Patent Publication Number: US-2009227351-A1

Title: Slot Machine Which Provides Player with Easy Understanding of Getting Advantage in Payout and Playing Method Thereof

Description:
CROSS REFERENCE TO RELATED APPLICATION 
     This application claims the benefit of U.S. Provisional Application No. 61/034,726, filed on Mar. 7, 2008, U.S. Provisional Application No. 61/034,748, filed on Mar. 7, 2008, and U.S. Provisional Application No. 61/034,773, filed on Mar. 7, 2008. 
    
    
     BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to a slot machine which provides a player with easy understanding of getting an advantage in payout, and a playing method thereof. 
     2. Description of Related Art 
     In a conventional slot machine, when a player inserts a game medium such as a coin or bill into an insertion slot of the slot machine and then press a spin button, more than one symbol is scroll-displayed on a display provided at the front of a cabinet. Then, the symbols are automatically stopped. 
     In such a slot machine, as is disclosed in U.S. Pat. No. 6,604,999, or U.S. Patent Application Publication No. 2002/0065124, a predetermined number of game media are paid out when symbols stopped on a winning line correspond to a predetermined combination. Further, irrespective of a winning line, a predetermined number of game media are paid out according to the number of symbols which are called scatter symbols displayed on a display. 
     In a conventional slot machine, when a predetermined condition is satisfied, a bonus game is executed. The bonus game is more advantageous for a player in a payout than a basic game, in which a game medium is inserted to scroll-display and then stop symbols. However, in the case where a bonus game is a free game or the like which does not require the insertion of a game medium, such a bonus game is basically similar to a basic game in appearance. Therefore, it is difficult to understand for a player that the bonus game is advantageous for the player in payout. 
     An object of the present invention is to provide a slot machine having an entertainment characteristic unobtainable from a conventional art, and a playing method thereof. 
     Another object of the present invention is to provide a slot machine which provides a player with easy understanding of getting an advantage in payout, and a playing method thereof. 
     SUMMARY OF THE INVENTION 
     A slot machine of the present invention includes: a display having a matrix of arrangement areas constituted of one or more rows and one or more columns, in which arrangement areas scatter symbols are arranged; and a controller. The controller is programmed to operate in the following steps of: (a1) rearranging scatter symbols in the arrangement areas; (a2) giving a payout according to the number of scatter symbols rearranged; (a3) when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols, increasing each of the scatter symbols of the same kind in a column direction and fixing all the resulting scatter symbols of the same kind; (a4) rearranging scatter symbols which are not fixed while the scatter symbols of the same kind are fixed; and (a5) giving a payout according to the number of the scatter symbols of the same kind fixed and the number of scatter symbols rearranged. 
     With this structure, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction, each of the scatter symbols of the same kind is increased in a column direction and then fixed. In this situation, scatter symbols which are not fixed are rearranged. Then a payout is given according to the number of scatter symbols of the same kind fixed and the number of scatter symbols rearranged. Thus, those scatter symbols of the same kind increased and fixed provide a high possibility of awarding a payout, and makes it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     A slot machine of the present invention includes: a display having a matrix of arrangement areas constituted of one or more rows and one or more columns, in which arrangement areas scatter symbols are arranged; and a controller. The controller is programmed to operate in the following steps of: (b1) rearranging scatter symbols in the arrangement areas; (b2) giving a payout according to the number of scatter symbols rearranged; (b3) when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols, replacing the scatter symbols of the same kind to specific symbols; (b4) increasing each of the specific symbols in a column direction and fixing all the resulting specific symbols; (b5) rearranging scatter symbols which are not fixed while the specific symbols are fixed; and (b6) giving a payout according to the number of the specific symbols fixed and the number of scatter symbols rearranged. 
     With this structure, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction, these scatter symbols of the same kind are replaced to specific symbols. Each of the specific symbols is increased in a column direction and then fixed. In this situation, scatter symbols which are not fixed are rearranged. Then a payout is given according to the number of specific symbols fixed and the number of scatter symbols rearranged. Thus, those specific symbols increased and fixed provide a high possibility of awarding a payout, and makes it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     A slot machine of the present invention includes: a display having a matrix of arrangement areas constituted of one or more rows and one or more columns, in which arrangement areas scatter symbols are arranged; and a controller. The controller is programmed to operate in the following steps of: (c1) rearranging scatter symbols in the arrangement areas; (c2) giving a payout according to the number of scatter symbols rearranged; (c3) when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols, replacing the scatter symbols of the same kind to specific symbols; (c4) increasing each of the specific symbols by a predetermined number in each of two column directions and fixing all the resulting specific symbols; (c5) rearranging scatter symbols which are not fixed while the specific symbols are fixed; and (c6) giving a payout according to the number of the specific symbols fixed and the number of scatter symbols rearranged. 
     With this structure, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction, these scatter symbols of the same kind are replaced to specific symbols. Each of the specific symbols is increased by a predetermined number in each of two column directions and then fixed. In this situation, scatter symbols which are not fixed are rearranged. Then a payout is given according to the number of specific symbols fixed and the number of scatter symbols rearranged. Thus, those specific symbols increased and fixed provide a high possibility of awarding a payout, and makes it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     In addition, since the direction in which each specific symbol increases and the number of increase of each specific symbol are already determined, the number of specific symbols fixed will be different depending on a row in which a predetermined number of scatter symbols of a same kind are rearranged. This makes difference in the possibility of awarding a payout and the amount of payout which may be given, thereby increasing the diversity of a game. 
     A slot machine of the present invention includes: a display having a matrix of arrangement areas constituted of one or more rows and one or more columns, in which arrangement areas scatter symbols are arranged; and a controller. The controller is programmed to operate in the following steps of: (d1) rearranging scatter symbols in the arrangement areas; (d2) giving a payout according to the number of scatter symbols rearranged; (d3) when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols, replacing the scatter symbols of the same kind to specific symbols; (d4) increasing each of the specific symbols in a column direction and fixing all the resulting specific symbols; (d5) rearranging scatter symbols which are not fixed while the specific symbols are fixed; and (d6) giving a payout according to the number of the specific symbols fixed and the number of specific symbols rearranged. 
     With this structure, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction, these scatter symbols of the same kind are replaced to specific symbols. Each of the specific symbols is increased in a column direction and then fixed. In this situation, scatter symbols which are not fixed are rearranged. Then a payout is given according to the number of specific symbols fixed and the number of specific symbols rearranged. Thus, those specific symbols increased and fixed provide a high possibility of awarding a payout, and makes it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     A slot machine of the present invention includes: a display having a matrix of arrangement areas constituted of one or more rows and one or more columns, in which arrangement areas scatter symbols are arranged; and a controller. The controller is programmed to operate in the following steps of: (e1) rearranging scatter symbols in the arrangement areas; (e2) giving a payout according to the number of scatter symbols rearranged; (e3) when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols, replacing the scatter symbols of the same kind to specific symbols; (e4) increasing each of the specific symbols by a predetermined number in each of two column directions and fixing all the resulting specific symbols; (e5) rearranging scatter symbols which are not fixed while the specific symbols are fixed; and (e6) giving a payout according to the number of the specific symbols fixed and the number of specific symbols rearranged. 
     With this structure, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction, these scatter symbols of the same kind are replaced to specific symbols. Each of the specific symbols is increased by a predetermined number in each of two column directions and then fixed. In this situation, scatter symbols which are not fixed are rearranged. Then a payout is given according to the number of specific symbols fixed and the number of specific symbols rearranged. Thus, those specific symbols increased and fixed provide a high possibility of awarding a payout, and makes it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     In addition, since the direction in which each specific symbol increases and the number of increase of each specific symbol are already determined, the number of specific symbols fixed will be different depending on a row in which a predetermined number of scatter symbols of a same kind are rearranged. This makes difference in the possibility of awarding a payout and the amount of payout which may be given, thereby increasing the diversity of a game. 
     The present invention is a playing method of a slot machine, in which scatter symbols are arranged in a matrix of arrangement areas of a display, the arrangement areas being constituted of one or more rows and one or more columns, the playing method of the slot machine including the steps of: (f1) rearranging scatter symbols in the arrangement areas; (f2) giving a payout according to the number of scatter symbols rearranged; (f3) when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols, increasing each of the scatter symbols of the same kind in a column direction and fixing all the resulting scatter symbols of the same kind; (f4) rearranging scatter symbols which are not fixed while the scatter symbols of the same kind are fixed; and (f5) giving a payout according to the number of the scatter symbols of the same kind fixed and the number of scatter symbols rearranged. 
     With this structure, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction, each of the scatter symbols of the same kind is increased in a column direction and then fixed. In this situation, scatter symbols which are not fixed are rearranged. Then a payout is given according to the number of scatter symbols of the same kind fixed and the number of scatter symbols rearranged. Thus, those scatter symbols of the same kind increased and fixed provide a high possibility of awarding a payout, and makes it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     A slot machine of the present invention includes: a display having a matrix of arrangement areas constituted of one or more rows and one or more columns, which arranges scatter symbols in the arrangement areas; and a controller. The controller is programmed to operate in the following steps of: (a1) rearranging scatter symbols in the arrangement areas; (a2) giving a payout according to the number of scatter symbols rearranged; (a3) when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols, randomly determining whether to increase the scatter symbols of the same kind; (a4) when it is determined to increase the scatter symbols of the same kind, increasing each of the scatter symbols of the same kind in a column direction and fixing all the resulting scatter symbols of the same kind; (a5) rearranging scatter symbols which are not fixed while the scatter symbols of the same kind are fixed; and (a6) giving a payout according to the number of the scatter symbols of the same kind fixed and the number of scatter symbols rearranged. 
     With this structure, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction, it is randomly determined whether to increase the scatter symbols of the same kind. When it is determined to increase the scatter symbols of the same kind, each of the scatter symbols of the same kind is increased in a column direction and fixed. In this situation, scatter symbol which are not fixed are rearranged. Then, a payout is given according to the number of the scatter symbols of the same kind fixed and the number of scatter symbols rearranged. Thus, when it is determined to increase the scatter symbols of the same kind, the resulting scatter symbols of the same kind, which are increased and fixed, provide a high possibility of awarding a payout, and makes it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     A slot machine of the present invention includes: a display having a matrix of arrangement areas constituted of one or more rows and one or more columns, which arranges scatter symbols in the arrangement areas; and a controller. The controller is programmed to operate in the following steps of: (b1) rearranging scatter symbols in the arrangement areas; (b2) giving a payout according to the number of scatter symbols rearranged; (b3) when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols, replacing the scatter symbols of the same kind to specific symbols; (b4) randomly determining whether to increase the specific symbols; (b5) when it is determined to increase the specific symbols, increasing each of the specific symbols in a column direction and fixing all the resulting specific symbols; (b6) rearranging scatter symbols which are not fixed while the specific symbols are fixed; and (b7) giving a payout according to the number of the specific symbols fixed and the number of scatter symbols rearranged. 
     With this structure, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction, the scatter symbols of the same kind are replaced to specific symbols, and it is randomly determined whether to increase the specific symbols. Then, when it is determined to increase the specific symbols, each of the specific symbols is increased in a column direction and fixed. In this situation, scatter symbols which are not fixed are rearranged. Then, a payout is given according to the number of the specific symbols fixed and the number of scatter symbols rearranged. Thus, when it is determined to increase the specific symbols, the resulting specific symbols increased and fixed provide a high possibility of awarding a payout, and makes it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     A slot machine of the present invention includes: a display having a matrix of arrangement areas constituted of one or more rows and one or more columns, which arranges scatter symbols in the arrangement areas; and a controller. The controller is programmed to operate in the following steps of: (c1) rearranging scatter symbols in the arrangement areas; (c2) giving a payout according to the number of scatter symbols rearranged; (c3) when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols, randomly determining whether to increase the scatter symbols of the same kind; (c4) when it is determined to increase the scatter symbols of the same kind, randomly determining an increase-number of each of the scatter symbols of the same kind to be increased; (c5) increasing each of the scatter symbol of the same kind in a column direction by the determined increase-number and fixing all the resulting scatter symbols of the same kind; (c6) rearranging scatter symbols which are not fixed while the scatter symbols of the same kind are fixed; and (c7) giving a payout according to the number of the scatter symbols of the same kind fixed and the number of scatter symbols rearranged. 
     With this structure, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction, it is randomly determined whether to increase the scatter symbols of the same kind. Then, when it is determined to increase the scatter symbols of the same kind, an increase-number is randomly determined. Each of the scatter symbols of the same kind is increased in a column direction by the determined increase-number and fixed. In this situation, scatter symbols which are not fixed are rearranged. Then, a payout is given according to the number of the scatter symbols of the same kind fixed and the number of scatter symbols rearranged. Thus, when it is determined to increase the scatter symbols of the same kind, the resulting scatter symbols of the same kind, which are increased and fixed, provide a high possibility of awarding a payout, and makes it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     A slot machine of the present invention includes: a display having a matrix of arrangement areas constituted of one or more rows and one or more columns, which arranges scatter symbols in the arrangement areas; and a controller. The controller is programmed to operate in the following steps of: (d1) rearranging scatter symbols in the arrangement areas; (d2) giving a payout according to the number of scatter symbols rearranged; (d3) when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols, replacing the scatter symbols of the same kind to specific symbols; (d4) randomly determining whether to increase the specific symbols; (d5) when it is determined to increase the specific symbols, randomly determining an increase-number of each of the specific symbols to be increased; (d6) increasing each of the specific symbols in a column direction by the determined increase-number, and fixing all the resulting specific symbols; (d7) rearranging scatter symbols which are not fixed while the specific symbols are fixed; and (d8) giving a payout according to the number of the specific symbols fixed and the number of scatter symbols rearranged. 
     With this structure, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction, the scatter symbols of the same kind are replaced to specific symbols, and it is randomly determined whether to increase the specific symbols. Then, when it is determined to increase the specific symbols, an increase-number is randomly determined. Each of the specific symbols is increased in a column direction by the determined increase-number and fixed. In this situation, scatter symbols which are not fixed are rearranged. Then, a payout is given according to the number of the specific symbols fixed and the number of scatter symbols rearranged. Thus, when it is determined to increase the specific symbols, the resulting specific symbols increased and fixed provide a high possibility of awarding a payout, and makes it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     The present invention is a playing method of a slot machine, in which scatter symbols are arranged in a matrix of arrangement areas of a display, the arrangement areas being constituted of one or more rows and one or more columns, the playing method of the slot machine including the steps of: (e1) rearranging scatter symbols in the arrangement areas; (e2) giving a payout according to the number of scatter symbols rearranged; (e3) when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols, randomly determining whether to increase the scatter symbols of the same kind; (e4) when it is determined to increase the scatter symbols of the same kind, increasing each of the scatter symbols of the same kind in a column direction and fixing all the resulting scatter symbols of the same kind; (e5) rearranging scatter symbols which are not fixed while the scatter symbols of the same kind are fixed; and (e6) giving a payout according to the number of the scatter symbols of the same kind fixed and the number of scatter symbols rearranged. 
     With this structure, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction, it is randomly determined whether to increase the scatter symbols of the same kind. When it is determined to increase the scatter symbols of the same kind, each of the scatter symbols of the same kind is increased in a column direction and fixed. In this situation, scatter symbol which are not fixed are rearranged. Then, a payout is given according to the number of the scatter symbols of the same kind fixed and the number of scatter symbols rearranged. Thus, when it is determined to increase the scatter symbols of the same kind, the resulting scatter symbols of the same kind, which are increased and fixed, provide a high possibility of awarding a payout, and makes it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     A slot machine of the present invention includes: a display having a matrix of arrangement areas constituted of one or more rows and one or more columns, in which arrangement areas scatter symbols are arranged; an input device which receives plural types of bet operations from outside; and a controller. The controller is programmed to operate in the following steps of: (a1) defining, in the arrangement areas, one or more active regions corresponding to a bet operation received by the input device; (a2) rearranging scatter symbols in the arrangement areas; (a3) giving a payout according to the number of scatter symbols rearranged; (a4) when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row as a result of a rearrangement of scatter symbols, increasing the scatter symbols of the same kind in the active regions located in a column direction from the scatter symbols of the same kind respectively, and fixing all the resulting scatter symbols of the same kind; (a5) rearranging scatter symbols which are not fixed while the scatter symbols of the same kind are fixed; and (a6) giving a payout according to the number of the scatter symbols of the same kind fixed and the number of scatter symbols rearranged. 
     With this structure, when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row, the scatter symbols of the same kind are increased in the active regions located in a column direction from the scatter symbols of the same kind respectively, and fixed. In this situation, scatter symbols which are not fixed are rearranged. Then, a payout is given according to the number of the scatter symbols of the same kind fixed and the number of scatter symbols rearranged. Thus, the scatter symbols of the same kind which are increased in the active regions and fixed provide a high possibility of awarding a payout, and make it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     A slot machine of the present invention includes: a display having a matrix of arrangement areas constituted of one or more rows and one or more columns, in which arrangement areas scatter symbols are arranged; an input device which receives plural types of bet operations from outside; and a controller. The controller is programmed to operate in the following steps of: (b1) defining, in the arrangement areas, one or more active regions corresponding to a bet operation received by the input device; (b2) rearranging scatter symbols in the arrangement areas; (b3) giving a payout according to the number of scatter symbols rearranged; (b4) when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row as a result of a rearrangement of scatter symbols, replacing the scatter symbols of the same kind to specific symbols; (b5) increasing the specific symbols in the active regions located in a column direction from the specific symbols respectively, and fixing all the resulting specific symbols; (b6) rearranging scatter symbols which are not fixed while the specific symbols are fixed; and (b7) giving a payout according to the number of the specific symbols fixed and the number of scatter symbols rearranged. 
     With this structure, when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row, the scatter symbols of the same kind are replaced to specific symbols. The specific symbols are increased in the active regions located in a column direction from the specific symbols respectively, and fixed. In this situation, scatter symbols which are not fixed are rearranged. Then, a payout is given according to the number of the specific symbols fixed and the number of scatter symbols rearranged. Thus, the specific symbols which are increased in the active region and fixed provide a high possibility of awarding a payout, and make it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     A slot machine of the present invention includes: a display having a matrix of arrangement areas constituted of one or more rows and one or more columns, in which arrangement areas scatter symbols are arranged; an input device which receives plural types of bet operations from outside; and a controller. The controller is programmed to operate in the following steps of: (c1) defining, in the arrangement areas, one or more active regions corresponding to a bet operation received by the input device; (c2) rearranging scatter symbols in the arrangement areas; (c3) giving a payout according to the number of scatter symbols rearranged; (c4) when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row having an active region as a result of a rearrangement of scatter symbols, replacing the scatter symbols of the same kind to specific symbols; (c5) increasing the specific symbols in the active regions located in a column direction from the specific symbols respectively, and fixing all the resulting specific symbols; (c6) rearranging scatter symbols which are not fixed while the specific symbols are fixed; and (c7) giving a payout according to the number of the specific symbols fixed and the number of scatter symbols rearranged. 
     With this structure, when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row having an active region, the scatter symbols of the same kind are replaced to specific symbols. The specific symbols are increased in the active regions located in a column direction from the specific symbols respectively, and fixed. In this situation, scatter symbols which are not fixed are rearranged. Then, a payout is given according to the number of the specific symbols fixed and the number of scatter symbols rearranged. Thus, the specific symbols which are increased in the active regions and fixed provide a high possibility of awarding a payout, and make it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     A slot machine of the present invention includes: a display having a matrix of arrangement areas constituted of one or more rows and one or more columns, in which arrangement areas scatter symbols are arranged; an input device which receives plural types of bet operations from outside; and a controller. The controller is programmed to operate in the following steps of: (d1) defining, in the arrangement areas, one or more active regions corresponding to a bet operation received by the input device; (d2) rearranging scatter symbols in the arrangement areas; (d3) giving a payout according to the number of scatter symbols rearranged; (d4) when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row as a result of a rearrangement of scatter symbols, replacing the scatter symbols of the same kind to specific symbols; (d5) increasing the specific symbols in all of the active regions located in a column direction from the specific symbols respectively, and fixing all the resulting specific symbols; (d6) rearranging scatter symbols which are not fixed while the specific symbols are fixed; and (d7) giving a payout according to the number of the specific symbols fixed and the number of scatter symbols rearranged. 
     With this structure, when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row, the scatter symbols of the same kind are replaced to specific symbols. The specific symbols are increased in all of the active regions located in a column direction from the specific symbols respectively, and fixed. In this situation, scatter symbols which are not fixed are rearranged. Then, a payout is given according to the number of the specific symbols fixed and the number of scatter symbols rearranged. Thus, the specific symbols which are increased in the active regions and fixed provide a high possibility of awarding a payout, and make it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     A slot machine of the present invention includes: a display having a matrix of arrangement areas constituted of one or more rows and one or more columns, in which arrangement areas scatter symbols are arranged; an input device which receives plural types of bet operations from outside; and a controller. The controller is programmed to operate in the following steps of: (e1) defining, in the arrangement areas, one or more active regions corresponding to a bet operation received by the input device; (e2) rearranging scatter symbols in the arrangement areas; (e3) giving a payout according to the number of scatter symbols rearranged; (e4) when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row having an active region as a result of a rearrangement of scatter symbols, replacing the scatter symbols of the same kind to specific symbols; (e5) increasing the specific symbols in all of the active regions located in a column direction from the specific symbols respectively, and fixing all the resulting specific symbols; (e6) rearranging scatter symbols which are not fixed while the specific symbols are fixed; and (e7) giving a payout according to the number of the specific symbols fixed and the number of scatter symbols rearranged. 
     With this structure, when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row having an active region, the scatter symbols of the same kind are replaced to specific symbols. The specific symbols are increased in all of the active regions located in a column direction from the specific symbols respectively, and fixed. In this situation, scatter symbols which are not fixed are rearranged. Then, a payout is given according to the number of the specific symbols fixed and the number of scatter symbols rearranged. Thus, the specific symbols which are increased in the active regions and fixed provide a high possibility of awarding a payout, and make it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     The present invention is a playing method of a slot machine, in which scatter symbols are arranged in a matrix of arrangement areas of a display, the arrangement areas being constituted of one or more rows and one or more columns, the playing method of the slot machine including the steps of: (f1) defining, in the arrangement areas, one or more active regions corresponding to a bet operation received by an input device; (f2) rearranging scatter symbols in the arrangement areas; (f3) giving a payout according to the number of scatter symbols rearranged; (f4) when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row as a result of a rearrangement of scatter symbols, increasing the scatter symbols of the same kind in the active regions located in a column direction from the scatter symbols of the same kind respectively, and fixing all the resulting scatter symbols of the same kind; (f5) rearranging scatter symbols which are not fixed while the scatter symbols of the same kind are fixed; and (f6) giving a payout according to the number of the scatter symbols of the same kind fixed and the number of scatter symbols rearranged. 
     With this structure, when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row, the scatter symbols of the same kind are increased in the active regions located in a column direction from the scatter symbols of the same kind respectively, and fixed. In this situation, scatter symbols which are not fixed are rearranged. Then, a payout is given according to the number of the scatter symbols of the same kind fixed and the number of scatter symbols rearranged. Thus, the scatter symbols of the same kind which are increased in the active regions and fixed provide a high possibility of awarding a payout, and make it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     With the above-described structure, it is possible to provide a slot machine having an entertainment characteristic unobtainable from a conventional art, and a playing method thereof. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is an explanatory view showing a playing method of a slot machine. 
         FIG. 2  is a block diagram of the slot machine. 
         FIG. 3  is an explanatory view of a display screen. 
         FIG. 4  is another explanatory view of the display screen. 
         FIG. 5  is another explanatory view of the display screen. 
         FIG. 6  is a table showing symbols and code numbers of the symbols. 
         FIG. 7  is a perspective view showing an appearance of the slot machine. 
         FIG. 8  is a block diagram showing a control board of the slot machine. 
         FIG. 9  is a flow chart of a boot process. 
         FIG. 10  is a flow chart of a game execution process. 
         FIG. 11  is a flow chart of a bonus game process. 
         FIG. 12  is an explanatory view illustrating a playing method of a slot machine. 
         FIG. 13  is a block diagram of the slot machine. 
         FIG. 14  is an explanatory view of a display screen. 
         FIG. 15  is another explanatory view of the display screen. 
         FIG. 16  is another explanatory view of the display screen. 
         FIG. 17  is a table showing symbols and code numbers of the symbols. 
         FIG. 18  is a perspective view illustrating an appearance of the slot machine. 
         FIG. 19  is a block diagram illustrating a control board of the slot machine. 
         FIG. 20  is a diagram illustrating an increase-number determination table. 
         FIG. 21  is a flow chart of a boot process. 
         FIG. 22  is a flow chart of a game execution process. 
         FIG. 23  is a flow chart of a bonus game process. 
         FIG. 24  is an explanatory view illustrating a playing method of a slot machine. 
         FIG. 25  is a block diagram of the slot machine. 
         FIG. 26  is an explanatory view of a display screen. 
         FIG. 27  is another explanatory view of the display screen. 
         FIG. 28  is another explanatory view of the display screen. 
         FIG. 29  is a table showing symbols and code numbers of the symbols. 
         FIG. 30  is a perspective view illustrating an appearance of the slot machine. 
         FIG. 31  is a block diagram illustrating a control board of the slot machine. 
         FIG. 32  is a flow chart of a boot process. 
         FIG. 33  is a flow chart of a game execution process. 
         FIG. 34  is a flow chart of a bonus game process. 
     
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     Embodiment 1 
     The following describes Embodiment 1 of a slot machine and playing method thereof according to the present invention. Note that reference numerals respectively given to members in the figures referred to in this embodiment, reference symbols (such as “S”) respectively representing steps in flowcharts in the figures, and description using these reference numerals and reference symbols are effective only in this embodiment. Each of these numerals and symbols does not represent a member or step in other embodiments. 
     As shown in  FIG. 1 , a slot machine executes a playing method including: rearranging scatter symbols  180  in a matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of a display; giving a payout according to the number of scatter symbols  180  rearranged; when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols  181 ; increasing each of the specific symbols  181  by a predetermined number in each of two column directions and fixing all the resulting specific symbols  181 ; rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and giving a payout according to the number of the specific symbols  181  fixed and the number of specific symbols  181  rearranged. 
     In this embodiment, “row” means a symbol row in a horizontal direction of the matrix of arrangement areas  151  to  155 , and “column” means a symbol column in a vertical direction of the matrix of arrangement areas  151  to  155 . In addition, “column direction” means a direction in which scatter symbols  180  are scrolled, while “row direction” means a direction perpendicular to the direction in which scatter symbols  180  are scrolled. The matrix of the arrangement areas  151  to  155  is constituted of five columns and three rows. 
     Also in this embodiment, “specific symbol” means a WILD symbol  181 . The WILD symbol  181  is an “almighty symbol”, which can be substituted for any of plural kinds of scatter symbols  180 . In other words, a WILD symbol  181  may be regarded as a scatter symbol of “HERO”, or as a scatter symbol of “JET”. Note that scatter symbols  180  includes eight kinds of scatter symbols which are “HERO”, “JET”, “VILLA”, “GOLD BAR”, “CAR”, “STOCK CERTIFICATE”, “RIVAL”, and “DIAMOND”, and the WILD symbol  181  which is “WILD”. 
     Meanwhile, in this embodiment, “predetermined number” of “a predetermined number of scatter symbols of a same kind” means the number from “three to five”. That is, when three to five scatter symbols of a same kind are rearranged in any row in a row direction, these scatter symbol of the same kind will be transformed into WILD symbols  181 . Note that the “predetermined number” of “a predetermined number of scatter symbols of a same kind” is not limited to “three to five”. Further, in this embodiment, “predetermined number” of “increasing . . . by a predetermined number in each of two column directions” means the number of “one”. That is, each of the WILD symbols  181  transformed from the scatter symbols of the same kind is increased by one in each of two column directions, and all the resulting WILD symbols  181  are fixed. Note that the “predetermined number” of “increasing . . . by a predetermined number in each of two column directions” is not limited to “one”. 
     [Display  101 ] 
     As shown in  FIG. 2 , the slot machine which executes the above-described playing method has a display  101 , and a controller  100 . The display  101  has the matrix of arrangement areas  151  to  155 . In these arrangement areas  151  to  155 , more than one kind of scatter symbol  180  is arranged. 
     Here, “arranged” means a state where scatter symbols  180  are visually identifiable by a player. In other words, it represents a state where scatter symbols  180  are displayed in the arrangement areas  151  to  155 , as shown in  FIG. 3 . Meanwhile, “to rearrange” means to arrange scatter symbols  180  again after releasing them. 
     The display  101  may be mechanically structured with a reel device which arranges scatter symbols utilizing the rotation of a reel. Alternatively, the display  101  may have an electrical structure in which scatter symbols are arranged in a video reel displayed as an image. Further, the display  101  may have a structure of a combination of the mechanical structure (reels) and the electrical structure (video reels). The electrical structure may include a liquid crystal display device, a CRT (cathode-ray tube) device, a plasma display device, or the like. The specific structure of the display  101  will be detailed later. 
     [Controller  100 ] 
     The controller  100  is configured to execute: a first process of rearranging scatter symbols  180  in a matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of a display; a second process of giving a payout according to the number of scatter symbols  180  rearranged; a third process of, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols  181 ; a fourth process of increasing each of the specific symbols  181  by a predetermined number in each of two column directions and fixing all the resulting specific symbols  181 ; a fifth process of rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and a sixth process of giving a payout according to the number of the specific symbols  181  fixed and the number of specific symbols  181  rearranged. In other words, the controller  100  has a first processing unit, a second processing unit, a third processing unit, a fourth processing unit, a fifth processing unit, and a sixth processing unit. 
     The controller  100  has a symbol memory  108  which stores all the scatter symbols  180 , and a display symbol memory  107  which stores scatter symbols to be displayed among the scatter symbols  180  stored in the symbol memory  108 . The display symbol memory  107  can be accessed by a display control unit  114 . In response to a control by a game execution unit  110 , the display control unit  114  reads out the scatter symbols in the display symbol memory  107 , and displays the scatter symbols on the display  101 . A specific display state will be detailed later. 
     The controller  100  has a rearrangement symbol determination unit  106  which determines scatter symbols to be rearranged (hereinafter, rearrangement scatter symbols) every unit game, based on the scatter symbols  180  stored in the symbol memory  108 . The rearrangement scatter symbols determined by the rearrangement symbol determination unit  106  are stored in a rearrangement symbol memory  105 . Then, the rearrangement scatter symbols are output to the display symbol memory  107 . After that, the rearrangement scatter symbols are displayed on the display  101  through image processing performed in the display control unit  114 . That is, the controller  100  executes the first process of rearranging scatter symbols  180  in the matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of the display  101 . 
     Further, the controller  100  is connected to a game start unit  109 . The game start unit  109  has a function of outputting a game start signal in response to an operation by a player. The controller  100  has: the game execution unit  110  which executes a unit game of rearranging scatter symbols  180 , triggered by a game start signal from the game start unit  109 ; a combination payout determination unit  111  which determines a payout according to the number of scatter symbols  180  rearranged in a unit game; and a payout giving unit  113  which gives a payout determined by the combination payout determination unit  111 . That is, the controller  100  executes the second process of giving a payout according to the number of scatter symbols  180  rearranged. 
     The controller  100  has a specific symbol position determination unit  115  and a specific symbol position memory  116 . To the specific symbol position determination unit  115  are input rearrangement scatter symbols which are determined by the rearrangement symbol determination unit  106  and stored in the rearrangement symbol memory  105 . 
     Based on the rearrangement scatter symbols input from the rearrangement symbol memory  105 , the specific symbol position determination unit  115  determines if three to five scatter symbols of a same kind are rearranged in any row in a row direction, as a result of a rearrangement of scatter symbols  180  in a unit game. When the specific symbol position determination unit  115  determines that three to five scatter symbols of a same kind are rearranged in any row in a row direction, it determines the positions of the scatter symbols of the same kind (“same kind symbol-positions”) as positions of WILD symbols  181 . It also determines, as positions of WILD symbols  181 , the arrangement areas (each corresponding to one symbol) each adjacent to each of the same kind symbol-positions in each of two column directions, among the arrangement areas  151  to  155 . 
     The specific symbol position memory  116  stores therein the positions of WILD symbols  181  determined by the specific symbol position determination unit  115 , and outputs the positions of the WILD symbols  181  to the display symbol memory  107  after a unit game is finished. In the display symbol memory  107 , the scatter symbols  180  respectively placed in the positions of the WILD symbols  181  are replaced to WILD symbols  181  and stored. Then, the WILD symbols  181  stored in the display symbol memory  107  are used in image processing performed in the display control unit  114 . Accordingly, the scatter symbols of the same kind displayed on the display  101  are replaced to WILD symbols  181 , and each of the WILD symbols  181  is increased by one in each of two column directions. Then, all the resulting WILD symbols  181  are fixed and displayed. That is, the controller  100  executes: the third process of, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols  181 ; and the fourth process of increasing each of the specific symbols  181  by a predetermined number in each of two column directions and fixing all the resulting specific symbols  181 . 
     The game execution unit  110  executes a unit game of rearranging scatter symbols  180  which are not fixed while the WILD symbols  181  are fixed on the display  101 . The combination payout determination unit  111  determines a payout according to the number of the WILD symbols  181  fixed and the number of scatter symbols  180  (including the WILD symbols  181 ) rearranged. The payout giving unit  113  gives the payout determined by the combination payout determination unit  111 . That is, the controller  100  executes: the fifth process of rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and a sixth process of giving a payout according to the number of the specific symbols  181  fixed and the number of specific symbols  181  rearranged. 
     Each of the blocks of the controller  100  may be realized in the form of hardware or in the form of software if necessary. 
     [Operation of Controller  100 ] 
     The following describes an operation of the controller  100  having the above-described structure. First, rearrangement scatter symbols are determined by the rearrangement symbol determination unit  106 . The rearrangement scatter symbols determined are stored in the rearrangement symbol memory  105 . Then, the rearrangement scatter symbols stored in the rearrangement symbol memory  105  are stored in the display symbol memory  107  and the specific symbol position determination unit  115 . Then, the rearrangement scatter symbols stored in the display symbol memory  107  are prepared to be displayed by the display control unit  114  on the display  101 . When the game execution unit  110  executes a unit game, scatter symbols  180  are rearranged by having the display  101  display thereon the rearrangement scatter symbols stored in the display symbol memory  107 . Thus, the controller  100  executes the first process of rearranging scatter symbols  180  in a matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of the display  101 . 
     Then, the combination payout determination unit  111  and the payout giving unit  113  give a payout according to the number of scatter symbols  180  rearranged. Thus, the controller  100  executes the second process of giving a payout according to the number of scatter symbols  180  rearranged. 
     Meanwhile, the rearrangement scatter symbols stored in the specific symbol position determination unit  115  are used to determine the positions of WILD symbols  181 . Specifically, when three to five scatter symbols of a same kind are rearranged in any row in a row direction, the positions of these scatter symbols of the same kind are determined as positions of WILD symbols  181 . Also, there are determined, as positions of WILD symbols  181 , the arrangement areas (each corresponding to one symbol) each adjacent to each of the same kind symbol-positions in each of two column directions, among the arrangement areas  151  to  155 . On the other hand, if three to five scatter symbols of a same kind are not rearranged in any row in a row direction, the positions of WILD symbols  181  are not determined. 
     The positions of WILD symbols  181  determined by the specific symbol position determination unit  115  are stored in the specific symbol position memory  116 , and are output to the display symbol memory  107  after a unit game is finished. In the display symbol memory  107 , the scatter symbols  180  placed in the respective positions of WILD symbols  181  are replaced to WILD symbols  181  and stored. Then, the WILD symbols  181  stored in the display symbol memory  107  are used in image processing performed in the display control unit  114 . Accordingly, the scatter symbols of the same kind displayed on the display  101  are replaced to WILD symbols  181 , and each of the WILD symbols  181  is increased by one in each of two column directions. Then, all the resulting WILD symbols  181  are fixed and displayed. Thus, the controller  100  executes: the third process of, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols  181 ; and the fourth process of increasing each of the specific symbols  181  by a predetermined number in each of two column directions and fixing all the resulting specific symbols  181 . 
     After that, a unit game is executed by the game execution unit  110 , in which not-fixed scatter symbols  180  are rearranged while the WILD symbols  181  are fixed on the display  101 . Then, the combination payout determination unit  111  and the payout giving unit  113  give a payout according to the number of WILD symbols  181  fixed and the number of scatter symbols  180  (including the WILD symbols  181 ) rearranged. Thus, the controller  100  executes: the fifth process of rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and the sixth process of giving a payout according to the number of the specific symbols  181  fixed and the number of specific symbols  181  rearranged. 
     As clearly seen from the above operations, as well as shown in  FIG. 1 , the slot machine  1  realizes a playing method including: rearranging scatter symbols  180  in a matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of the display  101 ; giving a payout according to the number of scatter symbols  180  rearranged; when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols (WILD symbols)  181 ; increasing each of the specific symbols  181  by a predetermined number in each of two column directions and fixing all the resulting specific symbols  181 ; rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and giving a payout according to the number of the specific symbols  181  fixed and the number of specific symbols  181  rearranged. 
     According to the above-described playing method, when a predetermined number of scatter symbols  180  of a same kind are rearranged in any row in a row direction, these scatter symbols of the same kind are replaced to specific symbols (WILD symbols)  181 . Each of the specific symbols is increased by a predetermined number in each of two column directions and then fixed. In this situation, scatter symbols  180  which are not fixed are rearranged. Then, a payout is given according to the number of the specific symbols  181  fixed and the number of specific symbols  181  rearranged. Thus, those specific symbols  181  increased and fixed provide a high possibility of awarding a payout, and makes it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     In addition, since the direction in which each specific symbol  181  increases and the number of increase of each specific symbol  181  are already determined, the number of specific symbols  181  fixed will be different depending on a row in which a predetermined number of scatter symbols of a same kind are rearranged. This makes difference in the possibility of awarding a payout and the amount of payout which may be given, thereby increasing the diversity of a game. 
     [Display State] 
     Specifically described hereinafter is an exemplary display state of the display  101  in the slot machine  1  and in the operation process of the playing method thereof. The following description deals with a case where scatter symbols are arranged on the display  101  of a video reel-type, as shown in  FIG. 3 . 
     The display  101  has arrangement areas  151 ,  152 ,  153 ,  154 , and  155  in which scatter symbols  180  are arranged. In the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , symbol columns having more than one scatter symbol  180  is scroll-displayed, respectively. Each of the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  is divided into an upper row  151   a , a middle row  151   b , and a lower row  151   c . Scatter symbols  180  are stopped (arranged) in the rows  151   a ,  151   b , and  151   c  of the respective arrangement areas. For example, in  FIG. 3 , “GOLD BAR” is stopped in the upper row  151   a  of the arrangement area  151 , “HERO” is stopped in the middle row  151   b  of the arrangement area  151 , and “JET” is stopped in the lower row  151   c  of the arrangement area  151 . Thus, the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  display a symbol matrix of five columns and three rows. Note that the symbol matrix is not limited to a matrix of five columns and three rows. 
     This embodiment deals with a case where a process of paying out a coin or the like is performed when a predetermined number (e.g., four) or more scatter symbols of a same kind are displayed in the symbol matrix. However, it is possible to employ such a configuration that, for example, a payline L is provided so as to cross the middle row  151   b  of the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , and when scatter symbols stopped on the payline L correspond to a predetermined combination, a coin is paid out. 
     As shown in  FIG. 3 , when a predetermined number (three to five) of scatter symbols of a same kind are rearranged in any row in a row direction, a bonus game is triggered. As a result, the scatter symbols of the same kind are replaced to WILD symbols  181 . In  FIG. 3 , three scatter symbols  180  of a same kind (“HERO”) are rearranged in the middle row  151   b  of the arrangement areas  151 ,  152 , and  153 . Therefore, these three scatter symbols  180  are replaced to WILD symbols  181 . 
     Each of the WILD symbols  181  replaced from the scatter symbols  180  of the same kind is increased by one in each of two column directions, and all the resulting WILD symbols  181  are fixed. In the case where three scatter symbols  180  of a same kind (“HERO”) are rearranged in the middle row  151   b  of the arrangement areas  151 ,  152 , and  153  (the case shown in  FIG. 3 ), each of the WILD symbols  181  is increased in the upper row  151   a  and the lower row  151   c  of the arrangement areas  151 ,  152 , and  153 , and then fixed, as shown in  FIG. 4 . In a bonus game, scatter symbols  180  which are not fixed are rearranged while the WILD symbols  181  are fixed. Then, a payout is given according to the number of WILD symbols  181  fixed and the number of each kind of scatter symbols  180  (including a WILD symbol  181 ) rearranged. 
     In the case of a state shown in  FIG. 4 , a payout may be given in a bonus game includes: a payout corresponding to nine WILD symbols  181 ; a payout corresponding ten or more WILD symbols  181 ; and a payout corresponding to nine WILD symbols  181  and one or more scatter symbols  180  (other than WILD symbol) of a same kind. 
     As shown in  FIG. 5 , in the case where scatter symbols  180  of a same kind (“HERO”) are rearranged in the upper row  151   a  of the arrangement areas  151 ,  152 , and  154 , each of the WILD symbols  181  is increased only in the middle row  151   b  of the arrangement areas  151 ,  152 , and  154  and then fixed, since each of the WILD symbols  181  cannot be increased in further upper areas from the upper row  151   a  of the arrangement areas  151 ,  152 , and  154 . 
     In the case of a state shown in  FIG. 5 , a payout may be given in a bonus game includes: a payout corresponding to six WILD symbols  181 ; a payout corresponding to seven or more WILD symbols  181 ; and a payout corresponding to six WILD symbols  181  and one or more scatter symbols  180  (other than WILD symbol) of a same kind. 
     [Scatter Symbols] 
     As shown in  FIG. 6 , scatter symbols  180  displayed in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  of the display  101  constitute symbol columns, each symbol column having twenty-two scatter symbols. Each symbol of each symbol column has a code number, any one of numbers from 0 to 21. Each symbol column is constituted of a combination of scatter symbols of “HERO”, “JET”, “VILLA”, “GOLD BAR”, “CAR”, “STOCK CERTIFICATE”, “RIVAL”, “DIAMOND”, and “WILD”. 
     Successive three scatter symbols of each symbol column are displayed (arranged) respectively in the upper row  151   a , the middle row  151   b , and the lower row  151   c  of each of the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , thereby constituting a symbol matrix of five columns and three rows. When a later-mentioned BET button and a spin button are sequentially pressed in this order to start a game, scatter symbols constituting a symbol matrix start to scroll. After the symbols are scrolled for a predetermined period of time, the scrolling of symbols stops (symbols are rearranged). 
     When a predetermined number or more scatter symbols of a same kind are displayed in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , a player gets an advantage. To get an advantage means that coins are paid out according to scatter symbols displayed, the value of coins to be paid out is added to a credit value, a bonus game is started, or the like. 
     Specifically, when four or more scatter symbols of a same kind are rearranged in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , twenty coins (game media) are paid out for one bet. When a predetermined number (three to five) of scatter symbols of a same kind are rearranged in any row in a row direction, a bonus game is triggered. This causes a transition of gaming state from a basic game to a bonus game. 
     Here, a bonus game is a gaming state which provides a larger advantage than a basic game. In this embodiment, the bonus game is a free game. The free game is a game which allows a player to play a unit game a predetermined number of times (in this embodiment, five times) without betting a coin. Note that another bonus game may be employed in combination, provided that the other bonus game is advantageous to a player, i.e., the other bonus game is more advantageous than a basic game. For example, that other bonus game which may be employed is a game providing: a state where a larger amount of game media can be obtained than in a basic game; a state where game media can be obtained more likely than in a basic game; or a state where a smaller amount of game media are consumed than in a basic game. 
     [Mechanical Structure of the Slot Machine  1 ] 
     Next, the following describes a specific example of mechanical and electrical structures of the slot machine  1  thus structured. 
     As shown in  FIG. 7 , the slot machine  1  is an upright slot machine and has a cabinet  3  for housing electrical or mechanical components for executing a predetermined game mode. As a display unit  4  for displaying game information in response to a player&#39;s game operation, there may be provided an upper variable display unit  4 A, a middle variable display unit  4 B, and a lower variable display unit  4 C. The display units  4 A to  4 C are attached to the front face of the cabinet  3  having a longer length in the vertical direction. 
     The upper variable display unit  4 A has a transparent upper liquid crystal panel  5 A fixed to a front door of the cabinet  3 . The upper liquid crystal panel  5 A displays thereon an image showing, for example, an effect image, an introduction of a game, or rules of the game. 
     The middle variable display unit  4 B is a display panel for rotating symbols, which is to be constantly viewed by a player. The middle variable display unit  4 B has a transparent center liquid crystal panel  5 B fixed to the front door of the cabinet  3 . On the center liquid crystal panel  5 B, five arrangement areas  151 ,  152 ,  153 ,  154 , and  155  are displayed. Further, on the center liquid crystal panel  5 B, an effect of moving images is performed at a time of winning or the like. Further, in an upper portion of the center liquid crystal panel  5 B, a payout number indicator  8  and a credit number indicator  9  are displayed. 
     The lower variable display unit  4 C has a lower liquid crystal panel  5 C which displays the number of points stored in a card or the number of points of a game. Such a number is displayed on the lower liquid crystal panel  5 C based on a result displayed on the middle variable display unit  4 B. When a winning combination is achieved in the middle variable display unit  4 B, the number of points of the game displayed on the lower liquid crystal panel  5 C is increased according to the type of the winning achieved. On the left of the lower liquid crystal panel  5 C, a ticket printer  14  is provided. On the right of the lower liquid crystal panel  5 C, a card reader  15  is provided. Note that winning means an occasion where four or more scatter symbols of a same kind are rearranged, awarding various payouts according to the result. 
     Below the lower variable display unit  4 C is disposed an operation table  10  which protrudes forward from the front face of the cabinet  3 . On the operation table  10 , there are arranged operation buttons  11  (e.g., a spin button  73 , change button  74 , cash-out button  75 , 1-BET button  76 , maximum BET button  77 , or the like) serving as a control panel which enables a player to perform a game-related operation. In addition, the operation table  10  is provided with a coin insertion slot  12  and a bill insertion slot  13 . 
     Below the operation table  10 , a waist-high panel  17  is disposed. The waist-high panel  17  is a plastic panel having a game-related image printed thereon. This waist-high panel  17  is fixed to a lower front door  18  and illuminated by a cold cathode tube. Further, below the waist-high panel  17  is disposed a coin receiving tray  19  for storing a coin paid out based on a game result. 
     Further, lamps  30  are disposed on the cabinet  3  of the slot machine  1  so as to surround game areas including the upper variable display unit  4 A, the middle variable display unit  4 B, the lower variable display unit  4 C, and the operation table  10 . The lamps  30  include side lamps  22 , speaker lamps  24 , under lamps  25 , and top lamps  26 . The side lamps  22  are provided on inclined parts  21  provided at the front right and front left of the cabinet  3 , each of which parts protruding in a bow shape so as to extend over the upper variable display unit  4 A, the middle variable display unit  4 B and the lower variable display unit  4 C. The speaker lamps  24  are provided on arc-shaped speakers  23  which protrudes sideways at the right and a left ends of the cabinet  3  adjacent to the operation table  10 . The speaker lamps  24  are arranged along edges of the speakers  23 . The under lamps  25  are provided on the lower front door  18  and arranged along a lower edge of the waist-high panel  17 . The top lamps  26  are provided above the upper variable display unit  4 A. The top lamps include power lamps  26   a  disposed at both sides respectively and band-type lamps  26   b  arranged in a horizontal direction between the power lamps. 
     [Electrical Structure of the Slot Machine  1 ] 
     Inside the cabinet  3  is provided a control unit including the controller  100  of  FIG. 2 . As shown in  FIG. 8 , the control unit includes components such as a motherboard  40 , a main body PCB (Printed Circuit Board)  60 , a gaming board  50 , a sub CPU  61 , a door PCB  80 , various switches, and a sensor. 
     The gaming board  50  is provided with a CPU (Central Processing Unit)  51 , a ROM  55  and a boot ROM  52 , a card slot  53 S for a memory card  53 , and an IC socket  54 S for a GAL (Generic Array Logic)  54 , which are connected to one another through an internal bus. 
     The memory card  53  stores therein a game program and a game system program. The game program contains a program to determine symbols to be stopped (hereinafter “stop symbol determination program”). The stop symbol determination program is a program for determining a symbol matrix of five columns and three rows. This stop symbol determination program contains sets of symbol weighting data respectively correspond to several kinds of payout rates (e.g., 80%, 84%, and 88%). Each set of symbol weighting data indicates, for each of the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , a relation between a code number of each symbol and at least one random number values. The random number value is a value within a predetermined range of 0 to 256 for example. 
     A payout rate is set based on payout rate setting data output from the GAL  54 . Rearrangement symbols are determined based on a set of symbol weighting data corresponding to the payout rate set. 
     The memory card  53  stores therein various types of data for use in the game program and game system program. Specifically, the memory card  53  stores, in the form of table data, data indicating a relation between scatter symbols  180  displayed in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  in  FIG. 3  and a range of random number values. This data is transferred to a RAM  43  of the motherboard  40 , at a time of execution of the game program. 
     The card slot  53 S is structured so that the memory card  53  is inserted/removed thereto/therefrom. This card slot  53 S is connected to the motherboard  40  via an IDE bus. Thus, the type and content of a game run by the slot machine  1  can be modified by removing the memory card  53  from the card slot  53 S, writing a different game program and game system program into the memory card  53 , and inserting the memory card  53  back to the card slot  53 S. 
     The game program includes a program related to the progress of a game and/or a program for causing a transition to a bonus game. Also, the game program includes image data and audio data output during a game. 
     The GAL  54  has input ports and output ports. Upon the input of data to an input port, the GAL  54  outputs data corresponding to the input data from an output port. This data from output the output port is the before-mentioned payout rate setting data. 
     The IC socket  54 S is structured so that the GAL  54  is attached/detached thereto/therefrom. The IC socket  54 S is connected to the motherboard  40  via a PCI bus. Thus, the payout rate setting data to be output from the GAL  54  can be modified by detaching GAL  54  from the IC socket  54 S, overwriting a program stored in the GAL  45 , and attaching the GAL 45  back to the IC socket  54 S. 
     The CPU  51 , the ROM  55 , and the boot ROM  52 , which are connected to one another via the internal bus, are connected to the motherboard  40  via the PCI bus. The PCI bus communicates a signal between the motherboard  40  and the gaming board  50 , and supplies power from the motherboard  40  to the gaming board  50 . The ROM  55  stores therein country identification information and an authentication program. The boot ROM  52  stores therein a preliminary authentication program, a program (boot code) for enabling the CPU  51  to run the preliminary authentication program, or the like. 
     The authentication program is a program (falsification check program) for authenticating the game program and the game system program. The authentication program is a program for confirming and verifying that the game program and the game system program are not falsified. In other words, the authentication program is described in accordance with a procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the authentication program. The preliminary authentication program is described in accordance with a procedure for verifying that the authentication program to be authenticated is not falsified. In short, the preliminary authentication program authenticates the authentication program. 
     The motherboard  40  is provided with a main CPU  41  (controller), a ROM (Read Only Memory)  42 , the RAM (Random Access Memory)  43 , and a communications interface  44 . 
     The main CPU  41  serves as a controller that controls the overall slot machine  1 . Specifically, the main CPU  41  performs the controls of: outputting a command signal, upon pressing the spin button  73  after a bet of credit, to the sub CPU  61  so as to scroll-display scatter symbols on the center liquid crystal panel  5 B; determining symbols to be stopped after the scroll-display of symbols; and stopping the determined symbols in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 . 
     That is, the main CPU  41  functions as an arrangement controller to execute an arrangement control by which, among various kinds of scatter symbols, symbols to be arranged in a symbol matrix are selected and determined, and then scrolling of the symbols is stopped so that the determined symbol matrix appears. With this function, scatter symbols displayed while being scrolled on the center liquid crystal panel  5 B are rearranged in a new symbol matrix. 
     The main CPU  41  also functions as a controller  100  which executes: the first process of rearranging scatter symbols  180  in a matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of the display  101  (center liquid crystal panel  5 B); the second process of giving a payout according to the number of scatter symbols  180  rearranged; the third process of, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols (WILD symbols)  181 ; the fourth process of increasing each of the specific symbols  181  by a predetermined number in each of two column directions and fixing all the resulting specific symbols  181 ; the fifth process of rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and the sixth process of giving a payout according to the number of the specific symbols  181  fixed and the number of specific symbols  181  rearranged. 
     The ROM  42  stores a program such as BIOS (Basic Input/Output System) run by the main CPU  41 , and data that is permanently used. When the BIOS is run by the main CPU  41 , each of peripheral devices is initialized and the game program and the game system program stored in the memory card  53  are read out through the gaming board  50 . 
     The RAM  43  stores data or program used for the main CPU  41  to perform a process. For example, in the RAM  43  are formed: the symbol memory  108 , the display symbol memory  107 , the rearrangement symbol memory  105 , and the specific symbol position memory  116 , which are shown in  FIG. 2 , in the forms of data areas, respectively. In the data area of the symbol memory  108 , scatter symbols  180  are stored in the form of a data table of  FIG. 6 . In the data area of the rearrangement symbol memory  105 , rearrangement symbols are stored. In the data area of the specific symbol position memory  116 , positions of WILD symbols  181  are stored. In the data area of the display symbol memory  107 , a symbol matrix including WILD symbols  181  fixed are stored. 
     The communications interface  44  communicates via a communication line with a host computer or the like provided in a game arcade. The motherboard  40  is connected to the main body PCB (Printed Circuit Board)  60  and the door PCB  80  through USBs (Universal Serial Buses). Further, the motherboard  40  is connected to a power unit  45 . The power unit  45  supplies power to the motherboard  40  to boot the main CPU  41  thereof. Meanwhile, the power unit  45  supplies power to the gaming board  50  through the PCI bus to boot the CPU  51 . 
     The main body PCB  60  and the door PCB  80  are connected to: a device or apparatus which generates an input signal to be input to the main CPU  41 ; and a device or apparatus controlled by a control signal output from the main CPU  41 . The main CPU  41  runs the game program and the game system program stored in the RAM  43  based on the input signal input to the main CPU  41 , to carry out an arithmetic process, thereby storing a result thereof in the RAM  43  or transmitting a control signal to each device or apparatus to control them. 
     The main body PCB  60  is connected to the lamps  30  (to be more specific, the side lamps  22 , the speaker lamps  24 , the under lamps  25 , and the top lamps  26 ), the sub CPU  61 , a hopper  66 , a coin detecting unit  67 , a graphic board  68 , the speakers  23 , a bill validator  62 , the ticket printer  14 , the card reader  15 , and a key switch  38 S. 
     The lamps  30  are turned on/off based on a control signal output from the main CPU  41 . The sub CPU  61  controls an operation of scrolling symbols in the arrangement areas  151  to  155 , and is connected to a later-mentioned VDP (Video Display Processor). The VDP reads out image data of symbols stored in an image data ROM (not shown), then generates an image of scrolling symbols to be displayed in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  to output the image to the center liquid crystal panel  5 B. 
     The hopper  66  is provided in the cabinet  3 , and pays out a predetermined number of coins from a coin payout opening to the coin receiving tray  19  based on a control signal output from the main CPU  41 . The coin detecting unit  67  is provided inside the coin payout opening, and outputs an input signal to the main CPU  41  when detecting that a predetermined number of coins are paid out from the coin payout opening. 
     The graphic board  68  controls image displaying of the upper liquid crystal panel  5 A, the center liquid crystal panel  5 B, and the lower liquid crystal panel  5 C, based on a control signal output from the main CPU  41 . The graphic board  68  is provided with a VDP which generates image data based on a control signal output from the main CPU  41 , a video RAM which temporarily stores image data generated by the VDP, and the like. 
     The bill validator  62  reads an image on a bill inserted to the bill insertion slot  13  and accepts a genuine bill into the cabinet  3 . When accepting a genuine bill, the bill validator  62  outputs an input signal to the main CPU  41  corresponding to the amount of the bill. The main CPU  41  stores in the RAM  43  the number of credits corresponding to the amount of the bill transmitted by the input signal. 
     Based on a control signal output from the main CPU  41 , the ticket printer  14  prints a bar code on a ticket, and then outputs the ticket with a bar code. Data such as the number of credits stored in the RAM  43 , time and date, identification number of a slot machine  1 , or the like is encoded to the bar code. 
     The card reader  15  reads data from a smart card to transmit them to the main CPU  41 , or write data to a smart card based on a control signal from the main CPU  41 . The key switch  38 S is mounted on a keypad (not shown), and outputs an input signal to the main CPU  41  in response to an operation of the keypad by a player. 
     The door PCB  80  is connected to a control panel  70 , a reverter  71 S, a coin counter  71 C, and a cold cathode tube  81 . The control panel  70  is provided with: a spin switch  73 S corresponding to the spin button  73 , a change switch  74 S corresponding to the change button  74 , a cash-out switch  75 S corresponding to the cash-out button  75 , a 1-BET switch  76 S corresponding to the 1-BET button  76 , and a maximum BET switch  77 S corresponding to the maximum BET button  77 . These switches  73 S to  77 S output input signals to the main CPU  41  upon operations of the corresponding buttons  73  to  77  by a player, respectively. 
     The coin counter  71 C is provided inside the coin insertion slot  12 , and validates whether a coin inserted by a player into the coin insertion slot  12  is genuine. Anything other than a genuine coin is discharged to the coin receiving tray  19 . The coin counter  71 C outputs an input signal to the main CPU  41  when detecting a genuine coin. 
     The reverter  71 S is operated based on a control signal output from the main CPU  41 . The reverter  71 S distributes a coin that is recognized as genuine by the coin counter  71 C to a cash box (not shown) or the hopper  66  mounted in the slot machine  1 . In other words, when the hopper  66  is filled with coins, the reverter  71 S distributes a genuine coin to the cash box. On the other hand, when the hopper  66  is not filled with coins, a genuine coin is distributed to the hopper  66 . The cold cathode tube  81  functions as a backlight mounted to the rear sides of the upper liquid crystal panel  5 A and the center liquid crystal panel  5 B. The cold cathode tube  81  is turned on based on a control signal output from the main CPU  41 . 
     [Process Operation of the Slot Machine  1 ] 
     Next, the process operation of the slot machine  1  will be described. 
     [Boot Process] 
     First, the main CPU  41  of the slot machine  1  executes a boot process routine shown in  FIG. 9 . This boot process routine is performed by the motherboard  40  and the gaming board  50 . The memory card  53  is assumed to be inserted into the card slot  53 S of the gaming board  50 , and the GAL  54  is assumed to be attached to the IC socket  54 S. 
     First, turning on a power switch of (powering on) the power unit  45  boots the motherboard  40  and the gaming board  50 . Booting the motherboard  40  and the gaming board  50  starts separate processes in parallel. That is, in the gaming board  50 , the CPU  51  reads out the preliminary authentication program stored in the boot ROM  52 , and according to the preliminary authentication program read out, the CPU  51  performs the preliminary authentication to confirm and verify that the authentication program is not falsified, before reading that program in the motherboard  40  (S 101 ). 
     On the other hand, in the motherboard  40 , the main CPU  41  runs the BIOS stored in the ROM  42 , to load into the RAM  43  compressed data built in the BIOS (S 1 ). Then, the main CPU  41  runs a procedure of the BIOS according to the data loaded into the RAM  43  so as to diagnose and initialize various peripheral devices (S 2 ). 
     The main CPU  41 , which is connected to the ROM  55  of the gaming board  50  via the PCI bus, reads out the authentication program stored in the ROM  55 , and stores it in the RAM  43  (S 3 ). During this step, the main CPU  41  derives a checksum through ADDSUM method (a standard check function) which is adopted in a standard BIOS, and stores the authentication program in the RAM  43  while confirming if the operation of storing is carried out without an error. 
     Next, the main CPU  41  checks what is connected via the IDE bus. Then, the main CPU  41  accesses via the IDE bus to the memory card  53  inserted into the card slot  53 S to read out the game program and the game system program from the memory card  53 . In this case, the main CPU  41  reads out four bytes of data constituting the game program and the game system program at one time. Subsequently, according to the authentication program stored in the RAM  43 , the main CPU  41  performs an authentication to confirm and verify that the game program and game system program read out are not falsified (S 4 ). When this authentication process is properly finished, the main CPU  41  writes and store in the RAM  43  the game program and game system program which were the subjects of the authentication (authenticated) (S 5 ). 
     Then, the main CPU  41  accesses, via the PCI bus, the GAL  54  attached to the IC socket  54 S, and reads out the payout rate setting data from the GAL  54 , which data is written to and stored in the RAM  43  (S 6 ). Next, the main CPU  41  reads out, via the PCI bus, the country identification information stored in the ROM  55  of the gaming board  50 . The country identification information read out is stored in the RAM  43  (S 7 ). 
     Then, the main CPU  41  determines if the writing to the RAM  43  is normally performed (S 8 ). When it is determined that the writing to the RAM  43  is normally performed (S 8 , YES), the sensor is checked (S 9 ). Then, it is determined if the sensor is normal (S 10 ). When it is determined that the sensor is normal (S 10 , YES), the operation of a drive mechanism is checked (S 11 ). Then, it is determined if the operation of the drive mechanism is normal (S 12 ). When it is determined that the operation of the drive mechanism is normal (S 12 , YES), the operation of illuminations (the lamps  30  or the like) is checked (S 13 ). Then, it is determined if the operation of illuminations is normal (S 14 ). When it is determined that the operation of the illuminations is normal (S 14 , YES), a boot signal is output (S 15 ), the game program and game system program are read out from the RAM  43  (S 16 ), a game execution process is executed (S 17 ), and this routine ends. 
     In the cases where: it is determined that the writing to the RAM  43  is not normally performed in the step S 8  (S 8 , NO); it is determined that the sensor is not normal in the step S 10  (S 10 , NO); it is determined that the operation of the drive mechanism is not normal in the step S 12  (S 12 , NO); or it is determined that the operation of the illuminations is not normal in the step S 14  (S 14 , NO); an abnormal signal is output (S 18 ) and an abnormal status is notified (S 19 ) to end this routine. 
     [Game Execution Process] 
     After the boot process routine shown in  FIG. 9 , the main CPU  41  of the slot machine  1  executes a game execution process routine shown in  FIG. 10 . In the game execution process routine, first, the main CPU  41  determines if a coin is bet (A 1 ). In this process, determined is if an input signal is received in response to pressing of the 1-BET button  76  or the maximum BET button  77 . It is determined that a coin is not bet (A 1 , NO), the step A 1  is executed again to enter a standby mode until a coin is bet. 
     On the other hand, it is determined that a coin is bet (A 1 , YES), the number of credits corresponding to the number of coins bet is subtracted from the number of credits stored in the RAM  43  (A 2 ). When the number of coins bet is larger than the number of credits stored in the RAM  43 , the process of subtracting the number of credits is not performed, and the step A 1  is executed again. 
     Then, it is determined if the spin button  73  is pressed (set to ON) (A 3 ). When it is determined that the spin button  73  is not pressed (not set to ON) (A 3 , NO), the process returns to the step A 1 . When the spin button  73  is not pressed (not set to ON) (for example, when an instruction to finish the game is input while the spin button  73  is not pressed (not set to ON)), the result of subtraction in the step A 2  is canceled. 
     On the other hand, when it is determined that the spin button  73  is pressed (set to ON) (A 3 , YES), a symbol determination process is performed (A 4 ). That is, a stop symbol determination program stored in the RAM  43  is executed to determine a symbol matrix. 
     Then, scatter symbols  180  in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  are scroll-displayed (A 5 ). After scatter symbols  180  are scrolled, symbols of the symbol matrix determined in the step A 4  are stopped (rearranged) in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 . 
     Then, it is determined if a combination is achieved, i.e., if four or more scatter symbols  180  of a same kind are rearranged (A 6 ). When it is determined that a combination is not achieved (A 6 , NO), this routine ends. On the other hand, it is determined that a combination is achieved (A 6 , YES), a payout process is executed (A 7 ). That is, the number of coins to be paid out is calculated according to the number of scatter symbols of a same kind. When a coin to be paid out is reserved, a predetermined number of credits are added to the number of credits stored in the RAM  43 . On the other hand, when a coin is paid out, a control signal is transmitted to the hopper  66  to pay out a predetermined number of coins to the coin receiving tray  19 . 
     Then, it is determined if a bonus game trigger is achieved (A 8 ). When it is determined that a bonus game trigger is not achieved, (A 8 , NO), this routine ends. On the other hand, it is determined that a bonus game trigger is achieved (A 8 , YES), a bonus game process is executed (A 9 ). The bonus game process will be described later. Then, this routine ends. 
     [Bonus Game Process] 
     When it is determined that a bonus game trigger is achieved in the step A 8  of  FIG. 10 , the main CPU  41  of the slot machine  1  executes the bonus game process routine shown in  FIG. 11 . In the bonus game process routine, first, the main CPU  41  sets a bonus game-number T to “five” (B 1 ). Then, scatter symbols of a same kind are replaced to WILD symbols  181  (B 2 ) After that, each of the WILD symbols  181  is increased by one in each of two column directions (B 3 ), and all the resulting WILD symbols  181  are fixed (B 4 ). 
     Then, it is determined if the spin button  73  is pressed (set to ON) (B 5 ). When it is determined that the spin button  73  is not pressed (not set to ON) (B 5 , NO), the process returns to the step B 5 . On the other hand, when it is determined that the spin button  73  is pressed (set to ON) (B 5 , YES), a symbol determination process is performed (B 6 ). That is, a stop symbol determination program stored in the RAM  43  is executed to determine a symbol matrix. 
     Then, not-fixed scatter symbols  180  are scroll-displayed in the portions, where the WILD symbols  181  fixed are not placed, of the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  (B 7 ). After scatter symbols  180  are scrolled, symbols of the symbol matrix determined in the step B 6  are stopped (rearranged) in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 . Meanwhile, in the portions where the WILD symbols  181  are fixed and displayed, the WILD symbols  181  remain displayed. 
     Then, it is determined if a combination is achieved, i.e., if four or more scatter symbols  180  of a same kind are rearranged (B 8 ). It is determined that a combination is achieved (B 8 , YES), a payout process is executed (B 9 ) That is, the number of coins to be paid out is calculated according to the number of scatter symbols of a same kind. When a coin to be paid out is reserved, a predetermined number of credits are added to the number of credits stored in the RAM  43 . On the other hand, when a coin is paid out, a control signal is transmitted to the hopper  66  to pay out a predetermined number of coins to the coin receiving tray  19 . 
     When it is determined that a combination is not achieved in the step B 8  (B 8 , NO), or after the step B 9 , the bonus game-number T is decremented by “one” (B 10 ), and it is determined if the bonus game-number T is “zero” (B 11 ). When it is determined that the bonus game-number is not “zero” (B 11 , NO), the process returns to the step B 5 . On the other hand, it is determined that the bonus game-number T is “zero” (B 11 , YES), this routine ends. 
     As described above, when a predetermined number of scatter symbols  180  of a same kind are rearranged in any row in a row direction, these scatter symbols of the same kind are replaced to WILD symbols  181 . Each of the WILD symbols  181  is increased by one in each of two column directions and then fixed. In this situation, scatter symbols  180  which are not fixed are rearranged. Then, a payout is given according to the number of WILD symbols  181  fixed and the number of scatter symbols  180  (including a WILD symbol  181 ) rearranged. Thus, those WILD symbols  181  increased and fixed provide a high possibility of awarding a payout, and makes it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     In addition, since the direction in which each WILD symbol  181  increases and the number of increase of each WILD symbol  181  are already determined, the number of WILD symbols  181  fixed will be different depending on a row in which a predetermined number of scatter symbols of a same kind are rearranged. This makes difference in the possibility of awarding a payout and the amount of payout which may be given, thereby increasing the diversity of a game. 
     Embodiment 2 
     The following describes Embodiment 2 of a slot machine and playing method thereof according to the present invention. Note that reference numerals respectively given to members in the figures referred to in this embodiment, reference symbols (such as “S”) respectively representing steps in flowcharts in the figures, and description using these reference numerals and reference symbols are effective only in this embodiment. Each of these numerals and symbols does not represent a member or step in other embodiments. 
     As shown in  FIG. 12 , the slot machine executes a playing method including the steps of: rearranging scatter symbols  180  in a matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of a display; giving a payout according to the number of scatter symbols  180  rearranged; when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols  181 ; randomly determining whether to increase the specific symbols  181 ; when it is determined to increase the specific symbols  181 , randomly determining an increase-number of each of the specific symbols to be increased; increasing each of the specific symbols  181  in a column direction by the determined increase-number, and fixing all the resulting specific symbols; rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and giving a payout according to the number of the specific symbols  181  fixed and the number of scatter symbols  180  rearranged. 
     In this embodiment, “row” means a symbol row in a horizontal direction of the matrix of arrangement areas  151  to  155 , and “column” means a symbol column in a vertical direction of the matrix of arrangement areas  151  to  155 . In addition, “column direction” means a direction in which scatter symbols  180  are scrolled, while “row direction” means a direction perpendicular to the direction in which scatter symbols  180  are scrolled. The matrix of the arrangement areas  151  to  155  is constituted of five columns and three rows. 
     Also in this embodiment, “specific symbol” means a WILD symbol  181 . The WILD symbol  181  is an “almighty symbol”, which can be substituted for any of plural kinds of scatter symbols  180 . In other words, a WILD symbol  181  may be regarded as a scatter symbol of “HERO”, or as a scatter symbol of “JET”. Note that scatter symbols  180  includes eight kinds of scatter symbols which are “HERO”, “JET”, “VILLA”, “GOLD BAR”, “CAR”, “STOCK CERTIFICATE”, “RIVAL”, and “DIAMOND”; and the WILD symbol  181  which is “WILD”. 
     Meanwhile, in this embodiment, “predetermined number” of “a predetermined number of scatter symbols of a same kind” means the number from “three to five”. That is, when three to five scatter symbols of a same kind are rearranged in any row in a row direction, these scatter symbols of the same kind will be transformed into WILD symbols  181 . Note that the “predetermined number” of “a predetermined number of scatter symbols of a same kind” is not limited to “three to five”. 
     [Display  101 ] 
     As shown in  FIG. 13 , the slot machine which executes the above-described playing method has a display  101 , and a controller  100 . The display  101  has the matrix of arrangement areas  151  to  155 . In these arrangement areas  151  to  155 , more than one kind of scatter symbol  180  is arranged. 
     Here, “arranged” means a state where scatter symbols  180  are visually identifiable by a player. In other words, it represents a state where scatter symbols  180  are displayed in the arrangement areas  151  to  155 , as shown in  FIG. 14 . Meanwhile, “to rearrange” means to arrange scatter symbols  180  again after releasing them. 
     The display  101  may be mechanically structured with a reel device which arranges scatter symbols utilizing the rotation of a reel. Alternatively, the display  101  may have an electrical structure in which scatter symbols are arranged in a video reel displayed as an image. Further, the display  101  may have a structure of a combination of the mechanical structure (reels) and the electrical structure (video reels). The electrical structure may include a liquid crystal display device, a CRT (cathode-ray tube) device, a plasma display device, or the like. The specific structure of the display  101  will be detailed later. 
     [Controller  100 ] 
     The controller  100  is configured to execute: a first process of rearranging scatter symbols  180  in the matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of the display; a second process of giving a payout according to the number of scatter symbols  180  rearranged; a third process of, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols  181 ; a fourth process of randomly determining whether to increase the specific symbols  181 ; a fifth process of, when it is determined to increase the specific symbols  181 , randomly determining an increase-number of each of the specific symbols  181  to be increased; a sixth process of increasing each of the specific symbols  181  in a column direction by the determined increase-number, and fixing all the resulting specific symbols; a seventh process of rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and an eighth process of giving a payout according to the number of the specific symbols  181  fixed and the number of scatter symbols  180  rearranged. In other words, the controller  100  has a first processing unit, a second processing unit, a third processing unit, a fourth processing unit, a fifth processing unit, a sixth processing unit, a seventh processing unit, and an eighth processing unit. 
     The controller  100  has a symbol memory  108  which stores all the scatter symbols  180 , and a display symbol memory  107  which stores scatter symbols to be displayed among the scatter symbols  180  stored in the symbol memory  108 . The display symbol memory  107  can be accessed by a display control unit  114 . In response to a control by a game execution unit  110 , the display control unit  114  reads out the scatter symbols in the display symbol memory  107 , and displays the scatter symbols on the display  101 . A specific display state will be detailed later. 
     The controller  100  has a rearrangement symbol determination unit  106  which determines scatter symbols to be rearranged (hereinafter, rearrangement scatter symbols) every unit game, based on the scatter symbols  180  stored in the symbol memory  108 . The rearrangement scatter symbols determined by the rearrangement symbol determination unit  106  are stored in a rearrangement symbol memory  105 . Then, the rearrangement scatter symbols are output to the display symbol memory  107 . After that, the rearrangement scatter symbols are displayed on the display  101  through image processing performed in the display control unit  114 . That is, the controller  100  executes the first process of rearranging scatter symbols  180  in the matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of the display  101 . 
     Further, the controller  100  is connected to a game start unit  109 . The game start unit  109  has a function of outputting a game start signal in response to an operation by a player. The controller  100  has: the game execution unit  110  which executes a unit game of rearranging scatter symbols  180 , triggered by a game start signal from the game start unit  109 ; a combination payout determination unit  111  which determines a payout according to the number of scatter symbols  180  rearranged in a unit game; and a payout giving unit  113  which gives a payout determined by the combination payout determination unit  111 . That is, the controller  100  executes the second process of giving a payout according to the number of scatter symbols  180  rearranged. 
     Also, the controller  100  has: a specific symbol position determination unit  115 ; a specific symbol position memory  116 ; and an increase-number determination unit  117  which randomly determines the numbers by which each of the WILD symbols  181  is increased in two column directions respectively (the number by which each of the WILD symbols  181  is increased includes zero, and will be referred to as “increase-number”). To the specific symbol position determination unit  115  are input: rearrangement scatter symbols which are determined by the rearrangement symbol determination unit  106  and stored in the rearrangement symbol memory  105 ; and increase-numbers determined by the increase-number determination unit  117 . 
     Based on the rearrangement scatter symbols input from the rearrangement symbol memory  105 , the specific symbol position determination unit  115  determines if three to five scatter symbols of a same kind are rearranged in any row in a row direction, as a result of a rearrangement of scatter symbols  180  in a unit game. When the specific symbol position determination unit  115  determines that three to five scatter symbols of a same kind are rearranged in any row in a row direction, it determines the positions of the scatter symbols of the same kind as positions of WILD symbols  181 . It also determines, as positions of WILD symbols  181 , the arrangement areas out of those areas  151  to  155 , in which the scatter symbols of the same kind are allowed to increase in the two column directions from the positions thereof, based on the increase-numbers of the two column directions randomly determined by the increase-number determination unit  117 . 
     The specific symbol position memory  116  stores therein the positions of WILD symbols  181  determined by the specific symbol position determination unit  115 , and outputs the positions of the WILD symbols  181  to the display symbol memory  107  after a unit game is finished. In the display symbol memory  107 , the scatter symbols  180  respectively placed in the positions of the WILD symbols  181  are replaced to WILD symbols  181  and stored. Then, the WILD symbols  181  stored in the display symbol memory  107  are used in image processing performed in the display control unit  114 . Accordingly, the scatter symbols of the same kind displayed on the display  101  are replaced to WILD symbols  181 , and each of the WILD symbols  181  is increased by the determined increase-numbers of the column directions. Then, all the resulting WILD symbols  181  are fixed and displayed. That is, the controller  100  executes: the third process of, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols  181 ; the fourth process of randomly determining whether to increase the specific symbols  181 ; a fifth process of, when it is determined to increase the specific symbols  181 , randomly determining an increase-number of each of the specific symbols  181  to be increased; and a sixth process of increasing each of the specific symbols  181  in a column direction by the determined increase-number, and fixing all the resulting specific symbols. 
     The game execution unit  110  executes a unit game of rearranging scatter symbols  180  which are not fixed while the WILD symbols  181  are fixed on the display  101 . The combination payout determination unit  111  determines a payout according to the number of the WILD symbols  181  fixed and the number of scatter symbols  180  (including a WILD symbol  181 ) rearranged. The payout giving unit  113  gives the payout determined by the combination payout determination unit  111 . That is, the controller  100  executes: the seventh process of rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and a eighth process of giving a payout according to the number of the specific symbols  181  fixed and the number of scatter symbols  180  rearranged. 
     Each of the blocks of the controller  100  may be realized in the form of hardware or in the form of software if necessary. 
     [Operation of Controller  100 ] 
     The following describes an operation of the controller  100  having the above-described structure. First, rearrangement scatter symbols are determined by the rearrangement symbol determination unit  106 . The rearrangement scatter symbols determined are stored in the rearrangement symbol memory  105 . Then, the rearrangement scatter symbols stored in the rearrangement symbol memory  105  are stored in the display symbol memory  107  and the specific symbol position determination unit  115 . Then, the rearrangement scatter symbols stored in the display symbol memory  107  are prepared to be displayed by the display control unit  114  on the display  101 . When the game execution unit  110  executes a unit game, scatter symbols  180  are rearranged by having the display  101  display thereon the rearrangement scatter symbols stored in the display symbol memory  107 . Thus, the controller  100  executes the first process of rearranging scatter symbols  180  in the matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of the display  101 . 
     Then, the combination payout determination unit  111  and the payout giving unit  113  give a payout according to the number of scatter symbols  180  rearranged. Thus, the controller  100  executes the second process of giving a payout according to the number of scatter symbols  180  rearranged. 
     Meanwhile, the rearrangement scatter symbols stored in the specific symbol position determination unit  115  are used to determine the positions of WILD symbols  181 . Specifically, when three to five scatter symbols of a same kind are rearranged in any row in a row direction, the positions of these scatter symbols of the same kind are determined as positions of WILD symbols  181 . Also, there are determined, as positions of WILD symbols  181 , the arrangement areas out of those areas  151  to  155 , in which the scatter symbols of the same kind are allowed to increase in the two column directions from the positions thereof, based on the increase-numbers of the two column directions randomly determined by the increase-number determination unit  117 . On the other hand, if three to five scatter symbols of a same kind are not rearranged in any row in a row direction, the positions of WILD symbols  181  are not determined. In addition, the positions of WILD symbols  181  are not determined, when the increase-numbers of the two column directions determined by the increase-number determination unit  117  are “zero”. 
     The positions of WILD symbols  181  determined by the specific symbol position determination unit  115  are stored in the specific symbol position memory  116 , and are output to the display symbol memory  107  after a unit game is finished. In the display symbol memory  107 , the scatter symbols  180  placed in the respective positions of WILD symbols  181  are replaced to WILD symbols  181  and stored. Then, the WILD symbols  181  stored in the display symbol memory  107  are used in image processing performed in the display control unit  114 . Accordingly, the scatter symbols of the same kind displayed on the display  101  are replaced to WILD symbols  181 , and each of the WILD symbols  181  is increased by the determined increase-numbers. Then, all the resulting WILD symbols  181  are fixed and displayed. Thus, the controller  100  executes: the third process of, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols  181 ; a fourth process of randomly determining whether to increase the specific symbols  181 ; a fifth process of, when it is determined to increase the specific symbols  181 , randomly determining an increase-number of each of the specific symbols  181  to be increased; and a sixth process of increasing each of the specific symbols  181  in a column direction by the determined increase-number, and fixing all the resulting specific symbols. 
     After that, a unit game is executed by the game execution unit  110 , in which not-fixed scatter symbols  180  are rearranged while the WILD symbols  181  are fixed on the display  101 . Then, the combination payout determination unit  111  and the payout giving unit  113  give a payout according to the number of WILD symbols  181  fixed and the number of scatter symbols  180  (including a WILD symbol  181 ) rearranged. Thus, the controller  100  executes: the seventh process of rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and the eighth process of giving a payout according to the number of the specific symbols  181  fixed and the number of scatter symbols  180  rearranged. 
     As clearly seen from the above operations, as well as shown in  FIG. 12 , the slot machine  1  realizes a playing method including: rearranging scatter symbols  180  in the matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of the display  101 ; giving a payout according to the number of scatter symbols  180  rearranged; when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols (WILD symbols)  181 ; randomly determining whether to increase the specific symbols  181 ; when it is determined to increase the specific symbols  181 , randomly determining an increase-number of each of the specific symbols  181  to be increased; increasing each of the specific symbols  181  in a column direction by the determined increase-number, and fixing all the resulting specific symbols; rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and giving a payout according to the number of the specific symbols  181  fixed and the number of scatter symbols  180  rearranged. 
     According to the above-described playing method, when a predetermined number of scatter symbols  180  of a same kind are rearranged in any row in a row direction, the scatter symbols of the same kind are replaced to specific symbols (WILD symbols)  181 , and it is randomly determined whether to increase the specific symbols  181 . Then, when it is determined to increase the specific symbols, an increase-number is randomly determined. Each of the specific symbols  181  is increased in a column direction by the determined increase-number and fixed. In this situation, scatter symbols  180  which are not fixed are rearranged. Then, a payout is given according to the number of the specific symbols  181  fixed and the number of scatter symbols  180  rearranged. Thus, when it is determined to increase the specific symbols  181 , the resulting specific symbols  181  increased and fixed provide a high possibility of awarding a payout, and makes it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     [Display State] 
     Specifically described hereinafter is an exemplary display state of the display  101  in the slot machine  1  and in the operation process of the playing method thereof. The following description deals with a case where scatter symbols are arranged on the display  101  of a video reel-type, as shown in  FIG. 14 . 
     The display  101  has arrangement areas  151 ,  152 ,  153 ,  154 , and  155  in which scatter symbols  180  are arranged. In the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , symbol columns having more than one scatter symbol  180  is scroll-displayed, respectively. Each of the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  is divided into an upper row  151   a , a middle row  151   b , and a lower row  151   c . Scatter symbols  180  are stopped (arranged) in the rows  151   a ,  151   b , and  151   c  of the respective arrangement areas. For example, in  FIG. 14 , “GOLD BAR” is stopped in the upper row  151   a  of the arrangement area  151 , “HERO” is stopped in the middle row  151   b  of the arrangement area  151 , and “JET” is stopped in the lower row  151   c  of the arrangement area  151 . Thus, the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  display a symbol matrix of five columns and three rows. Note that the symbol matrix is not limited to a matrix of five columns and three rows. 
     This embodiment deals with a case where a process of paying out a coin or the like is performed when a predetermined number (e.g., four) or more scatter symbols of a same kind are displayed in the symbol matrix. However, it is possible to employ such a configuration that, for example, a payline L is provided so as to cross the middle row  151   b  of the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , and when scatter symbols stopped on the payline L correspond to a predetermined combination, a coin is paid out. 
     As shown in  FIG. 14 , when a predetermined number (three to five) of scatter symbols of a same kind are rearranged in any row in a row direction, a bonus game is triggered. As a result, the scatter symbols of the same kind are replaced to WILD symbols  181 . In  FIG. 14 , three scatter symbols  180  of a same kind (“HERO”) are rearranged in the middle row  151   b  of the arrangement areas  151 ,  152 , and  153 . Therefore, these three scatter symbols  180  are replaced to WILD symbols  181 . 
     When a bonus game is triggered, it is randomly determined whether to increase the WILD symbols  181  replaced from the scatter symbols  180  of the same kind. Further, when it is determined to increase the WILD symbols  181 , an increase-number of each of the WILD symbols  181  to be increased is randomly determined. In the state of  FIG. 14  where three scatter symbols  180  of a same kind (“HERO”) are rearranged in the middle row  151   b  of the arrangement areas  151 ,  152 , and  153 , when it is determined to increase each of the WILD symbols  181  by one or two in the upward column direction and by zero in the downward column direction, each of the WILD symbols  181  is increased in the upper row  151   a  of the arrangement areas  151 ,  152 , and  153 , and then fixed, as shown in  FIG. 15 . In a bonus game, scatter symbols  180  which are not fixed are rearranged while the WILD symbols  181  are fixed. Then, a payout is given according to the number of WILD symbols  181  fixed and the number of each kind of scatter symbols  180  (including a WILD symbol  181 ) rearranged. 
     In the case shown in  FIG. 15 , a payout which may be given in a bonus game is: a payout corresponding to six WILD symbols  181 ; a payout corresponding to seven or more WILD symbols  181 , or a payout corresponding to six WILD symbols  181  and one or more scatter symbols  180  (other than a WILD symbol) of a same kind, for example. 
     As shown in  FIG. 16 , when scatter symbols  180  of a same kind (“HERO”) are rearranged in the upper row  151   a  of the arrangement areas  151 ,  152 , and  154  respectively, and it is determined to increase each of the WILD symbols  181  by zero to two in the upward column direction and by one in the downward column direction, the WILD symbols  181  are increased only in the middle row  151   b  of the arrangement areas  151 ,  152 , and  154  and then fixed, since the WILD symbols  181  are not allowed to increase in further upper areas from the upper row  151   a  of the arrangement areas  151 ,  152 , and  154 . 
     In the case shown in  FIG. 16 , a payout which may be given in a bonus game is: a payout corresponding to six WILD symbols  181 ; a payout corresponding to seven or more WILD symbols  181 ; or a payout corresponding to six WILD symbols  181  and one or more scatter symbols  180  (other than a WILD symbol) of a same kind, for example. 
     Meanwhile, each of the WILD symbols  181  is not increased when it is determined to increase each of the WILD symbols  181  by zero in the upward column direction, and by zero in the downward column direction, that is, when it is determined not to increase each of the WILD symbols  181  in the column directions. In this case, a payout which may be given in a bonus game is: a payout corresponding to four or more WILD symbols  181 , or a payout corresponding three or more WILD symbols  181  and one or more scatter symbols  180  (other than a WILD symbol) of a same kind, for example. 
     [Scatter Symbols] 
     As shown in  FIG. 17 , scatter symbols  180  displayed in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  of the display  101  constitute symbol columns, each symbol column having twenty-two scatter symbols. Each symbol of each symbol column has a code number, any one of numbers from  0  to  21 . Each symbol column is constituted of a combination of scatter symbols of “HERO”, “JET”, “VILLA”, “GOLD BAR”, “CAR”, “STOCK CERTIFICATE”, “RIVAL”, “DIAMOND”, and “WILD”. 
     Successive three scatter symbols of each symbol column are displayed (arranged) respectively in the upper row  151   a , the middle row  151   b , and the lower row  151   c  of each of the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , thereby constituting a symbol matrix of five columns and three rows. When a later-mentioned BET button and a spin button are sequentially pressed in this order to start a game, scatter symbols constituting a symbol matrix start to scroll. After the symbols are scrolled for a predetermined period of time, the scrolling of symbols stops (symbols are rearranged). 
     When a predetermined number or more scatter symbols of a same kind are displayed in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , a player gets an advantage. To get an advantage means that coins are paid out according to scatter symbols displayed, the value of coins to be paid out is added to a credit value, a bonus game is started, or the like. 
     Specifically, when four or more scatter symbols of a same kind are rearranged in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , twenty coins (game media) are paid out for one bet. When a predetermined number (three to five) of scatter symbols of a same kind are rearranged in any row in a row direction, a bonus game is triggered. This causes a transition of gaming state from a basic game to a bonus game. 
     Here, a bonus game is a gaming state which provides a larger advantage than a basic game. In this embodiment, the bonus game is a free game. The free game is a game which allows a player to play a unit game a predetermined number of times (in this embodiment, five times) without betting a coin. Note that another bonus game may be employed in combination, provided that the other bonus game is advantageous to a player, i.e., the other bonus game is more advantageous than a basic game. For example, that other bonus game which may be employed is a game providing: a state where a larger amount of game media can be obtained than in a basic game; a state where game media can be obtained more likely than in a basic game; or a state where a smaller amount of game media are consumed than in a basic game. 
     [Mechanical Structure of the Slot Machine  1 ] 
     Next, the following describes a specific example of mechanical and electrical structures of the slot machine  1  thus structured. 
     As shown in  FIG. 18 , the slot machine  1  is an upright slot machine and has a cabinet  3  for housing electrical or mechanical components for executing a predetermined game mode. As a display unit  4  for displaying game information in response to a player&#39;s game operation, there may be provided an upper variable display unit  4 A, a middle variable display unit  4 B, and a lower variable display unit  4 C. The display units  4 A to  4 C are attached to the front face of the cabinet  3  having a longer length in the vertical direction. 
     The upper variable display unit  4 A has a transparent upper liquid crystal panel  5 A fixed to a front door of the cabinet  3 . The upper liquid crystal panel  5 A displays thereon an image showing, for example, an effect image, an introduction of a game, or rules of the game. 
     The middle variable display unit  4 B is a display panel for rotating symbols, which is to be constantly viewed by a player. The middle variable display unit  4 B has a transparent center liquid crystal panel  5 B fixed to the front door of the cabinet  3 . On the center liquid crystal panel  5 B, five arrangement areas  151 ,  152 ,  153 ,  154 , and  155  are displayed. Further, on the center liquid crystal panel  5 B, an effect of moving images is performed at a time of winning or the like. Further, in an upper portion of the center liquid crystal panel  5 B, a payout number indicator  8  and a credit number indicator  9  are displayed. 
     The lower variable display unit  4 C has a lower liquid crystal panel  5 C which displays the number of points stored in a card or the number of points of a game. Such a number is displayed on the lower liquid crystal panel  5 C based on a result displayed on the middle variable display unit  4 B. When a winning combination is achieved in the middle variable display unit  4 B, the number of points of the game displayed on the lower liquid crystal panel  5 C is increased according to the type of the winning achieved. On the left of the lower liquid crystal panel  5 C, a ticket printer  14  is provided. On the right of the lower liquid crystal panel  5 C, a card reader  15  is provided. Note that winning means an occasion where four or more scatter symbols of a same kind are rearranged, awarding various payouts according to the result. 
     Below the lower variable display unit  4 C is disposed an operation table  10  which protrudes forward from the front face of the cabinet  3 . On the operation table  10 , there are arranged operation buttons  11  (e.g., a spin button  73 , change button  74 , cash-out button  75 , 1-BET button  76 , maximum BET button  77 , or the like) serving as a control panel which enables a player to perform a game-related operation. In addition, the operation table  10  is provided with a coin insertion slot  12  and a bill insertion slot  13 . 
     Below the operation table  10 , a waist-high panel  17  is disposed. The waist-high panel  17  is a plastic panel having a game-related image printed thereon. This waist-high panel  17  is fixed to a lower front door  18  and illuminated by a cold cathode tube. Further, below the waist-high panel  17  is disposed a coin receiving tray  19  for storing a coin paid out based on a game result. 
     Further, lamps  30  are disposed on the cabinet  3  of the slot machine  1  so as to surround game areas including the upper variable display unit  4 A, the middle variable display unit  4 B, the lower variable display unit  4 C, and the operation table  10 . The lamps  30  include side lamps  22 , speaker lamps  24 , under lamps  25 , and top lamps  26 . The side lamps  22  are provided on inclined parts  21  provided at the front right and front left of the cabinet  3 , each of which parts protruding in a bow shape so as to extend over the upper variable display unit  4 A, the middle variable display unit  4 B and the lower variable display unit  4 C. The speaker lamps  24  are provided on arc-shaped speakers  23  which protrudes sideways at the right and a left ends of the cabinet  3  adjacent to the operation table  10 . The speaker lamps  24  are arranged along edges of the speakers  23 . The under lamps  25  are provided on the lower front door  18  and arranged along a lower edge of the waist-high panel  17 . The top lamps  26  are provided above the upper variable display unit  4 A. The top lamps include power lamps  26   a  disposed at both sides respectively and band-type lamps  26   b  arranged in a horizontal direction between the power lamps. 
     [Electrical Structure of the Slot Machine  1 ] 
     Inside the cabinet  3  is provided a control unit including the controller  100  of  FIG. 13 . As shown in  FIG. 19 , the control unit includes components such as a motherboard  40 , a main body PCB (Printed Circuit Board)  60 , a gaming board  50 , a sub CPU  61 , a door PCB  80 , various switches, and a sensor. 
     The gaming board  50  is provided with a CPU (Central Processing Unit)  51 , a ROM  55  and a boot ROM  52 , a card slot  53 S for a memory card  53 , and an IC socket  54 S for a GAL (Generic Array Logic)  54 , which are connected to one another through an internal bus. 
     The memory card  53  stores therein a game program and a game system program. The game program contains a program to determine symbols to be stopped (hereinafter “stop symbol determination program”). The stop symbol determination program is a program for determining a symbol matrix of five columns and three rows. This stop symbol determination program contains sets of symbol weighting data respectively correspond to several kinds of payout rates (e.g., 80%, 84%, and 88%). Each set of symbol weighting data indicates, for each of the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , a relation between a code number of each symbol and at least one random number values. The random number value is a value within a predetermined range of 0 to 256 for example. 
     A payout rate is set based on payout rate setting data output from the GAL  54 . Rearrangement symbols are determined based on a set of symbol weighting data corresponding to the payout rate set. 
     The memory card  53  stores therein various types of data for use in the game program and game system program. Specifically, the memory card  53  stores, in the form of table, data indicating relations between scatter symbols  180  displayed in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  of  FIG. 14  and a range of random number values. This data is transferred to a RAM  43  of the motherboard  40 , at a time of execution of the game program. 
     The card slot  53 S is structured so that the memory card  53  is inserted/removed thereto/therefrom. This card slot  53 S is connected to the motherboard  40  via an IDE bus. Thus, the type and content of a game run by the slot machine  1  can be modified by removing the memory card  53  from the card slot  53 S, writing a different game program and game system program into the memory card  53 , and inserting the memory card  53  back to the card slot  53 S. 
     The game program includes a program related to the progress of a game and/or a program for causing a transition to a bonus game. Also, the game program includes image data and audio data output during a game. 
     The GAL  54  has input ports and output ports. Upon the input of data to an input port, the GAL  54  outputs data corresponding to the input data from an output port. This data output from the output port is the before-mentioned payout rate setting data. 
     The IC socket  54 S is structured so that the GAL  54  is attached/detached thereto/therefrom. The IC socket  54 S is connected to the motherboard  40  via a PCI bus. Thus, the payout rate setting data to be output from the GAL  54  can be modified by detaching GAL  54  from the IC socket  54 S, overwriting a program stored in the GAL  45 , and attaching the GAL 45  back to the IC socket  54 S. 
     The CPU  51 , the ROM  55 , and the boot ROM  52 , which are connected to one another via the internal bus, are connected to the motherboard  40  via the PCI bus. The PCI bus communicates a signal between the motherboard  40  and the gaming board  50 , and supplies power from the motherboard  40  to the gaming board  50 . The ROM  55  stores therein country identification information and an authentication program. The boot ROM  52  stores therein a preliminary authentication program, a program (boot code) for enabling the CPU  51  to run the preliminary authentication program, or the like. 
     The authentication program is a program (falsification check program) for authenticating the game program and the game system program. The authentication program is a program for confirming and verifying that the game program and the game system program are not falsified. In other words, the authentication program is described in accordance with a procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the authentication program. The preliminary authentication program is described in accordance with a procedure for verifying that the authentication program to be authenticated is not falsified. In short, the preliminary authentication program authenticates the authentication program. 
     The motherboard  40  is provided with a main CPU  41  (controller), a ROM (Read Only Memory)  42 , the RAM (Random Access Memory)  43 , and a communications interface  44 . 
     The main CPU  41  serves as a controller that controls the overall slot machine  1 . Specifically, the main CPU  41  performs the controls of: outputting a command signal, upon pressing the spin button  73  after a bet of credit, to the sub CPU  61  so as to scroll-display scatter symbols on the center liquid crystal panel  5 B; determining symbols to be stopped after the scroll-display of symbols; and stopping the determined symbols in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 . 
     That is, the main CPU  41  functions as an arrangement controller to execute an arrangement control by which, among various kinds of scatter symbols, symbols to be arranged in a symbol matrix are selected and determined, and then scrolling of the symbols is stopped so that the determined symbol matrix appears. With this function, scatter symbols displayed while being scrolled on the center liquid crystal panel  5 B are rearranged in a new symbol matrix. 
     The main CPU  41  also functions as a controller  100  which executes: a first process of rearranging scatter symbols  180  in the matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of the display  101  (center liquid crystal panel  5 B); a second process of giving a payout according to the number of scatter symbols  180  rearranged; a third process of, when a predetermined number of scatter symbols of a same kind are rearranged in any row in a row direction as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols (WILD symbols)  181 ; a fourth process of randomly determining whether to increase the specific symbols  181 ; a fifth process of, when it is determined to increase the specific symbols  181 , randomly determining an increase-number of each of the specific symbols  181  to be increased; a sixth process of increasing each of the specific symbols  181  in a column direction by the determined increase-number, and fixing all the resulting specific symbols; a seventh process of rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and an eighth process of giving a payout according to the number of the specific symbols  181  fixed and the number of scatter symbols  180  (including a WILD symbol  181 ) rearranged. 
     The ROM  42  stores a program such as BIOS (Basic Input/Output System) run by the main CPU  41 , and data that is permanently used. When the BIOS is run by the main CPU  41 , each of peripheral devices is initialized and the game program and the game system program stored in the memory card  53  are read out through the gaming board  50 . 
     The RAM  43  stores data or program used for the main CPU  41  to perform a process. For example, in the RAM  43  are formed: the symbol memory  108 , the display symbol memory  107 , the rearrangement symbol memory  105 , and the specific symbol position memory  116 , which are shown in  FIG. 13 , in the forms of data areas, respectively. In the data area of the symbol memory  108 , scatter symbols  180  are stored in the form of a data table of  FIG. 17 . In the data area of the rearrangement symbol memory  105 , rearrangement symbols are stored. In the data area of the specific symbol position memory  116 , positions of WILD symbols  181  are stored. In the data area of the display symbol memory  107 , a symbol matrix including WILD symbols  181  fixed are stored. 
     The communications interface  44  communicates via a communication line with a host computer or the like provided in a game arcade. The motherboard  40  is connected to the main body PCB (Printed Circuit Board)  60  and the door PCB  80  through USBs (Universal Serial Buses). Further, the motherboard  40  is connected to a power unit  45 . The power unit  45  supplies power to the motherboard  40  to boot the main CPU  41  thereof. Meanwhile, the power unit  45  supplies power to the gaming board  50  through the PCI bus to boot the CPU  51 . 
     The main body PCB  60  and the door PCB  80  are connected to: a device or apparatus which generates an input signal to be input to the main CPU  41 ; and a device or apparatus controlled by a control signal output from the main CPU  41 . The main CPU  41  runs the game program and the game system program stored in the RAM  43  based on the input signal input to the main CPU  41 , to carry out an arithmetic process, thereby storing a result thereof in the RAM  43  or transmitting a control signal to each device or apparatus to control them. 
     The main body PCB  60  is connected to the lamps  30  (to be more specific, the side lamps  22 , the speaker lamps  24 , the under lamps  25 , and the top lamps  26 ), the sub CPU  61 , a hopper  66 , a coin detecting unit  67 , a graphic board  68 , the speakers  23 , a bill validator  62 , the ticket printer  14 , the card reader  15 , and a key switch  38 S. 
     The lamps  30  are turned on/off based on a control signal output from the main CPU  41 . The sub CPU  61  controls an operation of scrolling symbols in the arrangement areas  151  to  155 , and is connected to a later-mentioned VDP (Video Display Processor). The VDP reads out image data of symbols stored in an image data ROM (not shown), and then generates an image of scrolling symbols to be displayed in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  to output the image to the center liquid crystal panel  5 B. 
     The hopper  66  is provided in the cabinet  3 , and pays out a predetermined number of coins from a coin payout opening to the coin receiving tray  19  based on a control signal output from the main CPU  41 . The coin detecting unit  67  is provided inside the coin payout opening, and outputs an input signal to the main CPU  41  when detecting that a predetermined number of coins are paid out from the coin payout opening. 
     The graphic board  68  controls image displaying of the upper liquid crystal panel  5 A, the center liquid crystal panel  5 B, and the lower liquid crystal panel  5 C, based on a control signal output from the main CPU  41 . The graphic board  68  is provided with a VDP which generates image data based on a control signal output from the main CPU  41 , a video RAM which temporarily stores image data generated by the VDP, and the like. 
     The bill validator  62  reads an image on a bill inserted to the bill insertion slot  13  and accepts a genuine bill into the cabinet  3 . When accepting a genuine bill, the bill validator  62  outputs an input signal to the main CPU  41  corresponding to the amount of the bill. The main CPU  41  stores in the RAM  43  the number of credits corresponding to the amount of the bill transmitted by the input signal. 
     Based on a control signal output from the main CPU  41 , the ticket printer  14  prints a bar code on a ticket, and then outputs the ticket with a bar code. Data such as the number of credits stored in the RAM  43 , time and date, identification number of a slot machine  1 , or the like is encoded to the bar code. 
     The card reader  15  reads data from a smart card to transmit them to the main CPU  41 , or write data to a smart card based on a control signal from the main CPU  41 . The key switch  38 S is mounted on a keypad (not shown), and outputs an input signal to the main CPU  41  in response to an operation of the keypad by a player. 
     The door PCB  80  is connected to a control panel  70 , a reverter  71 S, a coin counter  71 C, and a cold cathode tube  81 . The control panel  70  is provided with: a spin switch  73 S corresponding to the spin button  73 , a change switch  74 S corresponding to the change button  74 , a cash-out switch  75 S corresponding to the cash-out button  75 , a 1-BET switch  76 S corresponding to the 1-BET button  76 , and a maximum BET switch  77 S corresponding to the maximum BET button  77 . The switches  73 S to  77 S output input signals to the main CPU  41  upon operations of the corresponding buttons  73  to  77  by a player, respectively. 
     The coin counter  71 C is provided inside the coin insertion slot  12 , and validates whether a coin inserted by a player into the coin insertion slot  12  is genuine. Anything other than a genuine coin is discharged to the coin receiving tray  19 . The coin counter  71 C outputs an input signal to the main CPU  41  when detecting a genuine coin. 
     The reverter  71 S is operated based on a control signal output from the main CPU  41 . The reverter  71 S distributes a coin that is recognized as genuine by the coin counter  71 C to a cash box (not shown) or the hopper  66  mounted in the slot machine  1 . In other words, when the hopper  66  is filled with coins, the reverter  71 S distributes a genuine coin to the cash box. On the other hand, when the hopper  66  is not filled with coins, a genuine coin is distributed to the hopper  66 . The cold cathode tube  81  functions as a backlight mounted to the rear sides of the upper liquid crystal panel  5 A and the center liquid crystal panel  5 B. The cold cathode tube  81  is turned on based on a control signal output from the main CPU  41 . 
     [Increase-Number Determination Table] 
     The following describes an increase-number determination table used for determining whether to increase the WILD symbols  181  and for determining an increase-number of each of the WILD symbols  181  to be increased. These determination processes are carried out when a predetermined number (three to five) of scatter symbols of a same kind are rearranged in any row in a row direction thereby triggering a bonus game. This increase-number determination table is stored in the ROM  42  of the motherboard  40 . 
     As shown in  FIG. 20 , in the increase-number determination table, pattern numbers from “1” to “9” are associated with respective increase-numbers in the upward column direction and respective increase-numbers in the downward column direction. For example, the pattern number “1” is associated with an upward increase-number of “0” and a downward increase-number of “0”. The pattern number “4” is associated with an upward increase-number of “1” and a downward increase-number of “1”. A pattern number randomly determined among the pattern numbers “1” to “9” determines whether to increase the WILD symbols  181  and an increase-number of each of the WILD symbols  181  to be increased. 
     [Process Operation of the Slot Machine  1 ] 
     Next, the process operation of the slot machine  1  will be described. 
     [Boot Process] 
     First, the main CPU  41  of the slot machine  1  executes a boot process routine shown in  FIG. 21 . This boot process routine is performed by the motherboard  40  and the gaming board  50 . The memory card  53  is assumed to be inserted into the card slot  53 S of the gaming board  50 , and the GAL  54  is assumed to be attached to the IC socket  54 S. 
     First, turning on a power switch of (powering on) the power unit  45  boots the motherboard  40  and the gaming board  50 . Booting the motherboard  40  and the gaming board  50  starts separate processes in parallel. That is, in the gaming board  50 , the CPU  51  reads out the preliminary authentication program stored in the boot ROM  52 , and according to the preliminary authentication program read out, the CPU  51  performs the preliminary authentication to confirm and verify that the authentication program is not falsified, before reading that program in the motherboard  40  (S 101 ). 
     On the other hand, in the motherboard  40 , the main CPU  41  runs the BIOS stored in the ROM  42 , to load into the RAM  43  compressed data built in the BIOS (S 1 ). Then, the main CPU  41  runs a procedure of the BIOS according to the data loaded into the RAM  43  so as to diagnose and initialize various peripheral devices (S 2 ). 
     The main CPU  41 , which is connected to the ROM  55  of the gaming board  50  via the PCI bus, reads out the authentication program stored in the ROM  55 , and stores it in the RAM  43  (S 3 ). During this step, the main CPU  41  derives a checksum through ADDSUM method (a standard check function) which is adopted in a standard BIOS, and stores the authentication program in the RAM  43  while confirming if the operation of storing is carried out without an error. 
     Next, the main CPU  41  checks what is connected via the IDE bus. Then, the main CPU  41  accesses via the IDE bus to the memory card  53  inserted into the card slot  53 S to read out the game program and the game system program from the memory card  53 . In this case, the main CPU  41  reads out four bytes of data constituting the game program and the game system program at one time. Subsequently, according to the authentication program stored in the RAM  43 , the main CPU  41  performs an authentication to confirm and verify that the game program and game system program read out are not falsified (S 4 ). When this authentication process is properly finished, the main CPU  41  writes and store in the RAM  43  the game program and game system program which were the subjects of the authentication (authenticated) (S 5 ). 
     Then, the main CPU  41  accesses, via the PCI bus, the GAL  54  attached to the IC socket  54 S, and reads out the payout rate setting data from the GAL  54 , which data is written to and stored in the RAM  43  (S 6 ). Next, the main CPU  41  reads out, via the PCI bus, the country identification information stored in the ROM  55  of the gaming board  50 . The country identification information read out is stored in the RAM  43  (S 7 ). 
     Then, the main CPU  41  determines if the writing to the RAM  43  is normally performed (S 8 ). When it is determined that the writing to the RAM  43  is normally performed (S 8 , YES), the sensor is checked (S 9 ). Then, it is determined if the sensor is normal (S 10 ). When it is determined that the sensor is normal (S 10 , YES), the operation of a drive mechanism is checked (S 11 ). Then, it is determined if the operation of the drive mechanism is normal (S 12 ). When it is determined that the operation of the drive mechanism is normal (S 12 , YES), the operation of illuminations (the lamps  30  or the like) is checked (S 13 ). Then, it is determined if the operation of illuminations is normal (S 14 ). When it is determined that the operation of the illuminations is normal (S 14 , YES), a boot signal is output (S 15 ), the game program and game system program are read out from the RAM  43  (S 16 ), a game execution process is executed (S 17 ), and this routine ends. 
     In the cases where: it is determined that the writing to the RAM  43  is not normally performed in the step S 8  (S 8 , NO); it is determined that the sensor is not normal in the step S 10  (S 10 , NO); it is determined that the operation of the drive mechanism is not normal in the step S 12  (S 12 , NO); or it is determined that the operation of the illuminations is not normal in the step S 14  (S 14 , NO); an abnormal signal is output (S 18 ) and an abnormal status is notified (S 19 ) to end this routine. 
     [Game Execution Process] 
     After the boot process routine shown in  FIG. 21 , the main CPU  41  of the slot machine  1  executes a game execution process routine shown in  FIG. 22 . In the game execution process routine, first, the main CPU  41  determines if a coin is bet (A 1 ). In this process, determined is if an input signal is received in response to pressing of the 1-BET button  76  or the maximum BET button  77 . When it is determined that a coin is not bet (A 1 , NO), the step A 1  is executed again to enter a standby mode until a coin is bet. 
     On the other hand, when it is determined that a coin is bet (A 1 , YES), the number of credits corresponding to the number of coins bet is subtracted from the number of credits stored in the RAM  43  (A 2 ). When the number of coins bet is larger than the number of credits stored in the RAM  43 , the process of subtracting the number of credits is not performed, and the step A 1  is executed again. 
     Then, it is determined if the spin button  73  is pressed (set to ON) (A 3 ). When it is determined that the spin button  73  is not pressed (not set to ON) (A 3 , NO), the process returns to the step A 1 . When the spin button  73  is not pressed (not set to ON) (for example, when an instruction to finish the game is input while the spin button  73  is not pressed (not set to ON)), the result of subtraction in the step A 2  is canceled. 
     On the other hand, when it is determined that the spin button  73  is pressed (set to ON) (A 3 , YES), a symbol determination process is performed (A 4 ). That is, a stop symbol determination program stored in the RAM  43  is executed to determine a symbol matrix. 
     Then, scatter symbols  180  in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  are scroll-displayed (A 5 ). After scatter symbols  180  are scrolled, symbols of the symbol matrix determined in the step A 4  are stopped (rearranged) in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 . 
     Then, it is determined if a combination is achieved, i.e., if four or more scatter symbols  180  of a same kind are rearranged (A 6 ). When it is determined that a combination is not achieved (A 6 , NO), this routine ends. On the other hand, when it is determined that a combination is achieved (A 6 , YES), a payout process is executed (A 7 ). That is, the number of coins to be paid out is calculated according to the number of scatter symbols of a same kind. When a coin to be paid out is reserved, a predetermined number of credits are added to the number of credits stored in the RAM  43 . On the other hand, when a coin is paid out, a control signal is transmitted to the hopper  66  to pay out a predetermined number of coins to the coin receiving tray  19 . 
     Then, it is determined if a bonus game trigger is achieved (A 8 ). When it is determined that a bonus game trigger is not achieved, (A 8 , NO), this routine ends. On the other hand, when it is determined that a bonus game trigger is achieved (A 8 , YES), a bonus game process is executed (A 9 ). The bonus game process will be described later. Then, this routine ends. 
     [Bonus Game Process] 
     When it is determined that a bonus game trigger is achieved in the step A 8  of  FIG. 22 , the main CPU  41  of the slot machine  1  executes the bonus game process routine shown in  FIG. 23 . In the bonus game process routine, first, the main CPU  41  sets a bonus game-number T to “five” (B 1 ). Then, scatter symbols of a same kind are replaced to WILD symbols  181  (B 2 ). After that, using the increase-number determination table shown in  FIG. 20 , it is determined whether to increase the WILD symbols  181 , and the increase-number of each of the WILD symbols  181  (B 3 ). Then, determined is the presence or absence of a WILD symbol  181  to be increased (B 4 ). When it is determined that a WILD symbol  181  to be increased is present (B 4 , YES), each of the WILD symbols  181  is increased in a column direction by the determined increase-number (B 5 ). When it is determined that a WILD symbol  181  to be increased is not present in the step B 4  (B 4 , NO), or after the step B 5 , all the WILD symbols  181  are fixed (B 6 ). 
     Then, it is determined if the spin button  73  is pressed (set to ON) (B 7 ). When it is determined that the spin button  73  is not pressed (not set to ON) (B 7 , NO), the process returns to the step B 7 . On the other hand, when it is determined that the spin button  73  is pressed (set to ON) (B 7 , YES), a symbol determination process is performed (B 8 ). That is, a stop symbol determination program stored in the RAM  43  is executed to determine a symbol matrix. 
     Then, not-fixed scatter symbols  180  are scroll-displayed in the portions, where the WILD symbols  181  fixed are not placed, of the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  (B 9 ). After scatter symbols  180  are scrolled, symbols of the symbol matrix determined in the step B 8  are stopped (rearranged) in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 . Meanwhile, in the portions where the WILD symbols  181  are fixed and displayed, the WILD symbols  181  remain displayed. 
     Then, it is determined if a combination is achieved, i.e., if four or more scatter symbols  180  of a same kind are rearranged (B 10 ). When It is determined that a combination is achieved (B 10 , YES), a payout process is executed (B 11 ). That is, the number of coins to be paid out is calculated according to the number of scatter symbols of a same kind. When a coin to be paid out is reserved, a predetermined number of credits are added to the number of credits stored in the RAM  43 . On the other hand, when a coin is paid out, a control signal is transmitted to the hopper  66  to pay out a predetermined number of coins to the coin receiving tray  19 . 
     When it is determined that a combination is not achieved in the step B 10  (B 10 , NO), or after the step B 11 , the bonus game-number T is decremented by “one” (B 12 ), and it is determined if the bonus game-number T is “zero” (B 13 ). When it is determined that the bonus game-number is not “zero” (B 13 , NO), the process returns to the step B 7 . On the other hand, when it is determined that the bonus game-number T is “zero” (B 13 , YES), this routine ends. 
     As described above, when a predetermined number of scatter symbols  180  of a same kind are rearranged in any row in a row direction, the scatter symbols of the same kind are replaced to specific symbols (WILD symbols)  181 , and it is randomly determined whether to increase the specific symbols  181 . Then, when it is determined to increase the specific symbols  181 , an increase-number is randomly determined. Each of the specific symbols  181  is increased in a column direction by the determined increase-number and fixed. In this situation, scatter symbols  180  which are not fixed are rearranged. Then, a payout is given according to the number of the specific symbols  181  fixed and the number of scatter symbols  180  rearranged. Thus, when it is determined to increase the specific symbols  181 , the resulting specific symbols  181  increased and fixed provide a high possibility of awarding a payout, and makes it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     Embodiment 3 
     The following describes Embodiment 3 of a slot machine and playing method thereof according to the present invention. Note that reference numerals respectively given to members in the figures referred to in this embodiment, reference symbols (such as “S”) respectively representing steps in flowcharts in the figures, and description using these reference numerals and reference symbols are effective only in this embodiment. Each of these numerals and symbols does not represent a member or step in other embodiments. 
     As shown in  FIG. 24 , a slot machine executes a playing method including the steps of: defining one or more active regions corresponding to a bet operation received by an input device in a matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of a display; rearranging scatter symbols  180  in the arrangement areas  151  to  155 ; giving a payout according to the number of scatter symbols  180  rearranged; when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row having an active region as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols  181 ; increasing the specific symbols  181  in all of the active regions located in a column direction from the specific symbols  181  respectively, and fixing all the resulting specific symbols; rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and giving a payout according to the number of the specific symbols  181  fixed and the number of scatter symbols  180  rearranged. 
     In this embodiment, “bet operation” includes: a one-bet operation through which one-bet is made designating regions of one payline L 1  as active regions; and a maximum-bet operation through which a maximum-bet is made designating regions of all (three) paylines L 1 , L 2 , and L 3  as active regions. 
     In addition, “row” means a symbol row in a horizontal direction of the matrix of arrangement areas  151  to  155 , and “column” means a symbol column in a vertical direction of the matrix of arrangement areas  151  to  155 . In addition, “column direction” means a direction in which scatter symbols  180  are scrolled, while “row direction” means a direction perpendicular to the direction in which scatter symbols  180  are scrolled. The matrix of the arrangement areas  151  to  155  is constituted of five columns and three rows. 
     Also in this embodiment, “specific symbol” means a WILD symbol  181 . The WILD symbol  181  is an “almighty symbol”, which can be substituted for any of plural kinds of scatter symbols  180 . In other words, a WILD symbol  181  may be regarded as a scatter symbol of “HERO”, or as a scatter symbol of “JET”. Note that scatter symbols  180  includes eight kinds of scatter symbols which are “HERO”, “JET”, “VILLA”, “GOLD BAR”, “CAR”, “STOCK CERTIFICATE”, “RIVAL”, and “DIAMOND”; and the WILD symbol  181  which is “WILD”. 
     Meanwhile, in this embodiment, “predetermined number” of “a predetermined number of scatter symbols of a same kind” means the number from “three to five”. That is, when three to five scatter symbols of a same kind are rearranged in any row in a row direction, these scatter symbols of the same kind will be transformed into WILD symbols  181 . Note that the “predetermined number” of “a predetermined number of scatter symbols of a same kind” is not limited to “three to five”. 
     [Display  101 ] 
     As shown in  FIG. 25 , the slot machine which executes the above-described playing method has a display  101 , an input device  102 , and a controller  100 . The display  101  has the matrix of arrangement areas  151  to  155 . In these arrangement areas  151  to  155 , more than one kind of scatter symbol  180  is arranged. 
     Here, “arranged” means a state where scatter symbols  180  are visually identifiable by a player. In other words, it represents a state where scatter symbols  180  are displayed in the arrangement areas  151  to  155 , as shown in  FIG. 26 . Meanwhile, “to rearrange” means to arrange scatter symbols  180  again after releasing them. 
     The display  101  may be mechanically structured with a reel device which arranges scatter symbols utilizing the rotation of a reel. Alternatively, the display  101  may have an electrical structure in which scatter symbols are arranged in a video reel displayed as an image. Further, the display  101  may have a structure of a combination of the mechanical structure (reels) and the electrical structure (video reels). The electrical structure may include a liquid crystal display device, a CRT (cathode-ray tube) device, a plasma display device, or the like. The specific structure of the display  101  will be detailed later. 
     [Input Device  102 ] 
     The input device  102  is configured to receive a one-bet operation and a maximum-bet operation from outside. The input device  102  may be structured with buttons such as later-mentioned 1-bet button  76 , and maximum-bet button  77 , or may be structured with a touch panel or the like. 
     [Controller  100 ] 
     A controller  100  is configured to execute: a first process of defining active regions (regions of paylines L 1 , L 2 , and L 3 ) corresponding to a bet operation received by the input device  102  in the matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of the display  101 ; a second process of rearranging scatter symbols  180  in the arrangement areas  151  to  155 ; a third process of giving a payout according to the number of scatter symbols  180  rearranged; a fourth process of, when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row having an active region as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols  181 ; a fifth process of increasing the specific symbols  181  in all of the active regions located in a column direction from the specific symbols  181  respectively, and fixing all the resulting specific symbols; a sixth process of rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and a seventh process of giving a payout according to the number of the specific symbols  181  fixed and the number of scatter symbols  180  rearranged. In other words, the controller  100  has a first processing unit, a second processing unit, a third processing unit, a fourth processing unit, a fifth processing unit, a sixth processing unit, and a seventh processing unit. 
     The controller  100  has a symbol memory  108  which stores all the scatter symbols  180 , and a display symbol memory  107  which stores scatter symbols to be displayed among the scatter symbols  180  stored in the symbol memory  108 . The display symbol memory  107  can be accessed by a display control unit  114 . In response to a control by a game execution unit  110 , the display control unit  114  reads out the scatter symbols in the display symbol memory  107 , and displays the scatter symbols on the display  101 . A specific display state will be detailed later. 
     Also, the controller  100  has an active region defining unit  117  which defines one or more active regions corresponding to a bet operation received by the input device  102 , in the matrix of arrangement areas  151  to  155  constituted of one or more rows and one or more columns, of the display  101 . The active regions defined by the active region defining unit  117  are displayed in the forms of paylines L 1 , L 2 , and L 3  on the display  101  through image processing performed in the display control unit  114 . That is, the controller  100  executes the first process of: defining active regions (regions of paylines L 1 , L 2 , and L 3 ) corresponding to a bet operation received by the input device  102  in the arrangement areas  151  to  155 . Note that, the structure of active regions is not limited to the form of a payline. Such a structure is possible that the active regions defined through the one-bet operation are four cells constituted of two columns and two rows, and the active regions defined through the maximum-bet operation are fifteen cells constituted of five columns and three rows. 
     The controller  100  has a rearrangement symbol determination unit  106  which determines scatter symbols to be rearranged (hereinafter, rearrangement scatter symbols) every unit game, based on the scatter symbols  180  stored in the symbol memory  108 . The rearrangement scatter symbols determined by the rearrangement symbol determination unit  106  are stored in a rearrangement symbol memory  105 . Then, the rearrangement scatter symbols are output to the display symbol memory  107 . After that, the rearrangement scatter symbols are displayed on the display  101  through image processing performed in the display control unit  114 . That is, the controller  100  executes the second process of rearranging scatter symbols  180  in the matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of the display  101 . 
     Further, the controller  100  is connected to a game start unit  109 . The game start unit  109  has a function of outputting a game start signal in response to an operation by a player. The controller  100  has: the game execution unit  110  which executes a unit game of rearranging scatter symbols  180 , triggered by a game start signal from the game start unit  109 ; a combination payout determination unit  111  which determines a payout according to the number of scatter symbols  180  rearranged in a unit game; and a payout giving unit  113  which gives a payout determined by the combination payout determination unit  111 . That is, the controller  100  executes the third process of giving a payout according to the number of scatter symbols  180  rearranged. 
     Also, the controller  100  has: a specific symbol position determination unit  115 , and a specific symbol position memory  116 . To the specific symbol position determination unit  115  are input: rearrangement scatter symbols which are determined by the rearrangement symbol determination unit  106  and stored in the rearrangement symbol memory  105 ; and the active regions defined by the active region defining unit  117 . 
     Based on the rearrangement scatter symbols input from the rearrangement symbol memory  105  and the active regions input from the active region defining unit  117 , the specific symbol position determination unit  115  determines if three to five scatter symbols of a same kind are rearranged in a row direction in any row having an active region, as a result of a rearrangement of scatter symbols  180 , in a unit game. Then, when it is determined that three to five scatter symbols of a same kind are rearranged in a row direction in any row having an active region, the specific symbol position determination unit  115  determines the positions of the scatter symbols of the same kind as the positions of WILD symbols  181 . It also determines, as the positions of WILD symbols  181 , the positions of the active regions in which the scatter symbols of the same kind are allowed to increase in two column directions from the positions thereof respectively, based on the active regions input from the active region defining unit  117 . 
     The specific symbol position memory  116  stores therein the positions of WILD symbols  181  determined by the specific symbol position determination unit  115 , and outputs the positions of the WILD symbols  181  to the display symbol memory  107  after a unit game is finished. In the display symbol memory  107 , the scatter symbols  180  respectively placed in the positions of the WILD symbols  181  are replaced to WILD symbols  181  and stored. Then, the WILD symbols  181  stored in the display symbol memory  107  are used in image processing performed in the display control unit  114 . Accordingly, the scatter symbols of the same kind displayed on the display  101  are replaced to WILD symbols  181 , and the WILD symbols  181  are increased in all of the active regions located in a column direction from the WILD symbols  181  respectively. Then, all the resulting WILD symbols  181  are fixedly displayed. That is, the controller  100  executes: the fourth process of, when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row having an active region as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols  181 ; and the fifth process of increasing the specific symbols  181  in all of the active regions located in a column direction from the specific symbols  181  respectively, and fixing all the resulting specific symbols. 
     The game execution unit  110  executes a unit game of rearranging scatter symbols  180  which are not fixed while the WILD symbols  181  are fixedly displayed on the display  101 . The combination payout determination unit  111  determines a payout according to the number of the WILD symbols  181  fixedly displayed and the number of scatter symbols  180  (including a WILD symbol  181 ) rearranged. The payout giving unit  113  gives the payout determined by the combination payout determination unit  111 . That is, the controller  100  executes: the sixth process of rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and the seventh process of giving a payout according to the number of the specific symbols  181  fixed and the number of scatter symbols  180  rearranged. 
     Each of the blocks of the controller  100  may be realized in the form of hardware or in the form of software if necessary. 
     [Operation of Controller  100 ] 
     The following describes an operation of the controller  100  having the above-described structure. First, active regions (regions of paylines L 1 , L 2 , and L 3 ), corresponding to a bet operation received by the input device  102 , are defined in the arrangement areas  151  to  155  by the active region defining unit  117 , and the active regions are displayed on the display  101  by the display control unit  114 . Thus, the controller  100  executes the first process of defining active regions (regions of paylines L 1 , L 2 , and L 3 ) corresponding to a bet operation received by the input device  102  in the matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of the display  101 . 
     Next, rearrangement scatter symbols are determined by the rearrangement symbol determination unit  106 . The rearrangement scatter symbols determined are stored in the rearrangement symbol memory  105 . Then, the rearrangement scatter symbols stored in the rearrangement symbol memory  105  are stored in the display symbol memory  107  and the specific symbol position determination unit  115 . Then, the rearrangement scatter symbols stored in the display symbol memory  107  are prepared to be displayed by the display control unit  114  on the display  101 . When the game execution unit  110  executes a unit game, scatter symbols  180  are rearranged by having the display  101  display thereon the rearrangement scatter symbols stored in the display symbol memory  107 . Thus, the controller  100  executes the second process of rearranging scatter symbols  180  in the arrangement areas  151  to  155 . 
     Then, the combination payout determination unit  111  and the payout giving unit  113  give a payout according to the number of scatter symbols  180  rearranged. Thus, the controller  100  executes the third process of giving a payout according to the number of scatter symbols  180  rearranged. 
     On the other hand, the rearrangement scatter symbols stored in the specific symbol position determination unit  115  are used for determining the position of WILD symbols  181 , with the active regions input from the active region defining unit  117 . Specifically, when three to five scatter symbols of a same kind are rearranged in a row direction in any row having an active region, the positions of the scatter symbols of the same kind are defined as the positions of WILD symbols  181 . Also, based on the active regions input from the active region defining unit  117 , there are determined, as positions of WILD symbols  181 , the positions of the active regions in which the scatter symbols of the same kind are allowed to increase in two column directions from the positions thereof. Meanwhile, when three to five scatter symbols of the same kind are not rearranged in a row direction in any row having an active region, the positions of WILD symbols  181  are not determined. Also, in the case where only the regions of payline L 1  are defined as active regions by the active region defining unit  117 , the positions of WILD symbols  181  increased are not determined, even if three to five scatter symbols of a same kind are rearranged on the payline L 1 . 
     The positions of WILD symbols  181  determined by the specific symbol position determination unit  115  are stored in the specific symbol position memory  116 , and are output to the display symbol memory  107  after a unit game is finished. In the display symbol memory  107 , the scatter symbols  180  placed in the respective positions of WILD symbols  181  are replaced to WILD symbols  181  and stored. Then, the WILD symbols  181  stored in the display symbol memory  107  are used in image processing performed in the display control unit  114 . Accordingly, the scatter symbols of the same kind displayed on the display  101  are replaced to WILD symbols  181 , and the WILD symbols  181  are increased in all of the active regions located in a column direction from the WILD symbols  181  respectively. Then, all the resulting WILD symbols  181  are fixedly displayed. Thus, the controller  100  executes: the fourth process of, when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row having an active region as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols  181 ; and the fifth process of increasing the specific symbols  181  in all of the active regions located in a column direction from the specific symbols  181  respectively, and fixing all the resulting specific symbols. 
     After that, a unit game is executed by the game execution unit  110 , in which not-fixed scatter symbols  180  are rearranged while the WILD symbols  181  are fixedly displayed on the display  101 . Then, the combination payout determination unit  111  and the payout giving unit  113  give a payout according to the number of the WILD symbols  181  fixed and the number of scatter symbols  180  (including a WILD symbol  181 ) rearranged. Thus, the controller  100  executes: the sixth process of rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and the seventh process of giving a payout according to the number of the specific symbols  181  fixed and the number of scatter symbols  180  rearranged. 
     As clearly seen from the above operations, as well as shown in  FIG. 24 , the slot machine  1  realizes a playing method including: defining active regions (regions of paylines L 1 , L 2 , and L 3 ) corresponding to a bet operation received by the input device  102  in a matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of the display  101 ; rearranging scatter symbols  180  in the arrangement areas  151  to  155 ; giving a payout according to the number of scatter symbols  180  rearranged; when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row having an active region as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols  181 ; increasing the specific symbols  181  in all of the active regions located in a column direction from the specific symbols  181  respectively, and fixing all the resulting specific symbols; rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and giving a payout according to the number of the specific symbols  181  fixed and the number of scatter symbols  180  rearranged. 
     According to the above-described playing method, when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row having an active region, the scatter symbols of the same kind are replaced to specific symbols (WILD symbols)  181 . The specific symbols  181  are increased in all of the active regions located in a column direction from the specific symbols  181  respectively, and then fixed. In this situation, scatter symbols  180  which are not fixed are rearranged. Then, a payout is given according to the number of the specific symbols  181  fixed and the number of scatter symbols  180  rearranged. Thus, the specific symbols  181  which are increased in the active regions and fixed provide a high possibility of awarding a payout, and make it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     [Display State] 
     Specifically described hereinafter is an exemplary display state of the display  101  in the slot machine  1  and in the operation process of the playing method thereof. The following description deals with a case where scatter symbols are arranged on the display  101  of a video reel-type, as shown in  FIG. 26 . 
     The display  101  has arrangement areas  151 ,  152 ,  153 ,  154 , and  155  in which scatter symbols  180  are arranged. In the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , symbol columns having more than one scatter symbol  180  is scroll-displayed, respectively. Each of the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  is divided into an upper row  151   a , a middle row  151   b , and a lower row  151   c . Scatter symbols  180  are stopped (arranged) in the rows  151   a ,  151   b , and  151   c  of the respective arrangement areas. For example, in  FIG. 26 , “GOLD BAR” is stopped in the upper row  151   a  of the arrangement area  151 , “HERO” is stopped in the middle row  151   b  of the arrangement area  151 , and “JET” is stopped in the lower row  151   c  of the arrangement area  151 . Thus, the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  display a symbol matrix of five columns and three rows. Note that the symbol matrix is not limited to a matrix of five columns and three rows. 
     This embodiment deals with a case where a process of paying out a coin or the like is performed when a predetermined number (e.g., four) or more scatter symbols of a same kind are displayed in the symbol matrix. However, it is possible to employ such a configuration that, for example, a payline L is provided so as to cross the middle row  151   b  of the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , and when scatter symbols stopped on the payline L correspond to a predetermined combination, a coin is paid out. 
     As shown in  FIG. 26 , when a predetermined number (three to five) scatter symbols of a same kind are rearranged in a row direction on any of three paylines L 1 , L 2 , and L 3 , a bonus game is triggered. As a result, these scatter symbols of the same kind are replaced to WILD symbols  181 . In  FIG. 26 , three scatter symbols  180  of the same kind (“HERO”) are rearranged on the payline L 1 , which is the middle row  151   b , of the arrangement areas  151 ,  152 , and  153 , so that these scatter symbols  180  are replaced to WILD symbols  181 . 
     In the case of  FIG. 26 , where the regions of three paylines L 1 , L 2 , and L 3  are defined as active regions and three scatter symbols  180  of the same kind (“HERO”) are rearranged on the payline L 1 , WILD symbols  181  are increased in the payline L 2 , which is the upper row  151   a , of the arrangement areas  151 ,  152 , and  153 , and in the payline L 3 , which is the lower row  151   c , of the arrangement areas  151 ,  152 , and  153 , and then fixed, as shown in  FIG. 27 . In the bonus game, scatter symbols  180  which are not fixed are rearranged while the WILD symbols  181  are fixed. Then, a payout is given according to the number of WILD symbols  181  fixed and the number of each kind of scatter symbols  180  (including a WILD symbol  181 ) rearranged. In the bonus game, the regions of three paylines L 1 , L 2 , and L 3  are defined as active regions. 
     In the case shown in  FIG. 27 , a payout which may be given in a bonus game is: a payout corresponding to nine WILD symbols  181 ; a payout corresponding to ten or more WILD symbols  181 , or a payout corresponding to nine WILD symbols  181  and one or more scatter symbols  180  (other than a WILD symbol) of a same kind, for example. 
     As shown in  FIG. 28 , when the regions of one payline L 1  are defined as active regions and three scatter symbols  180  of a same kind (“HERO”) are rearranged on the payline L 1 , WILD symbols  181  are not increased since an active region (active regions of another payline) is not defined in the upper row  151   a  or the lower row  151   c  of the arrangement areas  151 ,  152 , and  154 . 
     In the case shown in  FIG. 28 , a payout which may be given in a bonus game is: a payout corresponding to four or more WILD symbols  181 ; or a payout corresponding to three WILD symbols  181  and one or more scatter symbols  180  (other than a WILD symbol) of a same kind, for example. 
     [Scatter Symbols] 
     As shown in  FIG. 29 , scatter symbols  180  displayed in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  of the display  101  constitute symbol columns, each symbol column having twenty-two scatter symbols. Each symbol of each symbol column has a code number, any one of numbers from  0  to  21 . Each symbol column is constituted of a combination of scatter symbols of “HERO”, “JET”, “VILLA”, “GOLD BAR”, “CAR”, “STOCK CERTIFICATE”, “RIVAL”, “DIAMOND”, and “WILD”. 
     Successive three scatter symbols of each symbol column are displayed (arranged) respectively in the upper row  151   a , the middle row  151   b , and the lower row  151   c  of each of the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , thereby constituting a symbol matrix of five columns and three rows. When a later-mentioned bet button and a spin button are sequentially pressed in this order to start a game, scatter symbols constituting a symbol matrix start to scroll. After the symbols are scrolled for a predetermined period of time, the scrolling of symbols stops (symbols are rearranged). 
     When a predetermined number or more scatter symbols of a same kind are displayed in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , a player gets an advantage. To get an advantage means that coins are paid out according to scatter symbols displayed, the value of coins to be paid out is added to a credit value, a bonus game is started, or the like. 
     Specifically, when four or more scatter symbols of a same kind are rearranged in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , twenty coins (game media) are paid out for one bet. When a predetermined number (three to five) of scatter symbols of a same kind are rearranged in a row direction in any row having an active region, a bonus game is triggered. This causes a transition of gaming state from a basic game to a bonus game. 
     Here, a bonus game is a gaming state which provides a larger advantage than a basic game. In this embodiment, the bonus game is a free game. The free game is a game which allows a player to play a unit game a predetermined number of times (in this embodiment, five times) without betting a coin. Note that another bonus game may be employed in combination, provided that the other bonus game is advantageous to a player, i.e., the other bonus game is more advantageous than a basic game. For example, that other bonus game which may be employed is a game providing: a state where a larger amount of game media can be obtained than in a basic game; a state where game media can be obtained more likely than in a basic game; or a state where a smaller amount of game media are consumed than in a basic game. 
     [Mechanical Structure of the Slot Machine  1 ] 
     Next, the following describes a specific example of mechanical and electrical structures of the slot machine  1  thus structured. 
     As shown in  FIG. 30 , the slot machine  1  is an upright slot machine and has a cabinet  3  for housing electrical or mechanical components for executing a predetermined game mode. As a display unit  4  for displaying game information in response to a player&#39;s game operation, there may be provided an upper variable display unit  4 A, a middle variable display unit  4 B, and a lower variable display unit  4 C. The display units  4 A to  4 C are attached to the front face of the cabinet  3  having a longer length in the vertical direction. 
     The upper variable display unit  4 A has a transparent upper liquid crystal panel  5 A fixed to a front door of the cabinet  3 . The upper liquid crystal panel  5 A displays thereon an image showing, for example, an effect image, an introduction of a game, or rules of the game. 
     The middle variable display unit  4 B is a display panel for rotating symbols, which is to be constantly viewed by a player. The middle variable display unit  4 B has a transparent center liquid crystal panel  5 B fixed to the front door of the cabinet  3 . On the center liquid crystal panel  5 B, five arrangement areas  151 ,  152 ,  153 ,  154 , and  155  are displayed. Further, on the center liquid crystal panel  5 B, an effect of moving images is performed at a time of winning or the like. Further, in an upper portion of the center liquid crystal panel  5 B, a payout number indicator  8  and a credit number indicator  9  are displayed. 
     The lower variable display unit  4 C has a lower liquid crystal panel  5 C which displays the number of points stored in a card or the number of points of a game. Such a number is displayed on the lower liquid crystal panel  5 C based on a result displayed on the middle variable display unit  4 B. When a winning combination is achieved in the middle variable display unit  4 B, the number of points of the game displayed on the lower liquid crystal panel  5 C is increased according to the type of the winning achieved. On the left of the lower liquid crystal panel  5 C, a ticket printer  14  is provided. On the right of the lower liquid crystal panel  5 C, a card reader  15  is provided. Note that winning means an occasion where four or more scatter symbols of a same kind are rearranged, awarding various payouts according to the result. 
     Below the lower variable display unit  4 C is disposed an operation table  10  which protrudes forward from the front face of the cabinet  3 . On the operation table  10 , there are arranged operation buttons  11  (e.g., a spin button  73 , change button  74 , cash-out button  75 , 1-bet button  76 , maximum bet button  77 , or the like) serving as a control panel which enables a player to perform a game-related operation. In addition, the operation table  10  is provided with a coin insertion slot  12  and a bill insertion slot  13 . 
     Below the operation table  10 , a waist-high panel  17  is disposed. The waist-high panel  17  is a plastic panel having a game-related image printed thereon. This waist-high panel  17  is fixed to a lower front door  18  and illuminated by a cold cathode tube. Further, below the waist-high panel  17  is disposed a coin receiving tray  19  for storing a coin paid out based on a game result. 
     Further, lamps  30  are disposed on the cabinet  3  of the slot machine  1  so as to surround game areas including the upper variable display unit  4 A, the middle variable display unit  4 B, the lower variable display unit  4 C, and the operation table  10 . The lamps  30  include side lamps  22 , speaker lamps  24 , under lamps  25 , and top lamps  26 . The side lamps  22  are provided on inclined parts  21  provided at the front right and front left of the cabinet  3 , each of which parts protruding in a bow shape so as to extend over the upper variable display unit  4 A, the middle variable display unit  4 B and the lower variable display unit  4 C. The speaker lamps  24  are provided on arc-shaped speakers  23  which protrudes sideways at the right and a left ends of the cabinet  3  adjacent to the operation table  10 . The speaker lamps  24  are arranged along edges of the speakers  23 . The under lamps  25  are provided on the lower front door  18  and arranged along a lower edge of the waist-high panel  17 . The top lamps  26  are provided above the upper variable display unit  4 A. The top lamps include power lamps  26   a  disposed at both sides respectively and band-type lamps  26   b  arranged in a horizontal direction between the power lamps. 
     [Electrical Structure of the Slot Machine  1 ] 
     Inside the cabinet  3  is provided a control unit including the controller  100  of  FIG. 25 . As shown in  FIG. 31 , the control unit includes components such as a motherboard  40 , a main body PCB (Printed Circuit Board)  60 , a gaming board  50 , a sub CPU  61 , a door PCB  80 , various switches, and a sensor. 
     The gaming board  50  is provided with a CPU (Central Processing Unit)  51 , a ROM  55  and a boot ROM  52 , a card slot  53 S for a memory card  53 , and an IC socket  54 S for a GAL (Generic Array Logic)  54 , which are connected to one another through an internal bus. 
     The memory card  53  stores therein a game program and a game system program. The game program contains a program to determine symbols to be stopped (hereinafter “stop symbol determination program”). The stop symbol determination program is a program for determining a symbol matrix of five columns and three rows. This stop symbol determination program contains sets of symbol weighting data respectively correspond to several kinds of payout rates (e.g., 80%, 84%, and 88%). Each set of symbol weighting data indicates, for each of the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 , a relation between a code number of each symbol and at least one random number values. The random number value is a value within a predetermined range of 0 to 256 for example. 
     A payout rate is set based on payout rate setting data output from the GAL  54 . Rearrangement symbols are determined based on a set of symbol weighting data corresponding to the payout rate set. 
     The memory card  53  stores therein various types of data for use in the game program and game system program. Specifically, the memory card  53  stores, in the form of table, data indicating relations between scatter symbols  180  displayed in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  of  FIG. 26  and a range of random number values. This data is transferred to a RAM  43  of the motherboard  40 , at a time of execution of the game program. 
     The card slot  53 S is structured so that the memory card  53  is inserted/removed thereto/therefrom. This card slot  53 S is connected to the motherboard  40  via an IDE bus. Thus, the type and content of a game run by the slot machine  1  can be modified by removing the memory card  53  from the card slot  53 S, writing a different game program and game system program into the memory card  53 , and inserting the memory card  53  back to the card slot  53 S. 
     The game program includes a program related to the progress of a game and/or a program for causing a transition to a bonus game. Also, the game program includes image data and audio data output during a game. 
     The GAL  54  has input ports and output ports. Upon the input of data to an input port, the GAL  54  outputs data corresponding to the input data from an output port. This data output from the output port is the before-mentioned payout rate setting data. 
     The IC socket  54 S is structured so that the GAL  54  is attached/detached thereto/therefrom. The IC socket  54 S is connected to the motherboard  40  via a PCI bus. Thus, the payout rate setting data to be output from the GAL  54  can be modified by detaching GAL  54  from the IC socket  54 S, overwriting a program stored in the GAL  45 , and attaching the GAL 45  back to the IC socket  54 S. 
     The CPU  51 , the ROM  55 , and the boot ROM  52 , which are connected to one another via the internal bus, are connected to the motherboard  40  via the PCI bus. The PCI bus communicates a signal between the motherboard  40  and the gaming board  50 , and supplies power from the motherboard  40  to the gaming board  50 . The ROM  55  stores therein country identification information and an authentication program. The boot ROM  52  stores therein a preliminary authentication program, a program (boot code) for enabling the CPU  51  to run the preliminary authentication program, or the like. 
     The authentication program is a program (falsification check program) for authenticating the game program and the game system program. The authentication program is a program for confirming and verifying that the game program and the game system program are not falsified. In other words, the authentication program is described in accordance with a procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the authentication program. The preliminary authentication program is described in accordance with a procedure for verifying that the authentication program to be authenticated is not falsified. In short, the preliminary authentication program authenticates the authentication program. 
     The motherboard  40  is provided with a main CPU  41  (controller), a ROM (Read Only Memory)  42 , the RAM (Random Access Memory)  43 , and a communications interface  44 . 
     The main CPU  41  serves as a controller that controls the overall slot machine  1 . Specifically, the main CPU  41  performs the controls of: outputting a command signal, upon pressing the spin button  73  after a bet of credit, to the sub CPU  61  so as to scroll-display scatter symbols on the center liquid crystal panel  5 B; determining symbols to be stopped after the scroll-display of symbols; and stopping the determined symbols in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 . 
     That is, the main CPU  41  functions as an arrangement controller to execute an arrangement control by which, among various kinds of scatter symbols, symbols to be arranged in a symbol matrix are selected and determined, and then scrolling of the symbols is stopped so that the determined symbol matrix appears. With this function, scatter symbols displayed while being scrolled on the center liquid crystal panel  5 B are rearranged in a new symbol matrix. 
     The main CPU  41  also functions as a controller  100  which executes: the first process of defining active regions (regions of paylines L 1 , L 2 , and L 3 ) corresponding to a bet operation received by the input device  102  (operation buttons  11 ) in the matrix of arrangement areas  151  to  155 , constituted of one or more rows and one or more columns, of the display  101  (center liquid crystal panel  5 B); the second process of rearranging scatter symbols  180  in the arrangement areas  151  to  155 ; the third process of giving a payout according to the number of scatter symbols  180  rearranged; the fourth process of, when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row having an active region as a result of a rearrangement of scatter symbols  180 , replacing the scatter symbols of the same kind to specific symbols (WILD symbols)  181 ; the fifth process of increasing the specific symbols  181  in all of the active regions located in a column direction from the specific symbols  181  respectively, and fixing all the resulting specific symbols; the sixth process of rearranging scatter symbols  180  which are not fixed while the specific symbols  181  are fixed; and the seventh process of giving a payout according to the number of the specific symbols  181  fixed and the number of scatter symbols  180  (including a WILD symbol  181 ) rearranged. 
     The ROM  42  stores a program such as BIOS (Basic Input/Output System) run by the main CPU  41 , and data that is permanently used. When the BIOS is run by the main CPU  41 , each of peripheral devices is initialized and the game program and the game system program stored in the memory card  53  are read out through the gaming board  50 . 
     The RAM  43  stores data or program used for the main CPU  41  to perform a process. For example, in the RAM  43  are formed: the symbol memory  108 , the display symbol memory  107 , the rearrangement symbol memory  105 , and the specific symbol position memory  116 , which are shown in  FIG. 25 , in the forms of data areas, respectively. In the data area of the symbol memory  108 , scatter symbols  180  are stored in the form of a data table of  FIG. 29 . In the data area of the rearrangement symbol memory  105 , rearrangement symbols are stored. In the data area of the specific symbol position memory  116 , positions of WILD symbols  181  are stored. In the data area of the display symbol memory  107 , a symbol matrix including WILD symbols  181  fixed are stored. 
     The communications interface  44  communicates via a communication line with a host computer or the like provided in a game arcade. The motherboard  40  is connected to the main body PCB (Printed Circuit Board)  60  and the door PCB  80  through USBs (Universal Serial Buses). Further, the motherboard  40  is connected to a power unit  45 . The power unit  45  supplies power to the motherboard  40  to boot the main CPU  41  thereof. Meanwhile, the power unit  45  supplies power to the gaming board  50  through the PCI bus to boot the CPU  51 . 
     The main body PCB  60  and the door PCB  80  are connected to: a device or apparatus which generates an input signal to be input to the main CPU  41 ; and a device or apparatus controlled by a control signal output from the main CPU  41 . The main CPU  41  runs the game program and the game system program stored in the RAM  43  based on the input signal input to the main CPU  41 , to carry out an arithmetic process, thereby storing a result thereof in the RAM  43  or transmitting a control signal to each device or apparatus to control them. 
     The main body PCB  60  is connected to the lamps  30  (to be more specific, the side lamps  22 , the speaker lamps  24 , the under lamps  25 , and the top lamps  26 ), the sub CPU  61 , a hopper  66 , a coin detecting unit  67 , a graphic board  68 , the speakers  23 , a bill validator  62 , the ticket printer  14 , the card reader  15 , and a key switch  38 S. 
     The lamps  30  are turned on/off based on a control signal output from the main CPU  41 . The sub CPU  61  controls an operation of scrolling symbols in the arrangement areas  151  to  155 , and is connected to a later-mentioned VDP (Video Display Processor). The VDP reads out image data of symbols stored in an image data ROM (not shown), and then generates an image of scrolling symbols to be displayed in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  to output the image to the center liquid crystal panel  5 B. 
     The hopper  66  is provided in the cabinet  3 , and pays out a predetermined number of coins from a coin payout opening to the coin receiving tray  19  based on a control signal output from the main CPU  41 . The coin detecting unit  67  is provided inside the coin payout opening, and outputs an input signal to the main CPU  41  when detecting that a predetermined number of coins are paid out from the coin payout opening. 
     The graphic board  68  controls image displaying of the upper liquid crystal panel  5 A, the center liquid crystal panel  5 B, and the lower liquid crystal panel  5 C, based on a control signal output from the main CPU  41 . The graphic board  68  is provided with a VDP which generates image data based on a control signal output from the main CPU  41 , a video RAM which temporarily stores image data generated by the VDP, and the like. 
     The bill validator  62  reads an image on a bill inserted to the bill insertion slot  13  and accepts a genuine bill into the cabinet  3 . When accepting a genuine bill, the bill validator  62  outputs an input signal to the main CPU  41  corresponding to the amount of the bill. The main CPU  41  stores in the RAM  43  the number of credits corresponding to the amount of the bill transmitted by the input signal. 
     Based on a control signal output from the main CPU  41 , the ticket printer  14  prints a bar code on a ticket, and then outputs the ticket with a bar code. Data such as the number of credits stored in the RAM  43 , time and date, identification number of a slot machine  1 , or the like is encoded to the bar code. 
     The card reader  15  reads data from a smart card to transmit them to the main CPU  41 , or write data to a smart card based on a control signal from the main CPU  41 . The key switch  38 S is mounted on a keypad (not shown), and outputs an input signal to the main CPU  41  in response to an operation of the keypad by a player. 
     The door PCB  80  is connected to a control panel  70 , a reverter  71 S, a coin counter  71 C, and a cold cathode tube  81 . The control panel  70  is provided with: a spin switch  73 S corresponding to the spin button  73 , a change switch  74 S corresponding to the change button  74 , a cash-out switch  75 S corresponding to the cash-out button  75 , a 1-bet switch  76 S corresponding to the 1-bet button  76 , and a maximum bet switch  77 S corresponding to the maximum-bet button  77 . The switches  73 S to  77 S output input signals to the main CPU  41  upon operations of the corresponding buttons  73  to  77  by a player, respectively. 
     The coin counter  71 C is provided inside the coin insertion slot  12 , and validates whether a coin inserted by a player into the coin insertion slot  12  is genuine. Anything other than a genuine coin is discharged to the coin receiving tray  19 . The coin counter  71 C outputs an input signal to the main CPU  41  when detecting a genuine coin. 
     The reverter  71 S is operated based on a control signal output from the main CPU  41 . The reverter  71 S distributes a coin that is recognized as genuine by the coin counter  71 C to a cash box (not shown) or the hopper  66  mounted in the slot machine  1 . In other words, when the hopper  66  is filled with coins, the reverter  71 S distributes a genuine coin to the cash box. On the other hand, when the hopper  66  is not filled with coins, a genuine coin is distributed to the hopper  66 . The cold cathode tube  81  functions as a backlight mounted to the rear sides of the upper liquid crystal panel  5 A and the center liquid crystal panel  5 B. The cold cathode tube  81  is turned on based on a control signal output from the main CPU  41 . 
     [Process Operation of the Slot Machine  1 ] 
     Next, the process operation of the slot machine  1  will be described. 
     [Boot Process] 
     First, the main CPU  41  of the slot machine  1  executes a boot process routine shown in  FIG. 32 . This boot process routine is performed by the motherboard  40  and the gaming board  50 . The memory card  53  is assumed to be inserted into the card slot  53 S of the gaming board  50 , and the GAL  54  is assumed to be attached to the IC socket  54 S. 
     First, turning on a power switch of (powering on) the power unit  45  boots the motherboard  40  and the gaming board  50 . Booting the motherboard  40  and the gaming board  50  starts separate processes in parallel. That is, in the gaming board  50 , the CPU  51  reads out the preliminary authentication program stored in the boot ROM  52 , and according to the preliminary authentication program read out, the CPU  51  performs the preliminary authentication to confirm and verify that the authentication program is not falsified, before reading that program in the motherboard  40  (S 101 ). 
     On the other hand, in the motherboard  40 , the main CPU runs the BIOS stored in the ROM  42 , to load into the RAM compressed data built in the BIOS (S 1 ). Then, the main CPU runs a procedure of the BIOS according to the data loaded into the RAM  43  so as to diagnose and initialize various peripheral devices (S 2 ). 
     The main CPU  41 , which is connected to the ROM  55  of the gaming board  50  via the PCI bus, reads out the authentication program stored in the ROM  55 , and stores it in the RAM  43  (S 3 ). During this step, the main CPU  41  derives a checksum through ADDSUM method (a standard check function) which is adopted in a standard BIOS, and stores the authentication program in the RAM  43  while confirming if the operation of storing is carried out without an error. 
     Next, the main CPU  41  checks what is connected via the IDE bus. Then, the main CPU  41  accesses via the IDE bus to the memory card  53  inserted into the card slot  53 S to read out the game program and the game system program from the memory card  53 . In this case, the main CPU  41  reads out four bytes of data constituting the game program and the game system program at one time. Subsequently, according to the authentication program stored in the RAM  43 , the main CPU  41  performs an authentication to confirm and verify that the game program and game system program read out are not falsified (S 4 ). When this authentication process is properly finished, the main CPU  41  writes and store in the RAM  43  the game program and game system program which were the subjects of the authentication (authenticated) (S 5 ). 
     Then, the main CPU  41  accesses, via the PCI bus, the GAL  54  attached to the IC socket  54 S, and reads out the payout rate setting data from the GAL  54 , which data is written to and stored in the RAM  43  (S 6 ). Next, the main CPU  41  reads out, via the PCI bus, the country identification information stored in the ROM  55  of the gaming board  50 . The country identification information read out is stored in the RAM  43  (S 7 ). 
     Then, the main CPU  41  determines if the writing to the RAM  43  is normally performed (S 8 ). When it is determined that the writing to the RAM  43  is normally performed (S 8 , YES), the sensor is checked (S 9 ). Then, it is determined if the sensor is normal (S 10 ). When it is determined that the sensor is normal (S 10 , YES), the operation of a drive mechanism is checked (S 11 ). Then, it is determined if the operation of the drive mechanism is normal (S 12 ). When it is determined that the operation of the drive mechanism is normal (S 12 , YES), the operation of illuminations (the lamps  30  or the like) is checked (S 13 ). Then, it is determined if the operation of illuminations is normal (S 14 ). When it is determined that the operation of the illuminations is normal (S 14 , YES), a boot signal is output (S 15 ), the game program and game system program are read out from the RAM  43  (S 16 ), a game execution process is executed (S 17 ), and this routine ends. 
     In the cases where: it is determined that the writing to the RAM  43  is not normally performed in the step S 8  (S 8 , NO); it is determined that the sensor is not normal in the step S 10  (S 10 , NO); it is determined that the operation of the drive mechanism is not normal in the step S 12  (S 12 , NO); and it is determined that the operation of the illuminations is not normal in the step S 14  (S 14 , NO); an abnormal signal is output (S 18 ) and an abnormal status is notified (S 19 ) to end this routine. 
     [Game Execution Process] 
     After the boot process routine shown in  FIG. 32 , the main CPU  41  of the slot machine  1  executes a game execution process routine shown in  FIG. 33 . In the game execution process routine, first, the main CPU  41  determines if a coin is bet (A 1 ). In this process, determined is if an input signal is received in response to pressing of the 1-bet button  76  or the maximum bet button  77 . When it is determined that a coin is not bet (A 1 , NO), the step A 1  is executed again to enter a standby mode until a coin is bet. 
     On the other hand, when it is determined that a coin is bet (A 1 , YES), the number of credits corresponding to the number of coins bet is subtracted from the number of credits stored in the RAM  43  (A 2 ). When the number of coins bet is larger than the number of credits stored in the RAM  43 , the process of subtracting the number of credits is not performed, and the step A 1  is executed again. 
     Then, it is determined if the spin button  73  is pressed (set to ON) (A 3 ). When it is determined that the spin button  73  is not pressed (not set to ON) (A 3 , NO), the process returns to the step A 1 . When the spin button  73  is not pressed (not set to ON) (for example, when an instruction to finish the game is input while the spin button  73  is not pressed (not set to ON)), the result of subtraction in the step A 2  is canceled. 
     On the other hand, when it is determined that the spin button  73  is pressed (set to ON) (A 3 , YES), one or more active regions are defined (A 4 ). Specifically, when the 1-bet button is pressed to bet a coin, the regions of payline L 1  are defined as active regions. Meanwhile, when a maximum-bet button  77  is pressed to bet coins, the regions of paylines L 1 , L 2 , and L 3  are defined as active regions. Then a symbol determination process is performed (A 5 ). That is, a stop symbol determination program stored in the RAM  43  is executed to determine a symbol matrix. 
     Next, scatter symbols  180  in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  are scroll-displayed (A 6 ). After scatter symbols  180  are scrolled, symbols of the symbol matrix determined in the step A 4  are stopped (rearranged) in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 . 
     Then, it is determined if a combination is achieved, i.e., if four or more scatter symbols  180  of a same kind are rearranged (A 7 ). When it is determined that a combination is not achieved (A 7 , NO), this routine ends. On the other hand, when it is determined that a combination is achieved (A 7 , YES), a payout process is executed (A 8 ). That is, the number of coins to be paid out is calculated according to the number of scatter symbols of a same kind. When a coin to be paid out is reserved, a predetermined number of credits are added to the number of credits stored in the RAM  43 . On the other hand, when a coin is paid out, a control signal is transmitted to the hopper  66  to pay out a predetermined number of coins to the coin receiving tray  19 . 
     Then, it is determined if a bonus game trigger is achieved (A 9 ). When it is determined that a bonus game trigger is not achieved, (A 9 , NO), this routine ends. On the other hand, when it is determined that a bonus game trigger is achieved (A 9 , YES), a bonus game process is executed (A 10 ). The bonus game process will be described later. Then, this routine ends. 
     [Bonus Game Process] 
     When it is determined that a bonus game trigger is achieved in the step A 9  of  FIG. 33 , the main CPU  41  of the slot machine  1  executes the bonus game process routine shown in  FIG. 34 . In the bonus game process routine, first, the main CPU  41  sets a bonus game-number T to “five” (B 1 ). Then, scatter symbols  180  of a same kind are replaced to WILD symbols  181  (B 2 ). After that, the WILD symbols  181  are increased in all of the active regions located in a column direction from the WILD symbols  181  respectively (B 3 ). Then, all the resulting WILD symbols  181  are fixed (B 4 ). 
     Then, it is determined if the spin button  73  is pressed (set to ON) (B 5 ). When it is determined that the spin button  73  is not pressed (not set to ON) (B 5 , NO), the process returns to the step B 5 . On the other hand, when it is determined that the spin button  73  is pressed (set to ON) (B 5 , YES), a symbol determination process is performed (B 6 ). That is, a stop symbol determination program stored in the RAM  43  is executed to determine a symbol matrix. 
     Then, not-fixed scatter symbols  180  are scroll-displayed in the regions, where the WILD symbols  181  fixed are not placed, of the arrangement areas  151 ,  152 ,  153 ,  154 , and  155  (B 7 ). After scatter symbols  180  are scrolled, symbols of the symbol matrix determined in the step B 6  are stopped (rearranged) in the arrangement areas  151 ,  152 ,  153 ,  154 , and  155 . Meanwhile, in the regions where the WILD symbols  181  are fixedly displayed, the WILD symbols  181  remain displayed. 
     Then, it is determined if a combination is achieved, i.e., if four or more scatter symbols  180  of a same kind are rearranged (B 8 ). When it is determined that a combination is achieved (B 8 , YES), a payout process is executed (B 9 ). That is, the number of coins to be paid out is calculated according to the number of scatter symbols of the same kind. When a coin to be paid out is reserved, a predetermined number of credits are added to the number of credits stored in the RAM  43 . On the other hand, when a coin is paid out, a control signal is transmitted to the hopper  66  to pay out a predetermined number of coins to the coin receiving tray  19 . 
     When it is determined that a combination is not achieved in the step B 8  (B 8 , NO), or after the step B 9 , the bonus game-number T is decremented by “one” (B 10 ), and it is determined if the bonus game-number T is “zero” (B 11 ). When it is determined that the bonus game-number is not “zero” (B 11 , NO), the process returns to the step B 5 . On the other hand, when it is determined that the bonus game-number T is “zero” (B 11 , YES), this routine ends. 
     As described above, when a predetermined number of scatter symbols of a same kind are rearranged in a row direction in any row having an active region, the scatter symbols of the same kind are replaced to specific symbols (WILD symbol)  181 . The specific symbols  181  are increased in all of the active regions located in a column direction from the specific symbols  181  respectively and then fixed. In this situation, scatter symbols  180  which are not fixed are rearranged. Then, a payout is given according to the number of the specific symbols  181  fixed and the number of scatter symbols  180  rearranged. Thus, the specific symbols  181  which are increased in the active regions and fixed provide a high possibility of awarding a payout, and make it quite obvious that an amount of payout which may be given is high. Therefore, a player easily understands that this is more advantageous for the player in payout. 
     In the detailed description provided above, characteristic parts have mainly been described in order that the present invention can be understood more easily. However, the present invention is not limited to the embodiment shown in the detailed description provided above, and may be applied to other embodiments. The scope of application of the present invention should be construed as broadly as possible. Terms and phraseologies adopted in the present specification are for correctly illustrating the present invention, not for limiting. It would be easy for those skilled in the art to derive, from the spirit of the invention described in the present specification, other structures, systems, methods and the like which are included in the spirit of the invention. Accordingly, it should be considered that claims cover equivalent structures, too, without departing from the technical idea of the present invention. An object of the abstract is to enable an intellectual property office, general public institutions, persons belonging to the art but not familiar with patent, legal terms, or technical terms to quickly understand technical contents and essences of the present invention through a simple research. Therefore, the abstract is not intended to limit the scope of the invention that should be evaluated by the claims. In addition, it is desirable to sufficiently refer to already-disclosed documents and the like, in order to fully understand the objects and effects of the present invention. 
     The detailed description provided above includes a processing which is executed on a computer or a computer network. The descriptions and expressions provided above are given for the purpose of allowing those skilled in the art to understand the invention most effectively. In the specification, respective steps used to induce one result, or blocks having a predetermined processing function should be understood as a processing having no self-contradiction. In addition, in each step or block, an electrical or magnetic signal is transmitted/received, recorded, and the like. In a processing in each step or block, such a signal is embodied in the form of a bit, a value, a symbol, a character, a term, a number, and the like. However, it should be noted that they have been used simply because they are convenient for explanations. A processing in each step or block has sometimes been described using an expression which is common to a human behavior. However, in principle, the processing described in the specification is executed by various devices. In addition, other structures necessary for each step or block are apparent from the above description.