Patent Publication Number: US-8986099-B2

Title: Gaming machine with bonus game and method of controlling same

Description:
BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to a gaming machine having a bonus game, and a control method thereof. 
     2. Description of Related Art 
     Traditionally, there has been a gaming machine such as a slot machine which awards a bonus, when a predetermined condition is met; e.g. when a bonus symbol is stop displayed. For example, there is a gaming machine which awards game medium such as coins, when a predetermined condition is met, and there is a gaming machine which awards a special game such as a bonus game; e.g., the specification of U.S. Patent Application, publication No. 2009/0104973 and the specification of U.S. Pat. No. 7,578,736 B2). 
     As an example of the bonus game to be awarded, the specification of U.S. Patent Application, publication No. 2009/0186692 describes a game in which a selection screen is displayed (see  FIG. 7 ), and a payout is awarded according to the number of elements selected (see  FIG. 14   b ). 
     In the bonus game however, there is only one type of element to be selected, and the relation between the payout awarded and the number of elements selected is such that the payout is monotonously increased with an increase in the number of elements selected. For a player, selection making during the bonus game is monotonous. As the result, the player may lose the interest. 
     In view of the above problem, present invention is made and it is an object of the present invention to provide a gaming machine including a bonus game which awards a payout based on a selection made by a player, and a control method of such a gaming machine, which realizes an improved entertainment characteristic to let the player enjoy making his/her own selection during the bonus game. 
     SUMMARY OF THE INVENTION 
     To achieve the above object, an aspect of the present invention is as follows. 
     (1) A gaming machine including: a display device which displays a plurality of selection objects in a pickup bonus game; 
     a storage device which stores a plural sets of payout data respectively associated with the number of objects; 
     an input device which enables an input of an instruction; and 
     a controller programmed to executes the following processes of: 
     (a1) running a base game in response to an input via the input device, 
     (a2) in the base game run in (a1), determining whether or not a condition for occurrence of the pickup bonus game is satisfied; 
     (a3) displaying the selection objects on the display device, when it is determined in (a2) that the condition for occurrence of the pickup bonus game is determined as to be satisfied; 
     (a4) randomly associating any of the objects with each of the selection objects; 
     (a5) receiving a predetermined number of times an input of selection of any of the selection objects displayed on the display device through the input device, the predetermined number of times being more than once, and 
     (a6) after receiving an input of selection the predetermined number of times in (a5), reading out from the storage device the payout data corresponding to the number of selected selection objects each associated with any of the objects so as to determine a payout, and awarding the payout thus determined. 
     In the above structure (1), when shifting from the base game to the pickup bonus game occurs, the plurality of selection objects are displayed on the display device, and any of the selection objects can be selected. In this pickup bonus game, the plurality of objects are randomly associated with the selection objects, respectively. After any of the selection objects are selected a plurality of number of times through the input device, the payout data corresponding to the number of objects associated with the selected selection objects is read out from the storage device to determine a payout. The payout determined is then awarded. 
     With this, in the pickup bonus game, the payout to be awarded is determined according to the number of objects selected. The player is able to enjoy the pickup bonus game while paying attention to the number of objects selected. 
     Another aspect of the present invention is as follows. 
     (2) The gaming machine of the above (1), adapted so that 
     the objects include a plural types of objects which are visibly identifiable images and are displayed on the display device after (a5), and for each of the types of the objects, the payout data is set so that a value related to a payout varies depending on the number of the same type of objects selected; 
     the payout data is such that a payout increases with an increase in the number of the same type of objects selected; 
     even when a payout for selecting a particular number of one type of objects is lower than a payout for selecting the same number of another type of objects, a payout for selecting another particular number of the one type of objects is higher than a payout for selecting the other particular number of the other type of objects, the other particular number being greater than the particular number. 
     In the above structure, the payout based on the payout data is set so as to increase with the number of objects selected. Further, for each type of the objects, the payout data is set so that the value related to payout varies according to the number of objects selected. For example, suppose the particular number is two, and a payout amount for selecting two objects of type A (100 credit) is lower than a payout amount for selecting two objects of type B (200 credit). The payout data however may be set so that, when the number of selected objects of type A is five which is greater than the particular number, a payout amount (1000 credit) is higher than a payout amount awarded for selecting five objects of type B (500 credit). 
     Thus, suppose the player selects one type of object and a payout awarded for selecting the predetermined number of that one type of objects is less than a payout awarded for selecting the same number of another type of objects. In this case, if the player selects more of that one type of objects and the number of that type of objects selected reaches the above mentioned other particular number which is greater than the above mentioned particular number, the player is able to win a payout which is higher than the payout awarded for selecting the other particular number of the other type of objects. Therefore, when selecting the selection objects, even if a payout awarded for the number of objects selected is low at one point, selecting more of the same type of objects could lead to a higher payout. The player therefore is still able to enjoy the pickup bonus game with an expectation for a higher payout. Further, the amount of increase in the payout varies depending on the type of objects. Therefore, there are a plurality of ways in which the player is motivated to select the selection objects, and the player is able to play the pickup bonus game with an enhanced expectation. 
     Yet another aspect of the present invention is as follows. 
     (3) The gaming machine of the above (1), adapted so that 
     the objects includes a special object; 
     the controller further executes the following process of 
     when the special object is selected in (a5), the payout data for all the types and the number of the objects associated with the selection object are read out from the storage device, and all values related to the payout in the payout data read out are added up and awarded as a payout. 
     In the structure, when the special object is selected, the payout data for all the types and the number of the objects associated with the selection object are read out from the storage device, and all values related to the payout in the payout data read out are added up and awarded as a payout. 
     As such, selecting the special object will yield a high payout. Therefore, the player is able to enjoy the pickup bonus game with a hope for selecting the special object every time he/she makes his/her selection. 
     Yet another aspect of the present invention is as follows. 
     (4) The gaming machine of the above (2), adapted so that 
     in (a6), the payout data is read out from the storage device to calculate a payout for the type and the number of objects selected for each type of objects, and a total of payouts of each type of objects are added up with totals of the other types of objects to determine a net total payout, and the net total payout is award. 
     In the structure, if there are more than one type of objects, a payout data for each number of objects are read out from the storage device and added up for each type of the objects. The total payout of each type of object is then added up with the total payouts of the other types to determine a net total payout. The net total payout is then awarded. 
     This way, even if more than one type of objects are selected, the player is able to obtain a payout for each type of objects according to the number of the same objects. The player is able to enjoy the pickup bonus game with an expectation for a high payout. 
     Yet another aspect of the present invention is as follows. 
     (5) A control method which is implemented in a gaming machine through: 
     a display device which displays a plurality of selection objects in a pickup bonus game; 
     a storage device which stores a plural sets of payout data respectively associated with the number of objects; 
     an input device which enables an input of an instruction; and 
     a controller, 
     the method including the controller-executed steps of: 
     (b1) running a base game in response to an input via the input device, 
     (b2) in the base game run in (a1), determining whether or not a condition for occurrence of the pickup bonus game is satisfied; 
     (b3) displaying the selection objects on the display device, when it is determined in (a2) that the condition for occurrence of the pickup bonus game is determined as to be satisfied; 
     (b4) randomly associating any of the objects with each of the selection objects; 
     (b5) receiving a predetermined number of times an input of selection of any of the selection objects displayed on the display device through the input device, the predetermined number of times being more than once, and 
     (b6) after receiving an input of selection the predetermined number of times in (a5), reading out from the storage device the payout data corresponding to the number of selected selection objects each associated with any of the objects so as to determine a payout, and awarding the payout thus determined. 
     In the above method, when shifting from the base game to the pickup bonus game occurs, the plurality of selection objects are displayed on the display device, and any of the selection objects can be selected. In this pickup bonus game, the plurality of objects are randomly associated with the selection objects, respectively. After any of the selection objects are selected a plurality of number of times through the input device, the payout data corresponding to the number of objects associated with the selected selection objects is read out from the storage device to determine a payout. The payout determined is then awarded. 
     With this, in the pickup bonus game, the payout to be awarded is determined according to the number of objects selected. The player is able to enjoy the pickup bonus game while paying attention to the number of objects selected. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is an explanatory diagram providing an overview of a slot machine game of one embodiment. 
         FIG. 2  is a diagram showing a function flow of the gaming machine of the present invention. 
         FIG. 3  shows the entire structure of the slot machine of the embodiment. 
         FIG. 4  shows a control panel of the slot machine of the embodiment. 
         FIG. 5  is a block diagram showing an internal structure of the slot machine of the embodiment. 
         FIG. 6  is an explanatory diagram of a symbol column on each video reel of the slot machine of the embodiment. 
         FIG. 7  is an explanatory diagram of an image displayed on a lower image display panel of the slot machine of the embodiment. 
         FIG. 8  is an explanatory diagram showing paylines related to the embodiment. 
         FIG. 9  is an explanatory diagram of a payout determination table of the embodiment. 
         FIG. 10  is an explanatory diagram of a pickup bonus game payout table, related to the embodiment. 
         FIG. 11  is a flowchart of a main control process of the slot machine of the embodiment. 
         FIG. 12  is a diagram showing an exemplary image to be displayed on the lower image display panel provided to the slot machine of the embodiment. 
         FIG. 13  is a flowchart of a coin-insertion/start-check process of the slot machine of the embodiment. 
         FIG. 14  is a flowchart of a pickup bonus game process of the slot machine of the embodiment. 
         FIG. 15  is a diagram showing a selection screen displayed on the upper image display panel and the lower image display panel provided to the slot machine of the embodiment. 
         FIG. 16  is a first explanatory diagram showing an exemplary image to be displayed on the upper image display panel and the lower image display panel in the pickup bonus game. 
         FIG. 17  is a second explanatory diagram showing an exemplary image to be displayed on the upper image display panel and the lower image display panel in the pickup bonus game. 
         FIG. 18  is a third explanatory diagram showing an exemplary image to be displayed on the upper image display panel and the lower image display panel in the pickup bonus game. 
     
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     The following describes an embodiment of the present invention with reference to attached drawings. 
     A slot machine  10  (gaming machine) of the present invention includes: a lower image display panel  141  (display device) which displays a plurality of lotus images  210  (selection objects) in a pickup bonus game (see  1 A of  FIG. 1 ); A RAM  73  (storage device) which stores a pickup bonus game payout table  192  (containing payout data) which defines a payout for the number of objects such as blue orbs  232 ; a control panel  30  and/or a touch panel  114  (input device) which enable(s) input of instructions; and a motherboard  70  (controller) programmed to execute the following processes of: 
     (a1) running a base game in response to an input via the control panel  30  and/or the touch panel  114  during the main control process; 
     (a2) in the base game, determining whether or not three or more “BONUS” symbols are displayed on a display window  150 , which is a condition for occurrence of the pickup bonus game; 
     (a3) displaying the plurality of lotus images  210  on the lower image display panel  141 , when the condition for occurrence of the pickup bonus game is determined as to be satisfied; 
     (a4) randomly associating any of the objects (white orb  231 , blue orb  232 , red orb  233 , green orb  234  or the like) with each of the lotus images  210 ; 
     (a5) receiving a predetermined number of times an input of selection of any of the lotus images  210  displayed on the lower image display panel  141  through the touch panel  114 , the predetermined number of times being more than once (see  1 A,  1 B,  1 C of  FIG. 1 ); 
     (a6) after receiving an input of selection the predetermined number of times in (a5), reading out from the RAM  73  a pickup bonus game payout table  192  corresponding to the number of selected lotus images  210  each associated with any of the white orb  231  so as to determine a payout, the blue orb  232 , the red orb  233 , or the green orb  234  (objects), and awarding the payout thus determined ( 1 C of  FIG. 1 ). 
     (Explanation of Function Flow Diagram) 
     The following describes basic functions of the gaming machine of the present invention, with reference to  FIG. 2 . 
     (Coin-Insertion/Start-Check) 
     First, the gaming machine checks whether or not a BET button X 1  has been pressed by a player, and subsequently checks whether or not a start button X 2  has been pressed by the player (X 3 ). 
     (Symbol Determination) 
     Next, when the start button X 2  is pressed by the player, the gaming machine samples a random number for symbol determination (X 4 ), and determines, for each of the plurality of video reels displayed on a liquid crystal display device, which symbol will be displayed when the scroll of the symbol column is stopped (X 5 ). 
     (Symbol Display) 
     Next, the gaming machine  1  starts scrolling of the symbol column of each of the video reels and then stops scrolling so that the determined symbols are displayed for the player (X 6 ). 
     (Winning Determination) 
     When scrolling of the symbol column of each video reel has been stopped, the gaming machine  1  determines whether or not a combination of symbols displayed for the player is a combination related to winning (X 7 ). 
     (Payout) 
     When the combination of symbols displayed to the player is a combination related to winning, the gaming machine awards a benefit according to the combination to the player (X 8 ). For example, when a combination of symbols related to a payout of coins has been displayed, the gaming machine pays out coins of the number corresponding to the combination of symbols to the player. 
     Further, in the gaming machine, a pickup bonus game process (X 9 ) is executed when a pickup bonus game trigger is met in the winning determination of X 7 . The coins having won in the pickup bonus game are also paid out (X 8 ). 
     Note that the gaming machine may be structured to calculate for each game an amount (accumulation amount) to be accumulated as an amount of jackpot, and transmit the amount to the external controller X 10 . Further, the external controller may accumulate, as the amount of jackpot, an accumulation amount having been transmitted from each gaming machine. 
     (Effect Determination) 
     The gaming machine provides various effects by (various effect devices) displaying an image on the liquid crystal display device, illumination using the lamp, and/or outputting a sound from the speaker (X 13 ). The gaming machine extracts a random value for effect (X 11 ) and determines contents of the effects based on the symbols and the like randomly determined (X 12 ). 
     (Entire Gaming System) 
     Next, the following describes a gaming system including a slot machine  10  to which the gaming machine of the present invention is applied. 
     The gaming system includes a plurality of slot machines  10  and an external controller connected to the slot machines  10  via a communication line (not-shown). 
     The external controller controls the plurality of slot machines  10 . For example, the external controller is a hall server installed in a gaming facility having the slot machines  10 . Each of the slot machines  10  has a unique identification number, and the external controller identifies which one of the slot machines  10  transmitted data, by referring to the identification number. Further, when transmitting data from the external controller to any of the slot machines  10 , the identification number is used for designating the transmission destination. 
     It is to be noted that the gaming system may be constructed within a single gaming facility where various games can be performed, such as a casino, or may be constructed among a plurality of gaming facilities. Further, when the gaming system is constructed in a single gaming facility, the gaming system may be constructed in each floor or section of the gaming facility. The communication line may be a wired or wireless line, and can adopt a dedicated line, an exchange line or the like. 
     (Overall Structure of Slot Machine  10 ) 
     Next, with reference to  FIG. 3  and  FIG. 4 , the following describes an overall structure of the slot machine  10 . 
     A coin, a bill, or electrically valuable information corresponding to these is used as a game medium in the slot machine  10 . Further, in the present embodiment, a later-described ticket with a barcode is also used. It is to be noted that the game medium is not limited to these, and for example a medal, a token, electronic money or the like can be adopted. 
     Each slot machine  10  includes a cabinet  11 , a top box  12  provided above the cabinet  11 , a main door  13  provided to the front surface of the cabinet  11 . 
     A lower image display panel  141  is provided at the center of the main door  13 . The lower image display panel  141  is formed of a transparent liquid crystal panel. A screen displayed on the lower image display panel  141  has a display window  150  at its center. The display window  150  includes twenty display blocks  28  which are arranged in five columns and four rows. The columns form video reels  151  to  155 , each having four display blocks  28 . The four display blocks  28  in each of the video reels  151  to  155  are displayed as if all the display blocks  28  are moving downward at various speed. This enables rearrangement, in a manner that symbols respectively displayed in the display blocks  28  are rotated in a longitudinal direction and stopped thereafter. 
     Here, as shown in  FIG. 7  and  FIG. 8 , on the left and right sides of the display window  150  displayed on the lower image display panel  141  are symmetrically arranged payline occurrence columns. The payline occurrence column on the player&#39;s left includes 20 payline occurrence parts  65 L ( 65 La,  65 Lb,  65 Lc,  65 Ld,  65 Le,  65 Lf,  65 Lg,  65 Lh,  65 Li,  65 Lj,  65 Lk,  65 Ll,  65 Lm,  65 Ln,  65 Lo,  65 Lp,  65 Lq,  65 Lr,  65 LS,  65 Lt, and the paylines not shown in the figure). 
     On the other hand, the payline occurrence column on the right side include 20 payline occurrence parts  65 R ( 65 Ra,  65 Rb,  65 Rc,  65 Rd,  65 Re,  65 Rf,  65 Rg,  65 Rh,  65 Ri,  65 Rj,  65 Rk,  65 Rl,  65 Rm,  65 Rn,  65 Ro,  65 Rp,  65 Rq,  65 Rr,  65 Rs,  65 Rt, and the paylines not shown in the figure). 
     The payline occurrence parts  65 L and the payline occurrence parts  65 R form a total of 40 paylines  300 , as shown in  FIG. 7  and  FIG. 8 . 
     The number of active paylines  300  is determined based on an operation of a 1-bet button  34 , a 2-bet button  35 , a 3-bet button  37 , a 5-bet button  38 , a 10-bet button  39 , a play-2-lines button  40 , a play-10-lines button  41 , a play-20-lines button  42 , a play-30-lines button  43 , a max lines button  44  on a later-described control panel  30 . When the max lines button  44  is selected, the maximum number of paylines  300 ; i.e., 40 paylines  300  are activated. An activated payline  300  results in various types of winning for each symbol. 
     Further, a not-illustrated touch panel  114  is disposed on a front surface of the lower image display panel  141 , and a player is able to input various instructions by operating the touch panel  114 . From the touch panel  114 , an input signal is transmitted to the main CPU  71 . 
     As shown in  FIG. 3  and  FIG. 4 , below the lower image display panel  141  are provided various buttons on the control panel  30  (input device), a coin entry  36  which guides coins into the cabinet  11 , and a bill entry  115 . 
     The control panel  30  includes: a reserve button  31 , a collect button  32 , and a game rule button  33  arranged in the left side area of the upper stage; a 1-bet button  34 , a 2-bet button  35 , a 3-bet button  37 , a 5-bet button  38 , a 10-bet button  39 , a play-2-lines button  40 , a play-10-lines button  41 , a play-20-lines button  42 , a play-30-lines button  43 , and a max line button  44  in the left side area of the lower stage. Further, a coin entry  36  and a bill entry  115  for accepting bills or the like are arranged in the right side area of the upper stage, and a gamble button  45  and a start button  46  are arranged in the right side area of the lower stage. 
     The reserve button  31  is an operation button to be used when temporarily leaving the seat, or when requesting a staff member of the gaming facility for an exchange. The collect button  32  is an operation button used for outputting the coins kept inside the slot machine  10  to the coin tray  18 . A game rule button  33  is pressed when the operating method of a game is unclear. When the game rule button  33  is pressed, various types of help information are displayed on the upper image display panel  131  and the lower image display panel  141 . 
     A 1-bet button  34  is arranged so that, each time the button is pressed, one gaming medium is bet on each active payline from the current credit owned by the player. A 2-bet button  35  is pressed to start a game on condition that two gaming media are bet on each active payline. A 3-bet button  37  is pressed to start a game on condition that three gaming media are bet on each active payline. A 5-bet button  38  is pressed to start a game on condition that five gaming media are bet on each active payline. A 10-bet button  39  is pressed to start a game on condition that ten gaming media are bet on each active payline. Thus, the bet amount on each payline is determined by pressing of the 1-bet button  34 , the 2-bet button  35 , the 3-bet button  37 , the 5-bet button  38 , and the 10-bet button  39 . 
     A play-2-lines button  40  activates paylines when pressed. In this case, the number of paylines to be activated is 2. A play-10-lines button  41  activates paylines when pressed. In this case, the number of paylines to be activated is 10. A play-20-lines button  42  activates paylines when pressed. In this case, the number of paylines to be activated is 20. A play-30-lines button activates paylines when pressed. In this case, the number of paylines to be activated is 30. A MAX-lines button  44  activates paylines when pressed. In this case, the number of paylines to be activated is maximum (40). 
     The gamble button  45  is an operation button for causing shifting to a gamble game after an end of the pickup bonus game or the like. The gamble game here means a game run by using credit the player has won. 
     The start button  46  is a button for starting scroll of the video reels  151  to  155 . 
     The coin entry  36  is for accepting coins into the cabinet  11 . The bill entry  115  validates a bill, and accepts a valid bill into the cabinet  11 . Further, the lower front surface of the main door  13 , i.e., the lower portion of the control panel  30 , has a belly glass  132  on which a character of the slot machine  10  or the like is drawn, and a coin tray  18  for receiving coins output from inside the cabinet  11 . 
     An upper image display panel  131  is provided at the front face of the top box  12 . The upper image display panel  131  includes a liquid crystal panel, and forms the display. The upper image display panel  131  displays images related to effects and images showing introduction of the game contents and explanation of the game rules. Further, the top box  12  is provided with a speaker  112  and a lamp  111 . The slot machine  10  produces effects by displaying images, outputting sounds, and outputting the light. 
     A data display  174 , and a keypad  173  are provided on the lower side of the upper image display panel  131 . The data display  174  includes a fluorescent display, LEDs and the like, and displays the data inputted by the player via the keypad  173 , for example. The keypad  173  is for inputting data. 
     (Symbol Column) 
     Next, with reference to  FIG. 6 , a configuration of the symbol columns included in the video reels  151 - 155  of the slot machine  10  is described. 
     The base game symbol table of  FIG. 6  shows arrangements of symbols displayed on the video reels. A first video reel  151 , a second video reel  152 , a third video reel  153 , a fourth video reel  154 , and a fifth video reel  155  each is assigned with a symbol column consisting of 22 symbols that correspond to respective code numbers from “00” to “21”. 
     As the symbols, there are “J”, “Q”, “9”, “A”, “10”, “CURRENCY”  161 , “DRESS”  162 , “DRAGON”  163 , “CASTLE”  164 , “EMPEROR”  165 , “WILD”  166 , and “BONUS”  167 , as shown in  FIG. 6 . 
     (Structures of Circuits Provided to Slot Machine  10 ) 
     Next, with reference to  FIG. 5 , a configuration of a circuit included in the slot machine  10  is described. 
     A gaming board  50  is provided with: a CPU  51 , a ROM  52 , and a boot ROM  53 , which are mutually connected by an internal bus; a card slot  55  corresponding to a memory card  54 ; and an IC socket  57  corresponding to a GAL (Generic Array Logic)  56 . 
     The memory card  54  includes a involatile memory, and stores a game program and a game system program. The game program includes a program related to game progression, a random determination program, and a program for producing effects by images and sounds. Further, in the game program is included data of a symbol table regulating the sequence of symbols for each of the video reels  151  to  155 , a payout determination table  191 , and a pickup bonus game payout table  192 . 
     The random determination program is a program for randomly determining to-be stopped symbol of each of the video reels  151 - 155 . The to-be stopped symbol is data for determining four symbols to be displayed to the display window  150  out of the 22 symbols forming each symbol column. The slot machine  10  of the present embodiment determines as the to-be stopped symbol the symbol to be displayed in a predetermined area (e.g. the uppermost stage) out of the four areas provided for each of the video reels  151 - 155  of the display window  150 . 
     The aforementioned random determination program includes symbol determination data. The symbol determination data is data that specifies random numbers so that each of the 22 symbols (code numbers from “00” to “21”) forming the symbol column is determined at an equal probability (i.e. 1/22), for each of the video reels  151 - 155 . The probabilities of the respective 22 symbols being determined are basically equal. However, the numbers of the respective types of symbols included in the 22 symbols vary, and thus the probabilities of the respective types of symbols being determined vary. It is noted that the probabilities of the respective types of symbols may include a random number. 
     Further, the card slot  55  is configured so that the memory card  54  can be inserted thereinto and removed therefrom, and is connected to a motherboard  70  by an IDE bus. 
     The GAL  56  is a type of PLD (programmable Logic Device) having a fixed OR array structure. The GAL  56  is provided with a plurality of input ports and output ports, and predetermined input into the input port causes output of the corresponding data from the output port. 
     Further, the IC socket  57  is configured so that the GAL  56  can be inserted thereinto and removed therefrom, and is connected to the motherboard  70  by a PCI bus. The contents and settings of the game to be played on the slot machine  10  can be changed by replacing the memory card  54  with another memory card  54  having another program written therein or by rewriting the program written into the memory card  54  as another program. 
     The CPU  51 , the ROM  52  and the boot ROM  53  mutually connected by the internal bus are connected to the motherboard  70  by a PCI bus. The PCI bus enables a signal transmission between the motherboard  70  and the gaming board  50 , and power supply from the motherboard  70  to the gaming board  50 . 
     The ROM  52  stores an authentication program. The boot ROM  53  stores a pre-authentication program, a program (boot code) to be used by the CPU  51  for activating the pre-authentication program, and the like. The authentication program is a program (falsification check program) for authenticating the game program and the game system program. The pre-authentication program is a program for authenticating the aforementioned authentication program. The authentication program and the pre-authentication program are written along a procedure (authentication procedure) for proving that the program to be the subject has not been falsified. 
     The motherboard  70  is provided with a main CPU  71 , a ROM  72  (storage device), a RAM  73  (storage device), and a communication interface  82 . The motherboard  70  corresponds to the controller of the present invention. 
     The ROM  72  includes a memory device such as a flash memory, and stores a program such as BIOS to be executed by the main CPU  71 , and permanent data. When the BIOS is executed by the main CPU  71 , a process for initializing predetermined peripheral devices is executed. Further, through the gaming board  50 , a process of loading the game program and the game system program stored in the memory card  54  is started. 
     The RAM  73  stores data and programs which are used in operation of the main CPU  71 . For example, when the process of loading the aforementioned game program (including the payout determination table  191 , the pickup bonus game payout table  192 ), game system program or authentication program is executed, the RAM  73  can store the program. 
     The RAM  73  is provided with working areas used for operations in execution of these programs. Examples of the areas include: an area that stores counters for the number of games, the bet amount, the payout amount, the credit amount and the like; and an area that stores symbols (code numbers) randomly determined. In other words, the RAM  73  functions as a game counter, a bet amount counter, a payout amount counter, and a credit amount counter. 
     The communication interface  82  is for communicating with the external controller such as a server, through the communication line. Further, the motherboard  70  is connected with a later-described door PCB (Printed Circuit Board)  90  and a main body PCB  110  by respective USBs. 
     The motherboard  70  is also connected with a power unit  81 . When the power is supplied from the power unit  81  to the motherboard  70 , the main CPU  71  of the motherboard  70  is activated, and then the power is supplied to the gaming board  50  through the PCI bus so as to activate the CPU  51 . 
     The door PCB  90  and the main body PCB  110  are connected with input devices such as a switch and a sensor, and peripheral devices the operations of which are controlled by the main CPU  71 . The door PCB  90  is connected with a control panel  30 , a reverter  91 , a coin counter  92 C and a cold cathode tube  93 . 
     The control panel  30  includes: a reserve switch  31 S, a collect switch  32 S, a game rule switch  33 S, a 1-bet switch  34 S, a 2-bet switch  35 S, a 3-bet switch  37 S, a 5-bet switch  38 S, a 10-bet switch  39 S, a play-2-lines switch  40 S, a play-10-lines switch  41 S, a play-20-lines switch  42 S, a play-30-lines switch  43 S, a MAX-lines switch  44 S, a gamble switch  45 S, a start switch  46 S, which correspond to the above described buttons, respectively. Each of the switches outputs a signal to the main CPU  71  upon detection of press of the button corresponding thereto by the player. 
     Inside the coin entry  36  is provided a reverter  91  and a coin counter  92 C. The reverter  91  validates the legitimacy of coins inserted into the coin entry  36 , and outputs those not determined as genuine coins to the coin tray  18 . The coin counter  92 C detects the received genuine coins and counts the number of these coins. 
     The cold cathode tube  93  functions as a backlight installed on the rear face sides of the upper image display panel  131  and the lower image display panel  141 , and lights up based on a control signal outputted from the main CPU  71 . 
     To the main body PCB  110  are connected the lamp  111 , the speaker  112 , a hopper  113 , a coin detecting unit  113 S, the touch panel  114 , the bill entry  115 , a graphic board  130 , a ticket printer  171 , a card reader  172 , a key switch  173 S and the data display  174 . 
     The lamp  111  lights up based on a control signal outputted from the main CPU  71 . The speaker  112  outputs sounds such as BGM, based on a control signal outputted from the main CPU  71 . 
     The hopper  113  operates based on a control signal outputted from the main CPU  71 , and pays out a designated number of coins to the coin tray  18 . The coin detecting unit  113 S outputs a signal to the main CPU  71  upon detection of coins paid out by the hopper  113 . 
     The touch panel  114  detects a place on the lower image display panel  141  touched by the player&#39;s finger or the like, and outputs to the main CPU  71  a signal corresponding to the detected place. Upon acceptance of a valid bill, the bill entry  115  outputs to the main CPU  71  a signal corresponding to the face amount of the bill. 
     The graphic board  130  controls display of images executed by the respective upper image display panel  131  and lower image display panel  141 , based on a control signal outputted from the main CPU  71 . The display window  150  of the lower image display panel  141  displays the five video reels  151 - 155  by which the scrolling and stop motions of the symbol columns included in the respective video reels  151 - 155  are displayed. The graphic board  130  is provided with a VDP generating image data, a video RAM temporarily storing the image data generated by the VDP, and the like. 
     As shown in  FIG. 7 , the lower image display panel  141  displays thereon: a credit amount indicator  400  indicating a credit amount stored in the RAM  73 , during a base game run in the main control process; a bet amount display unit  401  which displays a bet amount stored in the RAM  73 ; a payout indicator  402  which displays a payout amount stored in the RAM  73 ; a help touch-button  405  which functions similarly to the game rule button  33 ; a language switching touch-button  406  which changes the language in which the messages in the images displayed on the upper image display panel  131  and the lower image display panel  141 ; and a sound volume touch-button  407  which adjusts the volume of the sound output from the speaker  112 . The lower image display panel  141  corresponds to a display device of the present invention. 
     The graphic board  130  is provided with the VDP (Video Display Processor) generating image data based on a control signal outputted from the main CPU  71 , the video RAM temporarily storing the image data generated by the VDP, and the like. It is to be noted that the image data used in generation of image data by the VDP is included in the game program that has been read from the memory card  54  and stored into the RAM  73 . 
     Based on a control signal outputted from the main CPU  71 , the ticket printer  171  prints on a ticket a barcode representing encoded data of the credit amount stored in the RAM  73 , date and time, the identification number of the slot machine  10 , and the like, and then outputs the ticket as the ticket  175  with a barcode. 
     The card reader  172  reads data stored in a card inserted into the card slot  176  and transmits the data to the main CPU  71 , or writes data into the card based on a control signal outputted from the main CPU  71 . 
     The key switch  173 S is provided in the keypad  173 , and outputs a predetermined signal to the main CPU  71  when the keypad  173  has been operated by the player. 
     The data display  174  displays data read by the card reader  172  and data inputted by the player through the keypad  173 , based on a control signal outputted from the main CPU  71 . 
     (Payout Determination Table) 
     Next, the following describes a payout determination table, with reference to  FIG. 9 . 
     The payout determination table  191  indicates a relation between an amount of credit paid out and the type of and the number of symbols rearranged on an active payline  300 . Note that the payout determination table  191  is read out and referred to in a later mentioned program. In the present embodiment, rearrangement of three or more of at least one of the following types of symbols on an active payline  300  is determined as a winning: “J”, “Q”, “9”, “A”, “10”, “CURRENCY”, “DRESS”, “DRAGON”, “CASTLE”, “EMPEROR”, and “WILD”. 
     Further, when three or more of the “BONUS” symbols  167  serving as trigger symbols for a pickup bonus game are rearranged on the display window  150 , the “pickup bonus game trigger” is determined as the winning combination, and the game shifts to the pickup bonus game. 
     (Pickup Bonus Game Payout Table) 
     Next, the following describes a pickup bonus game payout table  192 , with reference to  FIG. 10 . 
     The pickup bonus game payout table  192  is a table storing payout data read out and referred to in a later-described pickup bonus game process. As shown in  FIG. 10  and  FIG. 15 , the table indicates a payout for each type of object  230  and the number of the same type of objects  230  associated with the lotus images  210  (selection objects) having been selected. There are six types of objects  230  in the present embodiment which are displayed on the lower image display panel  141  as visually identifiable images. These six types of objects  230  are: “white orb”  231 , “blue orb”  232 , “red orb”  233 , “green orb”  234 , “END”  235 , and “black orb”  236 . In the pickup bonus game process, after any of the lotus images  210  is selected a plurality of number of times, a value (payout data) corresponding to the number of selected lotus images  210  associated with the objects  230  is read out from the pickup bonus game payout table  192  stored in the RAM  73  to determine the payout. The payout thus determined is then awarded. For example, suppose a selection of a lotus image  210  is made four times, and three white orbs and one blue orb are selected as a result. With reference to the pickup bonus game payout table  192 , a total payout for the three lotus images  210  associated with the white orbs  231  (objects  230 ) which is 350 credit (50+100+200) and a payout for selecting one lotus image  210  associated with the blue orb  232  which is 30 credit are calculated out. Then, a total of these payouts thus calculated out which is 380 credit is awarded. 
     As shown in  FIG. 10 , in the pickup bonus game payout table  192 , the payout amount is set for each of the six types of the objects  230  in such a manner that the payout varies depending on the type and the number of the objects  230 . For example, where the number of selected objects  230  of the same type is two, the amount of payout is 100 credit for the white orbs  231 , 50 credit for the blue orbs  232 ; and 20 credit for the red orbs  233 , and 80 credit for the green orbs  234 . Further, the payout for each type of object  230  is increased according to the number of the objects  230 . For example, in cases of blue orb  232 , the amount of payout is 30 credit for one blue orb  231 , 50 credit for two blue orbs  231 , 100 credit for three blue orbs  231 , 150 credit for four blue orbs  231 , 200 credit for five blue orbs  231 , and 1200 credit for six blue orbs  232 . The amount of payout is increased according to the number of the blue orbs  232 . 
     When comparing the payouts for a predetermined number of objects  230 , one type of objects  230  out of the six types is associated with a less payout than that for another type of objects  230 . This relation however may be the other way around at a certain number of objects  230  which is greater than the predetermined number (by a certain amount). That is, when comparing the payouts for the certain number of objects  230 , the one type of objects  230  may be associated with a higher payout than that for the other type of objects  230 . For example, when comparing the payout for two blue orbs  232  (the predetermined number of one type of objects  230 ) and that for two white orbs  231  (the predetermined number of the other type of objects  230 ), the amount of payout associated with two blue orbs  232  (the one type of objects  230 ) is 50 credit whereas that associated with two white orbs  231  is 100 credit. As such, the amount of payout associated with the two blue orbs  232  is less than that associated with the two white orbs  231 . However, when comparing the payouts for six objects  230  (the certain number of objects  230 ) the number of which is greater than the predetermined number by four, the amount payout associated with six blue orbs  232  is 1200 credit and greater than the payout of 600 credit associated with six white orbs  231 . 
     Further, when an object  230  of END  235  is selected, a payout of 50 credit is awarded and then selection making of the lotus images  210  is ended. In short, END  235  triggers termination of the pickup bonus game. Further, when the selected object  230  is a black orb  236  (special object), the objects  230  of all the lotus images  210  are displayed and all the objects  230  are regarded as to be selected. That is, a total of every payout in the pickup bonus game payout table  192  will be awarded. Note that the black orb  236  also serves as a trigger for terminating the pickup bonus game. 
     (Contents of Program) 
     Next, the program to be executed by the slot machine  10  is described. 
     (Main Control Process) 
     First, with reference to  FIG. 11 , main control process is described. 
     First, when the power is supplied to the slot machine  10 , the main CPU  71  reads the authenticated game program and game system program from the memory card  54  through the gaming board  50 , and writes the programs into the RAM  73  (S 11 ). 
     Next, the main CPU  71  executes at-one-game-end initialization process (S 12 ). For example, data that becomes unnecessary after each game in the working areas of the RAM  73 , such as the number of BETs and the symbols randomly determined, is cleared. 
     The main CPU  71  executes coin-insertion/start-check process which is described later with reference to  FIG. 13  (S 13 ). In this process, an input check or the like is executed for the 1-bet switch  34 S, the 2-bet switch  35 S, the 3-bet switch  37 S, the 5-bet switch  38 S, the 10-bet switch  39 S, the play-2-lines switch  40 S, the play-10-lines switch  41 S, the play-20-lines switch  42 S, the play-30-lines switch  43 S, the max lines switch  44 S, the start switch  46 S, or the like. 
     The main CPU  71  then executes symbol random determination process (S 14 ). In the process, to-be stopped symbols are determined based on the random numbers for symbol determination. 
     Specifically, the main CPU  71  first samples random numbers for symbol determination. The main CPU  71  then randomly determines to-be stopped symbols for the respective video reels  151 - 155  (S 112 ). The main CPU  71  executes random determination for each of the video reels  151 - 155 , and determines any one of the 22 symbols as a to-be stopped symbol. 
     The main CPU  71  executes an effect contents determination process (S 15 ). The main CPU  71  extracts a random value for effect, and randomly determines any of the effect contents from the preset plurality of effect contents. 
     Next, the main CPU  71  executes the symbol display control process (S 16 ). In the process, scrolling of the symbol column of each video reel  151 - 155  is started, and the to-be stopped symbol determined in the symbol random determination process of S 14  is stopped at a predetermined position (e.g. the upper area in the display window  150 ), as shown in  FIG. 12 . That is, twenty symbols including the to-be stopped symbol are displayed in the display window  150 . 
     The main CPU  71  then executes the payout determination process (S 17 ). In this process, the payout determination table  191  in the RAM  73  is referred to, and the payout amount is determined based on a combination of the symbols displayed on an active payline  300 , and the payout amount thus determined is stored in the payout amount storage area in the RAM  73 . 
     Next, the main CPU  71  determines whether or not a pickup bonus game trigger is met (S 18 ). As shown in  FIG. 12 , the trigger of the present embodiment for causing a shift to the pickup bonus game is established when three or more “BONUS” symbols  167  are stopped in the display window  150 . The main CPU  71 , when determining that the pickup bonus game trigger has been met, executes the pickup bonus game process (S 19 ). 
     Next, the main CPU  71 , when determines that the pickup bonus game trigger has not been met after S 19  or in S 18 , executes the payout process (S 20 ). The main CPU  71  adds the value stored in the payout amount storage area to the value stored in the credit amount storage area provided in the RAM  73 . Note that it is possible to drive the hopper  113  based on an input to the collect switch  32 S, and output coins to the coin tray  18  according to the value stored in the payout amount storage area. After the process has been executed, the process shifts to S 12 . 
     The game run through S 12  to S 20  of the main control process corresponds to the base game of the present invention. 
     (Coin-Insertion/Start-Check Process) 
     Next, with reference to  FIG. 13 , coin-insertion/start-check process is described. 
     First, the main CPU  71  determines whether or not insertion of a coin has been detected by the coin counter  92 C (S 41 ). When determining that the insertion of a coin has been detected by the coin counter  92 C, the main CPU  71  makes an addition to the value stored in the credit amount storage area (S 42 ). It is to be noted that the main CPU  71  may determine whether or not insertion of a bill has been detected by the bill entry  115 , and when determining that the insertion of a bill has been detected, the main CPU  71  may add a value according to the bill to the value stored in the credit amount storage area. 
     After S 42  or when determining in S 41  that the insertion of a coin has not been detected, the main CPU  71  determines whether or not the value stored in the credit amount storage area is zero (S 43 ). When the main CPU  71  determines that the value stored in the credit amount storage area is not zero, the main CPU  71  permits operation acceptance of the bet buttons (1-bet button  34 , 2-bet button  35 , 3-bet button  37 , 5-bet button  38 , 10-bet button  39 ) (S 44 ). Note that, in S 44 , an operation of the payline button (play-2-lines button  40 , play-10-lines button  41 , play-20-lines button  42 , play-30-lines button  43 , max lines button  44 ) is enabled. Operation of the payline button enables activation of a desirable number of paylines  300 . 
     Next, the main CPU  71  determines whether or not operation of any of the BET buttons has been detected (S 45 ). When the main CPU  71  determines that the bet switch (1-bet switch  34 S, 2-bet switch  35 S, 3-bet switch  37 S, 5-bet switch  38 S, 10-bet switch  39 S) has detected press of the BET button by the player, the main CPU  71  makes an addition to a value stored in a bet amount storage area provided in the RAM  73  and makes a subtraction from the value stored in the credit amount storage area, based on the type of the bet button and the type of the payline button (S 46 ). 
     The main CPU  71  then determines whether or not the value stored in the bet amount storage area is at its maximum (S 47 ). The main CPU  71 , when determining that the value stored in the bet amount storage area is the maximum value, prohibits updating of the value stored in the bet amount storage area (S 48 ). After S 48  or when determining in S 47  that the value stored in the bet amount storage area is not at its maximum, the main CPU  71  permits operation acceptance of the start button  46  (S 49 ). 
     After S 49  or when determining in S 45  that the operation of any of the BET buttons has not been detected, or when determining in S 43  that the value stored in the credit amount storage area is zero, the main CPU  71  determines whether or not operation of the start button  46  has been detected (S 50 ). The main CPU  71  shifts the process to S 41 , when determining that no operation of the start button  46  is detected. 
     When the main CPU  71  determines that the operation of the start button  46  has been detected, the coin-insertion/start-check process is ended. 
     (Pickup Bonus Game Process) 
     Next, the following describes the pickup bonus game process with reference to  FIG. 14  to  FIG. 18 . The pickup bonus game process is executed on condition that three or more “BONUS” symbols  167  are displayed in the display window  150  in the main control process, as shown in  FIG. 12  (S 19 ). 
     First as shown in  FIG. 15 , the main CPU  71  displays on the lower image display panel  141  a selection screen  209  including  26  lotus images  210  (selection objects) (S 240 ). At this time, as shown in  FIG. 15 , the main CPU displays a parameter image  201  on the upper image display panel  131 . The parameter image  201  expresses in the form of circular gauges  202  payout amounts corresponding to the types of objects  230  (white orb  231 , blue orb  232 , red orb  233 , green orb  234 ) and the number of objects  230  (1 to 6) in the pickup bonus game payout table  192 . 
     Next, the main CPU  71  executes an object associating process (S 241 ). In this process, the main CPU  71  randomly associates any one of the following object  230  with each of the 26 lotus images  210 : six white orbs  231 , six blue orbs  232 , six red orbs  233 , six green orbs  234 , and two ENDs  235 . 
     Next, the main CPU  71  displays in the selection screen  209  an image (In the present embodiment, an image of text reading “please select lotus”) which prompts the player to select one lotus image  210  out of the 26 lotus images  210 . Then, there is determined whether or not any one of the 26 lotus images  210  in the selection screen  209  is selected (S 243 ). Specifically, the main CPU  71  determines whether or not a portion of the touch panel  114  corresponding to any of the lotus images  210  is touched. When it is determined that no lotus image  210  has been selected (S 242 : NO), the main CPU  71  causes the process to return to S 242 . 
     On the other hand, when it is determined that a lotus image  210  has been selected (S 242 : YES), an object displaying process is executed (S 243 ). In this process, the main CPU  71  displays an object  230  associated with the lotus image  210  having been selected. For example, as shown in  16 A of  FIG. 16 , when the player selects a lotus image  210  on the right end, second from the bottom on the touch panel  114 , a blue orb  232  which is the object  230  associated with this lotus image  210  is displayed. At this time, in the parameter image  201  of the upper image display panel  131 , a gauge  202  (showing text reading 30 credit) corresponding to the object  230  of one blue orb  232  is lighted in blue as shown in  16 A of  FIG. 16 . 
     Next, the main CPU  71  determines whether or not the object  230  displayed is END  235  (S 244 ). When it is determined that the object  230  displayed is END  235  (S 244 : YES) (see  17 A of  FIG. 17 ), the objects  230  of all the non-selected lotus images  210  are displayed (see  17 B of  FIG. 17 ). Then, with reference to the pickup bonus game payout table  192 , a payout of 50 credit corresponding to one END  235  is awarded (S 245 ). Then, the main CPU  71  displays a total amount of payout won in the pickup bonus game process on the lower image display panel  141 , and provides an effect of ending the pickup bonus game (S 246 ). The pickup bonus game process is ended thereafter. 
     On the other hand, when it is determined that the object  230  displayed is not the END  235  (S 244 : NO), the main CPU  71  determines whether or not the object  230  of the black orb  236  is displayed (S 247 ). When it is determined that the object  230  displayed is not the, black orb  236  (S 247 : NO), the main CPU  71  refers to the pickup bonus game payout table  192  and awards a payout corresponding to the type of the object  230  associated with the selected lotus image  210  and the number of the same objects  230  (S 250 ). For example, as shown in  16 B of  FIG. 16 , suppose one blue orb  232  is already displayed in the selection screen  209 , and suppose the player selects the lotus image  210  which is the second from the top and the second from the left end. When the object  230  associated with this lotus image  210  is the blue orb  232 , the pickup bonus game payout table  192  is referred to and a payout of 50 credit corresponding to two blue orbs  232  is awarded. This amount is added to a total of the payouts awarded during the pickup bonus game process and displayed on the bonus payout display area  212 . 
     The process then returns to S 242 . As described, S 242 , S 243 , S 244 , S 247 , and S 250  are looped until the object  230  of the END  235  is displayed in S 244  or the object  230  of the black orb  236  is displayed in S 247 . For example, when six blue orbs  232  are selected as the result of repeating selection making of the lotus image  210  in S 242 , as shown in  16 C of  FIG. 16 , a total payout of 1730 credit (30+50+100+150+200+1200) is awarded. This amount is added to the value displayed in the bonus payout display area  212  and is displayed therein. 
     On the other hand, when the object  230  displayed is the black orb  236  (S 247 : YES), the pickup bonus game payout table  192  is referred to, and a payout of 100 credit which corresponds to one black orb  236  is awarded (S 248 ). 
     Further, the main CPU  71  displays the objects  230  of all the lotus images  210 , and awards a total amount of all the payouts in the pickup bonus game payout table  192 , deeming that the all the objects  230  have been selected (S 249 ). For example as shown in  18 A of  FIG. 18 , when the object  230  corresponding to the selected lotus image  210  is the black orb  236 , all the objects  230  are displayed as shown in  18 B of  FIG. 18 . Then, there is calculated the total amount of all the payouts in the pickup bonus game payout table  192 . That is, the sum of payouts is calculated for each type of objects  230 . For the white orb  231 , it is 1600 credit (50+100+200+250+400+600). For the blue orb  232 , it is 1730 credit (30+50+100+150+200+1200). For the red orb  233 , it is 1860 credit (20+40+50+100+150+1500). For the green orb  234 , it is 1580 credit (50+80+150+200+300+800). These amounts are further added up and a total of 6770 credit is awarded as a net total payout. The main CPU  71  then displays on the lower image display panel  141  the total amount of payout having been won in the pickup bonus game process, and executes an effect of ending the pickup bonus game (S 246 ). The pickup bonus game process is ended thereafter. 
     In the structure and/or the control method, when the base game run in the main control process shifts to the pickup bonus game, a player is able to select any of a plurality of lotus images  210  displayed in the selection screen  209  on the lower image display panel  141 . In the pickup bonus game, a plurality of lotus images  210  and a plurality of objects (white orb  231 , blue orb  232 , red orb  233 , green orb  234 , END  235 , or the like) are randomly associated with one another. After making a selection a plurality of number of times through the control panel  30  or the touch panel  114 , a pickup bonus game payout table  192  storing a payout for each type and the number of objects is read out from the RAM  73 , and a payout is determined according to the table. The payout thus determined is then awarded. 
     With this, the payout to be awarded for the pickup bonus game is determined based on the number of objects the player has selected. The player therefore is interested in the number of objects he/she has selected, while enjoying the pickup bonus game. 
     Further, the payouts in the pickup bonus game payout table  192  are set so as to increase according to the selected object (white orb  231 , blue orb  232 , red orb  233 , green orb  234 , END  235 , or the like) (see  FIG. 10 ). Further, for each of the types of the objects (white orb  231 , blue orb  232 , red orb  233 , green orb  234 , END  235 ), the payout amount varies according to the number of the objects (see  FIG. 10 ). Further, the payouts are set as follows. Namely, for example, suppose two of the same type of objects have been selected. If these objects are two blue orbs  232 , the payout is 50 credit. If these objects are two white orbs  231 , the payout is 100 credit. Therefore, the payout for two blue orbs  232  is less than the payout for two white orbs  231 . However, when comparing the payouts for six of the same objects, the payout for six white orbs  231  is 600 credit, whereas the payout for six blue orbs  232  is 1200 credit. 
     If the player selects a blue orb  232  and the number of the blue orb  232  is one to five, the payout awarded for selecting the blue orbs  232  is less than the payout which would have been awarded for selecting the same number of white orbs  231 . However, if the blue orb  232  is further selected and the number of blue orbs  232  reaches six, the player is given a payout of 1200 credit which is higher than the payout of 600 credit which would have been awarded for selecting the same number of white orbs  231 . Thus, when selecting the lotus images  210 , a payout awarded for the number of objects selected may be low at one point. However, selecting more of the same type of objects will lead to a higher payout. The player therefore is still able to enjoy the pickup bonus game with an expectation for a higher payout. Further, the amount of increase in the payout varies depending on the type of objects. Therefore, there is a plurality of ways in which the player is motivated to select the lotus images  210 , and the player is able to play the pickup bonus game with an enhanced expectation. 
     Further, when the black orb  236  (special object) is selected, the pickup bonus game payout table  192  is read out from the RAM  73 , and all the payouts in the table are added up and awarded. As such, selecting the black orb  236  will yield a high payout. Therefore, the player is able to enjoy the pickup bonus game with a hope for selecting the black orb  236  every time he/she makes his/her selection. 
     Further in the present embodiment, if there are more than one type of objects (white orb  231 , blue orb  232 , red orb  233 , green orb  234 , END  235 , or the like), a payout amount for each number of objects are read out from the pickup bonus game payout table  192  stored in the RAM  73  and added up for each type of the objects. The total payouts of all the types of objects are then added up and awarded as the net total payout. This way, even if more than one type of objects are selected, the player is able to obtain a payout for each type of objects according to the number of the same objects. The player is able to enjoy the pickup bonus game with an expectation for a high payout. 
     The above embodiment thus described solely serves as a specific example of the present invention, and the present invention is not limited to such an example. Specific structures of various means and the like may be suitably designed or modified. Further, the effects of the present invention described in the above embodiment are not more than examples of most preferable effects achievable by the present invention. The effects of the present invention are not limited to those described in the embodiments described above. 
     Further, the detailed description above is mainly focused on characteristics of the present invention to fore the sake of easier understanding. The present invention is not limited to the above embodiments, and is applicable to diversity of other embodiments. Further, the terms and phraseology used in the present specification are adopted solely to provide specific illustration of the present invention, and in no case should the scope of the present invention be limited by such terms and phraseology. Further, it will be obvious for those skilled in the art that the other structures, systems, methods or the like are possible, within the spirit of the present invention described in the present specification. The description of claims therefore shall encompass structures equivalent to the present invention, unless otherwise such structures are regarded as to depart from the spirit and scope of the present invention. Further, the abstract is provided to allow, through a simple investigation, quick analysis of the technical features and essences of the present invention by an intellectual property office, a general public institution, or one skilled in the art who is not fully familiarized with patent and legal or professional terminology. It is therefore not an intention of the abstract to limit the scope of the present invention which shall be construed on the basis of the description of the claims. To fully understand the object and effects of the present invention, it is strongly encouraged to sufficiently refer to disclosures of documents already made available. 
     The detailed description of the present invention provided hereinabove includes a process executed on a computer. The above descriptions and expressions are provided to allow the one skilled in the art to most efficiently understand the present invention. A process executed in or by respective steps yielding one result or blocks with a predetermined processing function described in the present specification shall be understood as a process with no self-contradiction. Further, the electrical or magnetic signal is transmitted/received and written in the respective steps or blocks. It should be noted that such a signal is expressed in the form of bit, value, symbol, text, terms, number, or the like solely for the sake of convenience. Although the present specification occasionally personifies the processes carried out in the steps or blocks, these processes are essentially executed by various devices. Further, the other structures necessary for the steps or blocks are obvious from the above descriptions.