped, the player expects BB 1  to be won in about 100% ratio. In case that the combination of symbols corresponding to the specialty combination  2  (for example, ┌Monster-Monster-Bell┘) is stopped, the player expects BB 1  to be won in about 80% ratio. In case that the combination of symbols corresponding to the specialty combination  1  (for example, ┌Monster-Bell-Bell┘) is stopped, the player expects BB 1  to be won in about 50% ratio.  
      Like this, according to the gaming machine  1  of the embodiment 3, in case that the combination of symbols corresponding to the first combination (for example, specialty combinations  1  to  3 ) is stopped, the player can expect the benefit in accordance with the second combination (for example, BB 1 ) in different ratios, depending on which of the plural first combinations the combination of symbols stopped corresponds to. Thereby, it is possible to provide an attractive game feature for the player. In addition, according to the pachi-slot machine  1  of the embodiment 3, in case that the combination of symbols corresponding to any one of the plural first combinations is stopped, the player can easily expect a benefit in accordance with the second combination, through the number of predetermined same symbols (for example, symbol Monster) included in the combination of symbols stopped. Accordingly, it is possible to provide a much more attractive game feature for the player.  
      [Gaming State of Shift Place of Pachi-Slot Machine  1 ] 
      In the followings, it is described an example of the symbols arranged on the reels  3 L,  3 C,  3 R of the pachi-slot machine  1  according to the embodiment 3, with reference to  FIG. 34 .  FIG. 34  shows an example of symbols displayed on the reels  3 L,  3 C,  3 R of the pachi-slot machine  1  according to the embodiment 3. As shown in  FIG. 34 , plural types of  21  symbols are arranged on each of the reels  3 L,  3 C,  3 R. Each of the symbols is given with code numbers of ┌00┘˜┌20┘, and memorized as a data table in the ROM  32  (see  FIG. 5 ) which will be described later. Based on the data table and the symbol combination table (which will be specifically described with reference to  FIG. 36 ), it is possible to perceive a combination of symbols to be arranged along the activated line. In addition, other structures including the external structure of the pachi-slot machine  1  are same as the embodiment 1.  
      [Gaming State of Shift Place of Pachi-Slot Machine  1 ] 
      In the followings, it is described an occurrence condition of each gaming state of the pachi-slot machine  1  according to the embodiment 3, a shift condition and a gaming state when the shift condition is fulfilled, with reference to  FIG. 35 .  FIG. 35  is an explanatory diagram for illustrating an occurrence condition of each gaming state, a shift condition and a gaming state of a shift place when the shift condition is fulfilled in the pachi-slot machine  1  according to the embodiment 3. Types of internal winning combinations and winning probabilities thereof are different in each of the gaming states.  
      The gaming state of the pachi-slot machine  1  which is described in the embodiment 3 includes a normal gaming state, a BB gaming state, a RB gaming state and an internal carryover state. A combination (BB or RB) carried over in the internal carryover state is referred to as ,internal carryover combination┘. In addition, in the followings, a state including any one of the BB gaming state and RB gaming state is referred to as ┌bonus gaming state┘.  
      The BB gaming state is a gaming state structured by the RB gaming state. In addition, basically, the BB gaming state is a gaming state structured by a game in which ┌a continuous operation device of single bonus relating to a first type special single bonus┘ operates. Specifically, for example, in case that Red 7 is internally won and corresponding symbols are matched, the BB gaming state is made and the RB gaming state continuously occurs. The BB gaming state is over, on condition that a predetermined number of medals (for example, 360 or 460 pieces) is paid out.  
      The RB gaming state is a gaming state structured by a game in which ┌the first type special single bonus┘ operates. When BAR is internally won and corresponding symbols are matched, the RB gaming state is made.  
      The internal carryover state is a gaming state in which it is allowed a state, in which a combination of symbols corresponding to BB or RB can be arranged along the display line (BB or RB is made), over one or several games. In other words, the internal carryover state is a gaming state in which a winning combination for reel-stop becomes RR or RB, on condition that an internal winning combination is the losing. In the embodiment 3, BB or RB includes Red 7 BB (BB 1 ), Blue 7 (BB 2 ) and BAR RB, and the internal carryover state includes Red  7  BB (BB 1 ), Blue  7  (BB 2 ) internal carryover state and BAR RB carryover state.  
      The winning combination for reel-stop is information used for the stop control of the reels  3 L,  3 C,  3 R. In case that the winning combination for reel-stop has been determined, the reels  3 L,  3 C,  3 R are stop-controlled under state that a stop mode of symbols or symbol combination corresponding to the combination is allowed to be stopped in the symbol display areas  21 L,  21 C,  21 R. In addition, the stop control is carried out under state that symbols or symbol combination corresponding to a combination except the winning combination for reel-stop is not allowed. Basically, a combination determined as an internal winning combination becomes a winning combination for reel-stop. However, in the internal carryover state, BB or RB becomes a winning combination for reel-stop when there is no internal winning combination (i.e., losing).  
      As shown in  FIG. 35 , an occurrence condition of a bonus gaming state is an achievement of BB or RB. If a predetermined number of games (for example 12 games) is over or it is made a predetermined number of achievements (for example, 8 times), a shift condition is satisfied and a gaming state is shifted to the normal gaming state.  
      An occurrence condition of the internal carryover state is an internal winning of BB or RB. If BB or RB is made, a shift condition is satisfied, a gaming state is shifted to the bonus gaming state and one or plural times of RB game are possible.  
      [Symbol Combination Table of Pachi-Slot Machine  1 ] 
      In the followings, it is described a symbol combination table adopted in the pachi-slot machine  1  according to the embodiment 3, with reference to  FIG. 36 .  FIG. 36  is a view showing an example of a symbol combination table adopted in the pachi-slot machine according to the embodiment 3. As shown in  FIG. 36 , the symbol combination table includes information about a display combination corresponding to a combination of symbols which are stopped at each of the three symbol stop positions on one of the activated lines  8   a  to  8   e  (see  FIG. 3 ), and the payout number corresponding to the display combination with regard to the insertion number (BET number:  1  or  3 ). In addition, the symbol combination table is referred to when the payout number is determined in accordance with the combination of symbols which are displayed along the activated line after the reels  3 L,  3 C,  3 R have been stopped. In addition, in the followings, it is described a case that the insertion number is 3 and it is omitted the description of the payout number when the insertion number is 1.  
      If ┌Replay-Replay-Replay┘ is arranged along the activated line, the display combination becomes Replay and a winning is thus achieved, so that a medal is automatically inserted. In other words, Replay is a combination capable of playing a game irrespective of the insertion of the game value (for example, medal), if a winning thereof is achieved. In addition, if ┌Monster-Bell-Bell┘ is arranged along the activated line, the display combination becomes the specialty  1  and a winning is thus achieved, so that 15 medals are paid out. In addition, if ┌Monster-Monster-Bell┘ is arranged along the activated line, the display combination becomes the specialty  2  and a winning is thus achieved, so that 15 medals are paid out. In addition, if ┌Monster-Monster-Monster┘ is arranged along the activated line, the display combination becomes the specialty  3  and a winning is thus achieved, so that 15 medals are paid out.  
      In addition, if ┌BAR-BAR-BAR┘ is arranged along the activated line, the display combination becomes RB and a winning is thus achieved. If ┌Red 7-Red 7-Red 7┘ is arranged along the activated line, the display combination becomes BB 1  and a winning is thus achieved. If ┌Blue 7-Blue 7-Blue 7┘ is arranged along the activated line, the display combination becomes BB 2  and a winning is thus achieved. In the above cases, the medal is not paid out. In addition, the combinations of symbols in which it is achieved a winning of ┌Small Win of Bell┘ and ┌Small Win of Cherry┘, and the payout number of medals are as shown in  FIG. 36 . ┌ANY┘ shows any symbol.  
      ┌Stop Table of Pachi-Slot Machine  1 ┘ 
      In the followings, it is described a stop table adopted in the pachi-slot machine  1  according to the embodiment 3, with reference to  FIGS. 37 and 38 .  FIG. 37  is a view showing a structure of a stop table adopted in the pachi-slot machine  1  according to the embodiment 3, and  FIG. 38  is a view showing a structure of a stop table adopted in the pachi-slot machine  1  according to the embodiment 3. In addition,  FIG. 37  shows an example of a BB (Red 7) stop table and a specialty combination  1  stop table adapted to stop the combinations of symbols corresponding to BB and the specialty combination  1  (┌Red 7-Red 7-Red 7┘ and ┌Monster-Bell-Bell┘) on the central line, respectively.  FIG. 38  shows an example of a specialty combination  2  stop table and a specialty combination  3  adapted to stop the combinations of symbols corresponding to the specialty combination  2  and the specialty combination  3  (┌Monster-Monster-Bell┘ and ┌Monster-Monster-Monster┘) on the central line, respectively.  
      Basically, the stop table is structured such that combination of symbols predetermined (symbol combination of a corresponding combination) can be arranged along a predetermined display line (activated line). However, the stop table corresponding to the losing is structured such that a symbol combination corresponding to a combination cannot be arranged along a predetermined display line.  
      The stop table stores a stop operation position representing a code number of a symbol located at a position at which a player has actually carried out the stop operation, correspondingly to a code number of a symbol controlling the symbol to be stopped, with regard to each of the left reel  3 L, the center reel  3 C and the right reel  3 R, respectively. Herein, the stop operation position shows a code number of a symbol which is located at the center line (specifically, a symbol whose center is located above the center line and adjacent to the center line) when the stop buttons  7 L,  7 C,  7 R mounted to correspond to each of the left reel  3 L, the center reel  3 C and the right reel  3 R has been manipulated. In addition, the stop control position shows a code number of a symbol which is stopped at a position of the center line when the reel for which the stop operation has been carried out is stopped.  
      In addition, in the embodiment 3, so-called number of sliding symbols is set to be 4 symbols. For example, it is briefly described with reference to BB (Red  7 ) stop table. As shown in  FIG. 37 , in case that the stop button  7 R is pushed when ┌Cherry┘ having code number ┌ 19 ┘ (see  FIG. 34 ) have reached the position of the center line while the right reel  3 R is being rotated, a so-called ┌attraction-in┘ is carried out to control the stop of the right reel  3 R so that ┌Red 7┘ having code number ┌ 15 ┘ is stopped at the position of the center line.  
      The ┌attraction-in┘ is meant by stopping a reel (reel corresponding to the stop operation), which is a stop control target, so as to display a symbol (hereinafter, referred to as ┌attraction-in target symbol┘) constituting a symbol combination corresponding to an attraction-in target combination (internal winning combination) at a symbol stop position (hereinafter, ┌active symbol stop position┘) connected by the activated line, under condition of the maximum number of sliding symbols (four). However, in case that the ┌attraction-in┘ cannot be achieved within a range of the maximum number of sliding symbols (four) even though the ┌attraction-in┘ has been tried, a stop table corresponding to an internal winning combination is set and the stop control of the reel corresponding to the stop operation is carried out.  
      [Probability Sortition Table of Pachi-Slot Machine  1 ] 
      In the followings, it is described an example of a probability sortition table adopted in the pachi-slot machine  1  of the embodiment 3, with reference to  FIG. 39 .  FIG. 39  is a view showing an example of a probability sortition table (BET number: one or three) adopted in the pachi-slot machine  1  according to the embodiment 3.  
       FIG. 39A  shows a probability sortition table for a normal gaming state. The probability sortition table for a normal gaming state stores information about the lowest and upper limits of a numerical range corresponding to an internal winning combination. In addition, in the normal gaming state, BB 1  (Red 7), BB 2  (Blue 7), RABRB, Specialty combinations  1  to  3 , Replay, Small Win of Bell and Small Win of Cherry may be internally won.  
      Herein, it is specifically described a probability sortition table when the BET number is three. A numerical range corresponding to BB 1  (numerical range corresponding to a predetermined second combination) is ┌0˜23┘. In other words, the lowest limit of the numerical range in which it is made an internal winning of BB is ┌0┘ and the upper limit thereof is ┌23┘. In addition, numerical ranges corresponding to specialty combinations  1  to  3  (numerical ranges of predetermined first combinations) are ┌0˜46┘, ┌0˜30┘ and ┌0˜12┘. In other words, the lowest limit of the numerical range in which it is made an internal winning of the specialty combination  1  is ┌0┘ and the upper limit thereof is ┌46┘, the lowest limit of the numerical range in which it is made an internal winning of the specialty combination  2  is ┌0┘ and the upper limit thereof is ┌30┘ and the lowest limit of the numerical range in which it is made an internal winning of the specialty combination  3  is ┌0┘ and the upper limit thereof is ┌12┘.  
      For example, the table stores the information about the numerical ranges corresponding to the specialty combinations  1  to  3  in different ratios, with regard to the numerical range corresponding to BB 1 . In case that a random number value drawn by a one random number lottery is included in the numerical range of ┌0˜12┘, BB 1  and the specialty combinations  1  to  3  become an internal winning combination. In addition, in case that it is included in the numerical range of ┌12˜231┘, BB 1  and the specialty combinations  1  to  2  become an internal winning combination. In case that it is included in the numerical range of ┌24˜30┘, the specialty combinations  1  to  2  become an internal winning combination. In case that it is included in the numerical range of ┌31˜461┘, BB 1  and the specialty combination  1  becomes an internal winning combination. In addition, in case that BB 1  and one of the specialty combinations  1  to  3  become an internal winning combination, BB is carried over and at the same time a benefit relating to any one of the specialty combinations  1  to  3  stopped on the activated line is awarded to a player.  
       FIG. 39B  shows a probability sortition table for a carryover gaming state. In the carryover gaming state, specialty combinations  1  to  3 , Replay, and Small Win of Bell and Cherry may be won, and BB 1 , BB 2  and RB are not won.  
       FIG. 39C  shows a probability sortition table for BB 1 , BB 2  and RB gaming states. In the BB 1 , BB 2  and RB gaming states, Small Win of Bell and Cherry may be won.  
      [Table of the Number of Lotteries of Pachi-Slot Machine  1 ] 
      In the followings, it is described an example of a table of the number of lotteries adopted in the pachi-slot machine  1  of the embodiment 3, with reference to  FIG. 40 .  FIG. 40  is a view showing an example of a table of the number of lotteries adopted in the pachi-slot machine  1  according to the embodiment 3.  
      As shown in  FIG. 40 , the table for determining the number of lotteries stores the number of lotteries in correspondence with each of the gaming states (normal gaming state, internal carryover state, BB 1 , BB 2 , and RB normal gaming state). Herein, the internal carryover state is meant by a state that although BB 1 , BB 2  or RB has been internally won, BB 1 , BB 2  or RB has not been achieved yet because ┌Red 7-Red 7-Red 7┘, ┌Red 7-Red 7-Red 7┘ or ┌BAR-BAR-BAR┘ has not matched. In addition, the BB 1 , BB 2  or RB gaming state is meant by a state that BB 1 , BB 2  or RB has been achieved, respectively. The normal gaming state is meant by a state except the three gaming states. In addition, the number of lotteries is meant by the number of operations of determining whether a random number value has been drawn or not with reference to the probability sortition table in a probability sortition process. A method of using the number of lotteries will be described in a probability sortition process which will be described later.  
      [Priority Attraction-In Ranking Table of Pachi-Slot Machine  1 ] 
      In the followings, it is described an example of a priority attraction-in ranking table adopted in the pachi-slot machine  1  of the embodiment 3, with reference to  FIG. 41 .  FIG. 41  is a view showing an example of a priority attraction-in ranking table adopted in the pachi-slot machine  1  according to the embodiment 3.  
      As shown in  FIG. 41 , the priority attraction-in ranking table stores information about a priority ranking of a combination of symbols to be attracted-in on the activated line, when there are two or more internal winning combinations, or when there are an internal winning combination and an internal carryover combination. The priority attraction-in ranking is higher in order of Replay, BB 1 , BB 2  and RB, Bell, Cherry and specialty combinations  1  to  3 . For example, in case that there are an internal winning combination and an internal carryover combination, and the internal winning combination is the specialty combination  1  and the internal carryover combination is BB 1 , it is carried out the stop control of the reels  3 L,  3 C,  3 R so that BB 1  is preferentially attracted-in on the basis of the stop table (see  FIG. 37 ) corresponding to BB 1 .  
      [Internal Winning Combination Determining Table of Pachi-Slot Machine  1 ] 
      In the followings, it is described an example of an internal winning combination determining table of the pachi-slot machine  1  of the embodiment 3, with reference to  FIG. 42 .  FIG. 42  is a view showing an example of an internal winning combination determining table adopted in the pachi-slot machine  1  according to the embodiment 3.  
      As shown in  FIG. 42 , the internal winning combination determining table stores contents of an internal winning combination and data of a binary number which is information identifying an internal winning combination, correspondingly to a winning number, in accordance with each of the gaming states. The data of binary number is referred to as flag and consists of 1 byte.  
      Referring to the normal gaming state, for example, in case that a winning number is 0 and the information identifying an internal winning combination, which is stored in the internal winning combination  2 , is ┌00000000┘, the internal winning combination is the losing. Likewise, in case that a winning number is 1 and the information identifying an internal winning combination, which is stored in the internal winning combination  2 , is ┌00000001┘, the internal winning combination is Bell. In addition, in case that a winning number is 2 and the information identifying an internal winning combination, which is stored in the internal winning combination  2 , is 0000010┘, the internal winning combination is Cherry. In addition, in case that a winning number is 3 and the information identifying an internal winning combination, which is stored in the internal winning combination  2 , is ┌00000100┘, the internal winning combination is the specialty combination  2 . Additionally, in case that a winning number is 4 and the information identifying an internal winning combination, which is stored in the internal winning combination  2 , is ┌00000000┘, the internal winning combination is the specialty combination  2 . In addition, in case that a winning number is 5 and the information identifying an internal winning combination, which is stored in the internal winning combination  2 , is ┌00010000┘, the internal winning combination is the specialty combination  3 . Further, in case that a winning number is 6 and the information identifying an internal winning combination, which is stored in the internal winning combination  1 , is ┌0000000┘, the internal winning combination is Replay. In addition, in case that a winning number is 7 and the information identifying an internal winning combination, which is stored in the internal winning combination  1 , is ┌00001000┘, the internal winning combination is RB. Additionally, in case that a winning number is 8 and the information identifying an internal winning combination, which is stored in the internal winning combination  1 , is ┌00000010┘, the internal winning combination is BB 1 . Further, in case that a winning number is 9 and the information identifying an internal winning combination, which is stored in the internal winning combination  1 , is ┌00000100┘, the internal winning combination is BB 2 .  
      [Storing Areas of Pachi-Slot Machine  1 ] 
      In the followings, it is described an example of areas for storing an internal winning combination  1 , an internal winning combination  2 , an internal carryover combination and a random number adopted in the pachi-slot machine  1  of the embodiment 3, with reference to  FIG. 43 .  FIG. 43  is a view showing an example of areas for storing an internal winning combination  1 , an internal winning combination  2 , an internal carryover combination and a random number adopted in the pachi-slot machine  1  according to the embodiment 3.  
       FIG. 43A  shows an internal winning combination  1  storing area. The internal winning combination  1  storing area stores information (data) of the internal winning combination, which consists of 1 byte. In the internal winning combination  1  storing area, a bit  0  (first bit), a bit  1  (second bit), a bit  2  (third bit) and a bit  3  (fourth bit) correspond to Replay, BB 1 , BB 2 , and RB, respectively. In addition, bits  4  to  7  (fifth to eighth bits) are unused storing areas. If the data is stored in the internal winning combination  1  storing area, the data column becomes 1 and one corresponding to the bit becomes an internal winning combination. For example, if ┌00000001┘ is stored in the internal winning combination  1  storing area, the data column of the bit  0  becomes 1 and Replay corresponding to the bit  0  becomes an internal winning combination.  
       FIG.43B  shows an internal winning combination  2  storing area. In the internal winning combination  2  storing area, a bit  0  (first bit), a bit  1  (second bit), a bit  2  (third bit), a bit  3  (fourth bit) and a bit  4  (fifth bit) correspond to Bell, Cherry, specialty combination  1 , specialty combination  2 , and specialty combination  3 , respectively. In addition, bits  5  to  7  (sixth to eighth bits) are unused storing areas.  
       FIG. 43C  shows an internal carryover combination storing area. In the internal carryover combination storing area, a bit  1  (second bit), a bit  2  (third bit) and a bit  3  (fourth bit) correspond to BB 1 , BB 2  and RB, respectively, and a bit  0  (first bit) and a bit  4  (fifth bit) to a bit  7  (eighth bit) are unused storing areas. When the data (┌00000010┘, see  FIG. 42 ) of BB 1 , which is an internal carryover combination, is stored in the internal carryover combination storing area, the data column of the bit  1  becomes 1 and BB 1  corresponding to the bit  1  becomes an internal carryover combination.  
       FIG. 43D  shows a random number storing area. The random number storing area stores a random number value (one of 0˜16383) drawn through a random number lottery in the probability sortition process which will be described later.  
      [Process of Main Control Circuit in Pachi-Slot Machine  1 ] 
      In the followings, it is described a process of a main control circuit in the pachi-slot machine  1  of the embodiment 3, with reference to  FIG. 44 .  FIG. 44  is a flow chart showing a process of a main control unit of the pachi-slot machine  3  according to the embodiment 3.  
      As shown in  FIG. 44 , in the main control circuit  17 , the CPU  31  carries out an initialization process (initialization of memory contents in RAM  33 , initialization of communication data, etc.) when a game starts (step T 1 ). Then, the CPU  31  erases the memory contents (for example, memory contents in the memory area memorizing the internal winning combination) of the RAM  33  when a game is over (step T 2 ). Specifically, the CPU erases the data of the writable area of the RAM  33  used in a previous game, writes a parameter necessary for a next game into the writable area of the RAM  33  and indicates a start address of a sequence program for the next game, etc.  
      After that, the CPU  31  carries out a medal insertion start checking process (which will be described with reference to  FIG. 45 ) such as update of the BET number based on the inputs from the start switch  6 S, medal sensor  22 S or BET switch  13 S (T 3 ) and samples a random number for lottery used in the probability sortition process (which will be described with reference to  FIGS. 47 and 48 ) (T 4 ).  
      Then, the CPU  31  carries out a gaming status supervisory process (see  FIG. 46 ) of supervising whether it is under bonus gaming state (BB gaming state or RB gaming state), internal carryover state or normal gaming state (T 5 ) and executes a probability sortition process of determining an internal winning combination in the bonus gaming state, internal carryover state or normal gaming state on the basis of the probability sortition table (T 6 ).  
      Continuously, the CPU  31  carries out a reel stop initialization process (see  FIG. 49 ) (T 7 ), and transmits a start command including the information about the gaming state, the internal winning combination, the stop table determined in the initialization process and the like to the sub-control circuit  72  (T 8 ). Then, the CPU  31  determines whether ┌4.1 seconds┘ or more have lapsed from after the previous reel has started to rotate (T 9 ). If ┌4.1 seconds or┘ more have not lapsed (T 9 , NO), the CPU  31  consumes a game start waiting time (waits) (T 10 ). On the contrary, if ┌4.1 seconds┘ or more have lapsed (T 9 , YES), the CPU  31  proceeds to a step T 11 . In other words, the CPU annuls a game start operation by a player, during a period from after the previous game has started until a predetermined time (for example, 4.1 seconds) has lapsed.  
      After that, the CPU  31  sets a game supervisory timer including an automatic stop timer for automatically stopping the reels  3 L,  3 C,  3 R irrespective of the stop operations of the stop buttons  7 L,  7 C,  7 R by the player (T 11 ), and requests the rotation start of the reels  3 L,  3 C,  3 R (T 12 ).  
      Continuously, the CPU  31  transmits a reel stop signal (T 13 ) and carries out a reel stop control process (see  FIG. 24 ) (T 14 ). Then, the CPU  31  carries out a display combination specifying process (see  FIG. 51 ) (T 15 ) and an error checking process (T 16 ) and then transmits a display combination command (T 17 ). Continuously, the CPU  31  carries out a medal payout process (T 18 ), updates a bonus end number counter based on the payout number and transmits a payout completion command (T 19 ). When the bonus completion number counter is  1  or more, the corresponding counter is subtracted in correspondence with the payout number of medals.  
      Then, the CPU  31  determines whether a flag under RB operation or a flag under BB operation is ON or not (T 20 ). As a result of the determination, if the flag under RB operation or the flag under BB operation is not ON (T 20 , NO), the CPU  31  carries out a bonus operation checking process (see  FIG. 29 ) (T 21 ) and returns to the step T 3 . On the contrary, if the flag under RB operation or the flag under BB operation is ON (T 20 , YES), the CPU  31  carries out a bonus end checking process (see  FIG. 30 ) (T 22 ) and returns to the step T 3 .  
      [Gaming Status Supervisory Process of Pachi-Slot Machine  1 ] 
      In the followings, it is described a gaming status supervisory process of the pachi-slot machine  1  according to the embodiment 3, with reference to  FIG. 46 .  FIG. 46  is a flow chart showing a gaming status supervisory process of the pachi-slot machine  1  according to the embodiment 3.  
      As shown in  FIG. 46 , the CPU  31  of the pachi-slot machine  1  determines whether the flag under BB operation or the flag under RB operation is ON or not (T 35 ). As a result of that, if the flag under BB operation or the flag under RB operation is ON (T 35 , YES), the CPU  31  sets a RB gaming state (T 36 ), and returns to the step T 6  in  FIG. 44  to carry out the probability sortition process. To the contrary, if the flag under BB operation or the flag under RB operation is not ON (T 35 , NO), the CPU determines whether an internal carryover combination has been set or not (T 37 ). As a result of that, if an internal carryover combination has been set (T 37 , YES), the CPU  31  sets an internal carryover state (T 38 ) and returns to the step T 6  in  FIG. 44  to carry out the probability sortition process. To the contrary, if an internal carryover combination has not been set (T 37 , NO), the CPU  31  sets a normal gaming state (T 39 ), and returns to the step T 6  in  FIG. 44  to carry out the probability sortition process.  
      [Probability Sortition Process of Pachi-Slot Machine  1 ] 
      In the followings, it is described a probability sortition process of the pachi-slot machine  1  according to the embodiment 3, with reference to  FIGS. 47 and 48 .  FIG. 47  is a flow chart  1  showing a probability sortition process of the pachi-slot machine  1  according to the embodiment  3  and  FIG. 48  is a flow chart  2  showing a probability sortition process of the pachi-slot machine  1  according to the embodiment 3.  
      As shown in  FIG. 47 , the CPU  31  of the pachi-slot machine  1  determines the number of lotteries depending on the gaming states based on the table of the number of lotteries (see  FIG. 40 ) (T 40 ) and then determines whether the data stored in the internal carryover combination storing area (see  FIG. 43C ) is 0 or not (i.e., whether there is an internal carryover combination or not) (T 41 ). As a result of that, if the data stored in the internal carryover combination storing area is not 0 (T 41 , NO), the CPU  31  changes the number of lotteries in correspondence with the gaming states (T 42 ). In this case, since it is under internal carryover gaming state, the CPU  31  changes the number of lotteries into  6  based on the table of the number of lotteries. To the contrary, if the data stored in the internal carryover combination storing area is 0 (T 41 , YES), the CPU  31  adopts the number of lotteries determined in the step T 40  as it is, without changing the number of lotteries.  
      Next, the CPU  31  sets the same value (i.e., 6) as the number of lotteries in a register (T 43 ), as a winning number. Continuously, the CPU  31  refers to the probability sortition table (see  FIG. 39 ) corresponding to the gaming state to obtain the lowest limit (L) of the random number value based on the winning number and the insertion number (T 44 ), and subtracts the lowest limit (L) from the random number value (R) stored in the random number storing area (see  FIG. 43D ) of the RAM  33  (i.e., R-L) (T 45 ).  
      Next, the CPU  31  determines whether an underflow has been carried out (T 46 ). Specifically, the CPU determines whether the calculation result of R-L is negative or not. Herein, in case that the random number value (R) is smaller than the lowest limit (L) (L&gt;R), the calculation result of R-L is negative, and in case that the random number value (R) is larger or same as the lowest limit (L) (L R), the calculation result of R-L is not negative. If the calculation result is not negative (T 46 , NO), the CPU  41  again refers to the probability sortition table to obtain the upper limit (U) of the random number value based on the winning number and the insertion number (T 47 ), and subtracts the upper limit (U) from the random number value (R) stored in the random number storing area of the RAM  33  (i.e., R-U) (T 48 ). To the contrary, the calculation result is negative (T 46 , YES), the CPU  31  proceeds to a step T 55  which will be described later.  
      Continuously, the CPU  31  whether the value obtained from the subtraction, i.e., the calculation result of R-L is ┌0┘ or not (T 49 ). Herein, in case that the random number value (R) is same as the upper limit (U) (R=U), the calculation result of R-U is ┌0┘ and in case that the random number value (R) is not same as the upper limit (U) (R U), the calculation result of R-U is not ┌0┘. If the calculation result is not ┌0┘(T 49 , NO), the CPU  31  determines whether the underflow has been carried out or not (T 50 ). Specifically, the CPU determines whether the calculation result of R-U is negative or not, likewise the step T 46 . Herein, in case that the random number value (R) is below the upper limit (U) (R&lt;U), the calculation result of R-U is negative, and in case that the random number value (R) is above the upper limit (U) (R&gt;U), the calculation result of R-U is not negative. If the calculation result is negative (T 50 , YES), the CPU  31  stores the winning number in an internal lottery result information storing area of the RAM  33  (T 51 ). If the calculation result is not negative (T 50 , NO), the CPU  31  proceeds to a step S 55 . Herein, back to the description of the step T 49 , if the calculation result of R-U is ┌0┘ (T 49 , YES), the CPU  31  proceeds to the step T 51 , likewise the result of determination (YES) in the step T 50 .  
      Next, the CPU  31  refers to the internal winning combination determining table (see  FIG. 42 ) to determine internal winning combinations  1  and  2  based on the winning number stored in the internal lottery result information storing area (T 52 ). Continuously, the CPU  31  takes a logical sum of the determined internal winning combination  2  and the internal winning combination  2  storing area in the internal winning combination  2  storing area (T 53 ). Then, the CPU  31  takes a logical product of the internal winning combination  1  and the bonus check data and stores a logical sum with the internal carryover combination storing area (see  FIG. 43C ) in the internal carryover combination storing area (T 54 ). Next, the CPU  31  stores a logical sum of the internal winning combination  1  and the internal carryover combination storing area in the internal winning combination  1  storing area (see  FIG. 43A ) (T 55 ). Continuously, the CPU  31  subtracts  1  from the number of lotteries (T 56 ) and determines whether the number of lotteries is 0 or not (T 57 ). In case that the number of operations of determining whether the random number value (R) is included in the numerical range defined by the upper limit (U) and the lowest limit (L) is 9 times in the normal gaming state, 6 times in the internal carryover state, and 2 times in the BB 1 , BB 2  and RB gaming state (see  FIG. 40 ), the number of lotteries is 0. In case that the number of determinations in each of the gaming states is under the predetermined times, the number of lotteries is not 0.  
      As a result of that, if the number of lotteries is 0 (T 57 , YES), the CPU  31  refers to the internal winning combination determining table to determine an internal winning combinations  1  and  2  based on the winning number (T 58 ). Continuously, the CPU  31  stores a logical sum of the determined internal winning combination  2  and the internal winning combination  2  storing area in the internal winning combination  2  storing area (T 59 ). Next, the CPU  31  takes a logical product of the internal winning combination  1  and the bonus check data and stores a logical sum with the internal carryover combination storing area in the internal carryover combination storing area (T 60 ). Continuously, the CPU  31  stores a logical sum of the internal winning combination  1  and the internal carryover combination storing area in the internal winning combination  1  storing area (T 61 ), and returns to the step T 7  in  FIG. 44  to carry out the reel stop initialization process. Herein, back to the description of the step T 57 , if the number of lotteries is not 0 (T 57 , NO), the CPU  31  returns to the step T 43 . In addition, in case that there is no internal winning combination, the CPU  31  sets a winning number as 0.  
      [Reel Stop Initialization Process of Pachi-Slot Machine  1 ] 
      In the followings, it is described a reel stop initialization process of the pachi-slot machine  1  according to the embodiment 3, with reference to  FIG. 49 .  FIG. 49  is a flow chart showing a reel stop initialization process of the pachi-slot machine  1  according to the embodiment 3.  
      As shown in  FIG. 49 , the CPU  31  of the pachi-slot machine  1  obtains a winning number from the internal lottery result information storing area of the RAM  33  (T 62 ), compares the data of the internal winning combination  2  storing area with the check data of the specialty combinations  1  to  3  (data of checking whether the flag of the specialty combination has been set) (T 63 ), and determines whether the data of the internal winning combination  2  storing area is same one or more as the check data of the specialty combination (T 64 ). As a result of the determination, if they are same one or more (T 64 , YES), the CPU  31  determines whether one of the data of the internal winning combination  1  storing areas is 1 or not (T 65 ). As a result of that, if any one is 1 (T 65 , YES), the CPU  31  numbers the internal winning combination  1  storing areas, adds 5 to the winning number, also numbers the internal winning combination  2  storing area, temporarily stores each of them in the select counter for stop (see  FIG. 16 ) (T 66 ) and proceeds to a step T 73 . To the contrary, if any one is not 1 (T 65 , NO), the CPU  31  numbers and stores the internal winning combination  2  storing areas in the select counter for stop (T 67 ), and proceeds to a step T 73  likewise the result (YES) in the step T 65 .  
      Back to the description of the step T 64 , if the data of the internal winning combination  2  storing area and the check data of the specialty combinations  1  to  3  is not same one or more (T 64 , NO), the CPU  31  determines whether the winning number is 0 or not (T 68 ). As a result of that, if the winning number is 0 (T 68 , YES), the CPU  31  takes a logical product of the data of the internal winning combination  1  storing area and operation combination check data (data of checking whether bonus flag has been set) (T 69 ), and determines whether the logical product is 0 or not (T 70 ). As a result of that, if the logical product is 0 (T 70 , YES), the CPU  31  stores the winning number in accordance with the internal winning combination in the select counter for stop (T 71 ) and proceeds to the step T 73 . To the contrary, if the logical product is not 0 (T 70 , NO), the CPU  31  numbers the data of the internal winning combination  1  storing areas, adds 6 depending on the bonus, and stores it in the select counter for stop (T 72 ). Again, back to the description of the step T 68 , if the winning number is not 0 (T 68 , NO), the CPU  31  proceeds to the step T 71 , as it is.  
      The CPU  31  determines and stores a stop table based on the reel stop initialization table (see  FIG. 16 ) (T 73 ) and proceeds to the step T 8  in  FIG. 44  to transmit the start command.  
      [Sliding-Symbol-Number Deciding Process for Bonus+Small Win of Pachi-Slot Machine  1 ] 
      In the followings, it is described a sliding-symbol-number deciding process for bonus+Small Win of the pachi-slot machine  1  according to the embodiment 3, with reference to  FIG. 50 .  FIG. 50  is a flow chart showing a sliding-symbol-number deciding process for bonus+Small Win of the pachi-slot machine  1  according to the embodiment 3.  
      As shown in  FIG. 50 , the CPU  31  of the pachi-slot machine  1  determines whether the table control flag is ON or not (T 92 ). As a result of that, if the table control flag is ON (T 92 , YES), the CPU  31  decides and sets the number of sliding symbols based on the stop operation position of the player (T 93 ) and proceeds to the step T 80  in  FIG. 24  to transmit the reel stop command.  
      To the contrary, if the table control flag is not ON (T 92 , NO), the CPU  31  determines whether the attraction-in target symbol can be displayed with the number of sliding symbols  0  (T 94 ). As a result of that, if it cannot be displayed (T 94 , NO), the CPU  31  determines whether the attraction-in target symbol can be displayed with the number of sliding symbols  1  (T 95 ). As a result, if it cannot be displayed (T 95 , NO), the CPU  31  determines whether the attraction-in target symbol can be displayed with the number of sliding symbols  2  (T 96 ). As a result, if it cannot be displayed (T 96 , NO), the CPU  31  determines whether the attraction-in target symbol can be displayed with the number of sliding symbols  3  (T 97 ). As a result, if it cannot be displayed (T 97 , NO), the CPU  31  determines whether the attraction-in target symbol can be displayed with the number of sliding symbols  4  (T 98 ). As a result, if it cannot be displayed (T 98 , NO), the CPU  31  sets a stop table corresponding to the internal winning combination (T 99 ). Then, the CPU  31  makes the table control flag ON (T 100 ), decides and sets the number of sliding symbols based on the stop operation position of the player (T 101 ) and proceeds to the step T 80  in  FIG. 24  to transmit the reel stop command.  
      Back to the description of the step T 94 , if the attraction-in target symbol can be displayed with the number of sliding symbols  0  (T 94 ,YES), the CPU  31  sets the number of sliding symbols corresponding (T 102 ), and proceeds to the step T 80  in  FIG. 24  to transmit the reel stop command. In addition, back to the description of the step T 95 , if the attraction-in target symbol can be displayed with the number of sliding symbols  1  (T 95 ,YES), the CPU  31  sets the number of sliding symbols corresponding (T 102 ), and proceeds to the step T 80  in  FIG. 24  to transmit the reel stop command. In addition, back to the description of the step T 96 , if the attraction-in target symbol can be displayed with the number of sliding symbols  2  (T 96 ,YES), the CPU  31  sets the number of sliding symbols corresponding (T 102 ), and proceeds to the step T 80  in  FIG. 24  to transmit the reel stop command. In addition, back to the description of the step T 97 , if the attraction-in target symbol can be displayed with the number of sliding symbols  3  (T 97 ,YES), the CPU  31  sets the number of sliding symbols corresponding (T 102 ), and proceeds to the step T 80  in  FIG. 24  to transmit the reel stop command. Further, back to the description of the step T 98 , if the attraction-in target symbol can be displayed with the number of sliding symbols  4  (T 98 ,YES), the CPU  31  sets the number of sliding symbols corresponding (T 102 ), and proceeds to the step T 80  in  FIG. 24  to transmit the reel stop command.  
      [Display Combination Specifying Process of Pachi-Slot Machine  1 ] 
      In the followings, it is described a display combination specifying process of the pachi-slot machine  1  according to the embodiment 3, with reference to  FIG. 51 .  FIG. 51  is a flow chart showing a display combination specifying process of the pachi-slot machine  1  according to the embodiment 3.  
      As shown in  FIG. 51 , the CPU  31  of the pachi-slot machine  1  obtains a leading address of the symbol storing area (T 103 ). Then, the CPU  31  determines whether the activated line counter is 0 or not (T 104 ). As a result, if the activated line counter is 0 (T 104 , YES), the CPU  31  returns to the step T 16  in  FIG. 44  to carry out the error checking process. To the contrary, if the activated line counter is not 0 (T 104 , NO), the CPU  31  specifies a display combination and a payout number based on the combination of symbols stored in the corresponding address and the display combination specifying table (T 105 ). Continuously, the CPU  31  subtracts  1  from the activated line counter (T 106 ) and returns to the step T 104 .  
     Effects of the Embodiment 3  
      As described above, according to the pachi-slot machine  1  of the embodiment 3, with regard to each of the plural first combinations, the ratio that the second combination is simultaneously won is different. In addition, even though the combination of symbols corresponding to the first combination has been stopped, if the first and second combinations have been won at the same time, the benefit in accordance with the first combination is paid out to the player while carrying over the second combination as the internal winning combination. Accordingly, in case that the combination of symbols corresponding to the first combination is stopped, the player can expect the benefit in accordance with the second combination in different ratios, depending on which of the plural first combinations the combination of symbols stopped corresponds to. Thereby, it is possible to provide an attractive game feature for the player. In addition, according to the invention, among the combinations of symbols corresponding to each of the plural first combinations, the combination of symbols corresponding the first combination having the higher ratio of overlapping the second combination much includes the predetermined same symbol (for example, monster symbol). Accordingly, in case that a combination of symbols corresponding to one of the plural first combinations is stopped, the player can easily expect a benefit in accordance with the second combination in different ratios, through the number of the predetermined same symbols (for example, monster symbol) included in the combination of symbols stopped. Thereby, it is possible to provide an attractive game feature for the player.  
      In addition, according to the embodiment 3, since the bonus gaming state in which a bonus game is carried out is awarded as the benefit in accordance with the second combination, the player may expect the bonus gaming state which is a great privilege not corresponding to the first combination, in different ratios, depending on which of the plural first combinations the combination of symbols stopped corresponds to. Thereby, it is possible to provide a much more attractive game feature for the player.  
      In addition, according to the pachi-slot machine  1  of the embodiment 3, in case that the first and second combinations are determined as the internal winning combination (simultaneously won), the information representing the result is notified to the player through sound, image, lamp and the like. Accordingly, the player can positively perceive that the first and second combinations have been determined as the internal winning combination. Also, even under state that the combination of symbols corresponding to one of the plural first combinations has been stopped, the player can definitely expect the benefit in accordance with the second combination. Therefore, from the effect point of view, it is possible to provide a game feature attractive to the player.  
      Further, in the claims, the ┌numerical range information storing means┘ corresponds to the ROM  32  in  FIG. 5 , the ┌internal winning combination determination means┘ corresponds to the probability sortition process in  FIG. 21 , the ┌means for awarding the benefit┘ corresponds to the medal payout process in  FIG. 17 , and the ┌notifying means┘ corresponds to the sub-control process in  FIG. 31  and the game effect control process in  FIG. 32 .  
     Embodiment 4  
      The invention may be embodied in various forms besides to the embodiment 3. Accordingly, hereinafter, another example included in the invention will be described.  
      (1) Internal Winning Combination to be Carried Over  
      In the embodiment 3, it has been described that if the first combination and the second combination are determined as the internal winning combination in the unit game, the benefit in accordance with the first combination is awarded to the player and at the same time BB is adopted as the second combination to be carried over. However, the invention is not limited thereto. For example, RB may be adopted as the second combination to be carried over. Thereby, the game features can be diversified, so that it is possible to provide a game feature attractive to the player.  
      (2) Numerical Range  
      In the embodiment 3, it has been described that the numerical ranges matched to each of the plural combinations consist of plural continuous values. However, the invention is not limited thereto. For example, the numerical ranges may be structured with plural non-continuous values.  
      (3) The Subject of the Invention  
      In the embodiment 3, while it has been described the case of applying the invention to the pachi-slot machine  1  using the medal as the game medium, the invention is not limited thereto. For example, the invention may be applied to another gaming machine such as pachinko gaming machine, pachi-lot and the like. Additionally, the invention can be applied to a game program which pseudo-executes the game of the pachi-slot machine  1  described in the embodiment 3 as a home gaming machine. In this case, a medium for recording the game program may include a CD-ROM, FD (flexible disk) and the other recording media. In addition, the game program may be downloaded via a network.  
      While this invention has been described in conjunction with the specific embodiments outlined above, it is evident that many alternatives, modifications and variations will be apparent to those skilled in the art. Accordingly, the preferred embodiments of the invention as set forth above are intended to be illustrative, not limiting. Various changes may be made without departing from the spirit and scope of the invention as defined in the following claims.