Patent Publication Number: US-2009227345-A1

Title: Gaming Machine Having a Secondary Game with a Restricted Display Area

Description:
CROSS REFERENCE TO RELATED APPLICATIONS 
     This application claims priority to U.S. Provisional Application Ser. No. 61/035,130, filed on Mar. 10, 2008, which is incorporated herein by reference. 
    
    
     BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to a gaming machine which provides a slot game in which a plurality of symbols are dynamically and statically displayed, and performs a bonus game corresponding to a predetermined combination of symbols. 
     2. Related Art 
     It is known that conventional slot machines start a game when a predetermined amount of credit is bet, then start to scroll a plurality of reels on which a plurality of symbols is depicted, and stop the scrolling after the predetermined period of time elapses. As a result, a certain award is provided to a player based on a stationary combination of symbols. 
     U.S. Pat. No. 6,224,483 discloses a slot machine which performs a main game of reel slot having at least five pay lines (activated lines) with five reels and a second event game with a rotatable wheel used for a bonus game. In this slot machine, when a predetermined combination of symbols for providing a bonus game is achieved in a reel slot game, a rotatable wheel bonus game that is a secondary event is performed based on the number of pay lines on which the symbol combinations are achieved and a credit amount bet for each pay line. 
     Furthermore, in regard to the abovementioned slot machine, a player consistently expects a predetermined combination of symbols to be achieved on a pay line (activated line) which triggers starting of a bonus game. In other words, since a bonus game is not performed unless the predetermined combination of symbols is achieved on activated lines of five reels, the slot machine has a shortcoming that it lacks in entertainment properties. 
     SUMMARY OF THE INVENTION 
     An object of the present invention is to provide a gaming machine which does not perform a game in which symbols are displayed dynamically and then statically only on all symbol display regions, such as any types of reels (including video reels) throughout the game, but a gaming machine which performs a game that may advance to a special game performed with a display area reduced in size. With such a configuration, a player can advance a game with an advantageous condition and with greater excitement. 
     Furthermore, an object of the present invention is to provide a gaming machine which can further improve entertainment properties. 
     In an aspect of the present invention, a gaming machine includes: 
     a display, having a symbol display area divided into a plurality of symbol display regions, for displaying a plurality of kinds of symbols to be displayed dynamically and statically in each of the symbol display regions for each game, 
     an input device for starting a game in which a predetermined award is provided based on a number of identical symbols statically displayed in the plurality of symbol display regions within the symbol display area, and 
     a controller configured to execute the processing including: 
     (a) performing a first game in which an award is determined based on a number of identical symbols statically displayed within the symbol display area including all the symbol display regions, and 
     (b) performing a second game in which a portion of the symbol display area is set as an active symbol display area, and an award is determined based on a number of identical symbols statically displayed for each unit game in which a plurality of kinds of symbols is dynamically and statically displayed in the active symbol display area. 
     According to the present invention, a player starts the first game expecting more identical symbols to be displayed in the symbol display area including all the symbol display regions, and furthermore, has another expectation for the second game in which symbols are displayed in the active symbol display area which includes only a portion of the symbol display regions instead of all the symbol display regions. In other words, in the second game, a display area is reduced in size compared to that of the symbol display area used in the first game, so that the player can obtain more advantageous condition. With such a configuration, the present invention can provide a gaming machine with a high entertainment property that allows a player to enjoy a game having a restricted game area of a slot game display area. 
     In another aspect of the present invention, a gaming machine includes a controller configured to execute the processing including: 
     (a) performing a first game in which an award is determined based on a number of identical symbols statically displayed within the symbol display area including all the symbol display regions, and (b) in a case where a symbol statically displayed in a specified symbol display region within the symbol display area matches a wild symbol substitutable for any kind of symbol, performing a second game in which the symbol display regions surrounding the wild symbol as a center and immediately adjacent to the wild symbol are set as an active symbol display area, and an award is determined based on a number of identical symbols statically displayed for each game in which a plurality of kinds of symbols is dynamically and statically displayed in the active symbol display area. 
     In still another aspect of the present invention, a gaming machine includes a controller configured to execute the processing including: 
     (a) performing a first game in which an award is determined based on a number of identical symbols statically displayed within the symbol display area including all the symbol display regions, and 
     (b) in a case where a symbol that is statically displayed in a specified symbol display region prior to other symbols to be displayed in any other symbol display region during the first game matches a wild symbol substitutable for any kind of symbol, performing a second game in which the symbol display regions surrounding the wild symbol as a center and immediately adjacent to the wild symbol are set as an active symbol display area, and an award is determined based on a number of identical symbols statically displayed for each game in which a plurality of kinds of symbols is dynamically and statically displayed in the active symbol display area. 
     Each of the second and the third aspects of the present invention described above clarifies a mode in which a wild symbol is used as a trigger to start a second game. Such a configuration enables a gaming machine with a high entertainment property that allows a player to enjoy a game having a restricted game area of a slot game display area. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is an example of a display screen of a game performed by a gaming machine according to an embodiment of the present invention; 
         FIG. 2  is a perspective view showing an appearance of the gaming machine according to the embodiment of the present invention; 
         FIG. 3  is a plan view showing an enlarged display area of the gaming machine according to the embodiment of the present invention; 
         FIG. 4  is a block diagram of a controller of the gaming machine according to the embodiment of the present invention; 
         FIG. 5  is a block diagram of a display/input controller of the gaming machine according to the embodiment; 
         FIG. 6  is a flow chart showing processing of mainly a first game (a basic game) of the gaming machine according to the embodiment of the present invention; 
         FIGS. 7 to 9  are flow charts showing an example of a portion of processing in  FIG. 6 ; 
         FIG. 10  is a diagram showing a stationary symbol probability table for identical symbols according to the embodiment of the present invention; 
         FIG. 11  is a diagram showing a stationary symbol probability table for a wild symbol according to the embodiment of the present invention; 
         FIGS. 12 to 19  are examples of display screens of rendered images displayed by the gaming machine according to the embodiment of the present invention; and 
         FIG. 20  is a flow chart showing an example of a modification of  FIG. 7  according to one embodiment of the present invention. 
     
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
     A gaming machine according to the present invention is hereinafter described in detail with reference to the attached drawings. The present embodiments may preferably be applied to a gaming machine such as a slot game. An example of such a gaming machine includes a gaming machine that has an image displaying device such as a liquid crystal display, and which advances a game by displaying images of various kinds of symbols on the image displaying device. 
       FIG. 1  is an example of a display screen of a game performed by the gaming machine according to an embodiment of the present invention.  FIG. 2  is a perspective view showing an appearance of the gaming machine according to an embodiment of the present invention. 
     A gaming machine  10  includes an image display device such as a liquid crystal display  30 , and advances the game by displaying various kinds of symbol images on the image display device. The liquid crystal display  30  includes a symbol display area divided into a plurality of symbol display regions  301  to  315  for dynamically and statically displaying a plurality of kinds of symbols in each of the symbol display regions  301  to  315  for each game. A start switch  25 , which is one of input devices, is provided on an operation unit  21  placed below the liquid crystal display  30 . A game starts upon a pushing operation of the start switch  25 . In the game, a predetermined award is provided based on a number of identical symbols (symbols of the same kind) statically displayed in each of the symbol display regions  301  to  315 . 
     The gaming machine  10  at least includes a controller (for example, a CPU  106  in  FIG. 4 , which is described later) for executing the processing including: 
     (a) performing a first game in which an award is determined based on a number of identical symbols statically displayed within the symbol display area including all the symbol display regions  301  to  315 , and (b) performing a second game in which a portion of the symbol display area including all the symbol display regions  301  to  315  is set as an activated symbol display area ASA 1 . In the second game processing, an award is determined based on the number of identical symbols statically displayed for each unit game in which a plurality of kinds of symbols are dynamically and statically displayed within the active symbol display area ASA 1 . 
     More preferably but not necessarily, the first game is performed as a basic game. In the basic game, a plurality of kinds of symbols are dynamically displayed in each of the symbol display regions  301  to  315 , and when a symbol is statically displayed, an award is determined based on the number of identical symbols. At this stage, as shown in  FIG. 1 , in a case where a stationary symbol displayed in a specified symbol display region ( 305  in  FIG. 1 ) matches a wild symbol WLD 1  substitutable for any kind of symbol, the symbol display regions surrounding the wild symbol as a center and immediately adjacent to the wild symbol WLD 1  are set as an active symbol display area ASA 1 . A second game in which a plurality of kinds of symbols are dynamically and statically displayed within the active symbol display area ASA 1  is performed as a bonus game, and an award is determined based on the number of identical symbols statically displayed for each unit game. 
     In an example of  FIG. 1 , the wild symbol WLD 1  positioned at the center of the active symbol display area ASA 1  is fixed as a stationary symbol from a beginning of the second game (a bonus game) during a single game or a plurality of games. In a case where a plurality of kinds of symbols are dynamically displayed in the symbol display regions  301  to  304  and  306  to  309  which are adjacent to the wild symbol WLD 1  and identical symbols are afterward statically displayed on any one of vertical, horizontal and diagonal lines, including the wild symbol WLD 1  at the center, it indicates that an active line is formed. An award is determined according to a combination of symbols displayed on the active line. Furthermore, in the second game, symbol display regions other than those lying within the active symbol display area ASA 1 , that is, symbol display regions  310  to  315 , are utilized as a display area for displaying a rendered image, information, guide and the like. 
     The gaming machine  10  shown in  FIG. 2  is described in detail. The gaming machine  10  includes a cabinet  20 . The cabinet  20  has a structure in which the face facing the player is open. The cabinet  20  contains various components including a game controller  100  (refer to  FIG. 4 ) for electrically controlling the gaming machine  10  and a hopper  44  (refer to  FIG. 4 ) for controlling the insertion, storage, and payout of coins (game media), and the like. The game medium is not restricted to coins. In addition, examples of such game media include medals, tokens, electronic money, or electronic value information (credit) having the same value. 
     The liquid crystal display  30  is provided substantially at the center on a front surface of the cabinet  20 . The liquid crystal display  30  realizes a display device for displaying various kinds of images related to a game including rendered images and the like. Such a configuration allows the player to advance the game while visually confirming various kinds of images displayed on the liquid crystal display  30 . Examples of such a game include slot games shown in  FIG. 1  and  FIGS. 12 to 19  which are described later. 
     The liquid crystal display  30  of the gaming machine  10  includes a symbol display area divided into a plurality of symbol display regions ( 301  to  315 ). The symbol display regions are configured with video reels for displaying a plurality of virtual reels, for example. It should be noted that the term “video reel” as used here represents a mechanism for displaying a reel on the liquid crystal display  30  in a form of an image instead of mechanical reel. In the present embodiment, fifteen video reels are displayed on the liquid crystal display  30 . In other words, the symbol display area is provided, which is divided into fifteen symbol display regions ( 301  to  315 ). 
     Another liquid crystal display  40  may be further provided above the liquid crystal display  30 . The liquid crystal display  40  can be utilized as a sub display for displaying game rules, a demonstration screen and the like. Sound transmitting openings  29   a  and  29   b,  which are provided near the upper portion of the cabinet  20 , transmit sound effects, generated by speakers  41  (refer to  FIG. 4 ) contained in the cabinet  20 , to the outside of the cabinet  20 . The sound transmission openings  29   a  and  29   b  generate sound effects and the like in accordance with the progress of the game. Decorative lamps  42   a  and  42   b  are disposed on both the right and left sides of the substantially center of the gaming machine  10  and emit light in accordance with the progress of the game. 
     A substantially horizontal operation unit  21  is provided below the liquid crystal display  30 . On the operation unit  21 , a coin insertion slot  22 , a bet switch  23 , a spin repeat bet switch  24  and a start switch  25  are provided. The bet switch  23  selects an amount of coins to be bet for a game among a plurality of coins inserted from the coin insertion slot  22 . The spin repeat bet switch  24  starts a game without changing the amount of coins to be bet from the amount of coins bet in a previous game. Such arrangements allow a player to set the amount of coins to be bet for a group of symbols to be formed on activated lines in response to a pushing operation of the bet switch  23  or the spin repeat bet switch  24 . The start switch  25  accepts a starting operation of a game by a player for each game. Upon performing a pressing operation on either the start switch  25  or the spin repeat bet switch  24 , which serves as a trigger to start the game, the plurality of symbol display regions starts to display symbols dynamically. 
     A cash out switch  26  is provided near the coin insertion slot  22  on the operation unit  21 . Upon a pushing operation on the cash out switch  26  by a player, inserted coins are paid out from a coin payout opening  27  provided at a lower portion of a front face of the cabinet  20 . The coins thus paid out are retained in a coin tray  28 . 
       FIG. 3  is an enlarged display area of the liquid crystal display  30  of the gaming machine  10 . The same components as those shown in  FIG. 1  are denoted by the same reference numerals. A symbol display area including the symbol display regions  301  to  315  is divided into a matrix of three rows and five columns, which are also referred to as symbol display blocks or symbol display positions. Fifteen video reels are provided to the symbol display regions  301  to  315 , respectively. 
     A payout amount display unit  48 , a bet amount display unit  50 , and a credit amount display unit  49  are displayed in this order from the left side on the upper portion of the liquid crystal display  30 . The payout amount display unit  48  displays the payout amount of coins, when at least a predetermined number of identical symbols for providing an award is statically displayed in the symbol display regions  301  to  315 . The credit amount display unit  49  displays the credit amount of coins stored in the gaming machine  10 . The bet amount display unit  50  displays a bet number, which is the amount of coins being bet. 
       FIG. 4  is a block diagram showing the electrical configuration of the game controller  100  of the gaming machine  10 . The controller  100  of the gaming machine  10  is a microcomputer, and includes an interface circuit group  102 , a CPU  106 , ROM  108 , RAM  110 , a communication interface circuit  111 , a random number generator  112 , a speaker driving circuit  122 , a hopper driving circuit  124 , a lamp driving circuit  126 , and a display/input controller  140 . These components mentioned above are connected with an input/output bus  104 . 
     The input/output bus  104  transmits the input/output of data signals or address signals to and from the CPU  106 . The start switch  25  is electrically connected with the interface circuit group  102 . A start signal generated by the start switch  25  is converted into a predetermined form of signal in the interface circuit group  102  to be supplied to the input/output bus  104 . 
     The bet switch  23 , the spin repeat bet switch  24 , and the cash out switch  26  are also connected with the interface circuit group  102 . Each of the switching signals output from these switches  23 ,  24 , and  26  is also supplied to the interface circuit group  102 , and is converted into a predetermined form of signal by the interface circuit group  102  to be supplied to the input/output bus  104 . 
     A coin sensor  43  is also electrically connected with the interface circuit group  102 . The coin sensor  43  detects coins inserted into the coin insertion slot  22  and is disposed at an appropriate position relative to the coin insertion slot  22 . The sensing signal output from the coin sensor  43  is also supplied to the interface circuit group  102 , and is converted into a predetermined form of signal by the interface circuit group  102 , to be supplied to the input/output bus  104 . 
     Upon acceptance of a start operation of a game via the start switch  25 , the CPU  106  reads a game program and performs the game. The game program is programmed so as to instruct the CPU  106  to start dynamically displaying symbols depicted on video reels in each of the symbol display regions  301  to  315  on the liquid crystal display  30  via the display/input controller  140 , and subsequently displays those symbols statically. Consequently, in a case where the number of identical symbols arranged among all the stationary symbols is equal to or greater than a predetermined number, the CPU  106  pays out coins based on the number of the identical symbols. 
     The ROM  108  stores a control program for centrally controlling the gaming machine  10 , a program for executing routines shown in  FIGS. 6 to 8  (hereinafter referred to as a “routine program”), initial data for executing the control program, and various data tables used for determining processing. The routine program includes the abovementioned game program. The data tables shown in  FIGS. 10 and 11  are examples of data tables. The RAM  110  temporarily stores flags, variables, and the like used for the control program. 
     The game program includes a program for determining a stationary symbol. The stationary symbol determining program is a program for determining fifteen symbols to be statically displayed on the symbol display regions  301  to  315 . The stationary symbol determining program includes symbol weighing data that corresponds to each of a plurality of kinds of payout ratios (e.g., 80%, 84%, and 88%). The symbol weighing data is data for each of the fifteen video reels, which indicates the correspondence between each symbol and one or a plurality of random numbers in a predetermined number range (0 to 256). The payout ratio is determined based upon the payout ratio setting data stored in the ROM  108 . The stationary symbol is determined based upon the symbol weighing data that corresponds to the payout ratio. 
     The communication interface circuit  111  communicates with a server and a central controller via various kinds of communication networks, such as a LAN. 
     A random number generator  112  generates random numbers lying in a predetermined range of “0” to “65535” (two to the sixteenth power minus one), for example. Alternatively, the CPU  106  may generate a random number by computation. 
     The speaker driving circuit  122  drives the speakers  41 . The CPU  106  reads sound data stored in the ROM  108  and transmits the sound data thus read to the speaker driving circuit  122  via the input/output bus  104 . In this way, the speakers  41  generate predetermined sound effects. 
     The hopper driving circuit  124  drives the hopper  44 . The CPU  106  outputs a driving signal to the hopper driving circuit  124  via the input/output bus  104  in response to receiving a cash out signal from the cash out switch  26 . Accordingly, the hopper  44  pays out an amount of coins equivalent to the current amount of remaining credits, which is stored in a predetermined memory area of the RAM  110 . 
     Alternatively, payout of coins may be performed in a mode of storing credit data in a data card or the like, instead of using physical coins. In other words, the player may carry a card which serves as a recording medium, and store the data related to the credit by inserting the card into the gaming machine  10 . 
     The lamp driving circuit  126  drives the decorative lamps  42   a  and  42   b.  The CPU  106  transmits the signal for driving the lamps according to predetermined conditions based on the program stored in the ROM  108  to the lamp driving circuit  126 . Thus, the decorative lamps  42   a  and  42   b  blink and the like. 
     The display/input controller  140  generates a signal for driving the liquid crystal displays  30  and  40  according to an image display instruction. The CPU  106  generates an image display instruction according to the status and outcome of the game, and outputs the image display instruction thus generated to the display/input controller  140  via the input/output bus  104 . Upon reception of the image display instruction from the CPU  106 , the display/input controller  140  generates a driving signal for driving the liquid crystal displays  30  and  40  according to the image display instruction thus input, and outputs the driving signal thus generated to the liquid crystal displays  30  and  40 . Consequently, a predetermined image is displayed on the liquid crystal displays  30  and  40 . The display/input controller  140  transmits the signal input via the touch panel  32  provided on the liquid crystal display  30  to the CPU  106  via the input/output bus  104  in the form of an input signal. In addition, the image display instruction includes instructions for a payout display unit  48 , a credit amount display unit  49 , and a bet amount display unit  50 . 
       FIG. 5  is a block diagram showing the electrical configuration of the display/input controller  140  of the gaming machine  10 . The display/input controller  140  of the gaming machine  10  is a sub-microcomputer which executes an image display processing and controls input from the touch panel  32 . The display/input controller  140  includes an interface circuit  142 , a CPU  146 , ROM  148 , RAM  150 , a VDP  152 , video RAM  154 , ROM  156  for storing image data, a driving circuit  158 , and a touch panel controlling circuit  160 . These components are connected with input/output bus  144 . 
     An image display instruction output from the CPU  106  of the game controller  100  is supplied to the input/output bus  144  via the interface circuit  142 . The input/output bus  144  inputs and outputs data signals and addresses signals to/from the CPU  146 . 
     The ROM  148  stores a display control program for generating a driving signal to be supplied to the liquid crystal displays  30  and  40  according to the image display instruction from the CPU  106  of the game controller  100 . The RAM  150  stores flags and variables used for the display control program. 
     The VDP  152  includes a so-called sprite circuit, a screen circuit, a palette circuit, and the like, and performs various kinds of processing for displaying images on the liquid crystal displays  30  and  40 . The video RAM  154  and the image data ROM  156  are connected to the VDP  152 . The video RAM  154  stores image data based on the image display instructions from the CPU  106  of the game controller  100 . The image data ROM  156  stores various kinds of image data including the abovementioned rendered image data. The driving circuit  158  for outputting a driving signal to drive the liquid crystal displays  30  and  40  is connected to the VDP  152 . 
     The CPU  104  reads and executes the display control program stored in the ROM  148 , and instructs the video RAM  154  to store image data to be displayed on the liquid crystal displays  30  and  40  according to the image display instruction from the CPU  106  of the game controller  100 . The image display instruction includes various kinds of instructions including an instruction for displaying the abovementioned rendered image and the like. 
     The image data ROM  156  stores various kinds of image data including the image data for the rendered image and the like. The touch panel control circuit  160  transmits a received input signal via the touch panel  32  provided on the liquid crystal display  30  to the CPU  106  via the input/output bus  144  in the form of an input signal. 
       FIG. 6  is a flow chart showing a flow of processing operation mainly for a first game of the gaming machine  10 , which is executed by the game controller  100  of the gaming machine  10 . One round of routine shown in  FIG. 6  performed by the game controller  100  produces a unit game. The first game is a basic game, for example. A description is provided with reference to  FIGS. 3 to 5 . 
     It is supposed that the gaming machine  10  is activated in advance, and that the variables used in the CPU  106  of the controller  100  are initialized to predetermined values, whereby the gaming machine  10  is operating in a normal state. 
     Firstly, the CPU  106  of the game controller  100  determines whether there remains a certain amount of credit which is equivalent to a remaining amount of coins a player inserted (Step S 1 ). More specifically, the CPU  106  reads a credit amount C stored in the RAM  110 , and executes processing based on the credit amount C thus read. In a case where the credit amount C is “0” (“NO” in Step S 1 ), the CPU  106  terminates the routine without any processing since a game is not permitted to start. On the other hand, in a case where the credit amount C is at least “1” (“YES” in Step S 1 ), the CPU  106  determines that there are credits remaining, and advances the processing to Step S 2 . 
     In Step S 2 , the CPU  106  determines whether or not a pushing operation has been executed on the spin repeat bet switch  24 . When the spin repeat bet switch  24  has been pushed, and accordingly, an operation signal from the spin repeat switch  24  has been input to the CPU  106  (“YES” in Step S 2 ), the CPU  106  advances the process to Step S 13 . On the other hand, in a case where the CPU  106  receives no operation signal from the spin repeat bet switch  24  during a predetermined period of time (“NO” in Step S 2 ), the CPU  106  determines that the spin repeat bet switch  24  has not been pushed, and advances the processing to Step S 3 . 
     In Step S 3 , the CPU  106  sets game conditions. More specifically, the CPU  106  determines the amount of coins to be bet for a unit game based on the operation of the bet switch  23 . Here, the CPU  106  receives an operation signal output in response to the operation of the bet switch  23 , and based on the number of times the CPU  106  has received the signal, the CPU  106  stores the bet amount in a predetermined memory area of the RAM  110 . The CPU  106  reads a credit amount C stored in a predetermined area of the RAM  110 , subtracts the abovementioned bet amount from the credit amount C thus read, and stores the subtracted value in a predetermined memory area of the RAM  110 . Subsequently, the CPU  106  advances the processing to Step S 4 . 
     In the Step S 4 , the CPU  106  determines whether or not the start switch  25  has been activated, and stands by until the start switch  25  is operated. Upon the start switch  25  being operated, and accordingly, upon an operation signal being received from the start switch  25  (“YES” in Step S 4 ), the CPU  106  determines that the start switch  25  has been operated, and advances the processing to Step S 5 . 
     On the other hand, in Step S 13 , the CPU  106  determines whether or not the credit amount C is at least the bet amount in a previous game. In other words, the CPU  106  determines whether or not the CPU  106  can start a game in response to a pushing operation performed on the spin repeat bet switch  24 . More specifically, when the spin repeat bet switch  24  has been pushed and the CPU  106  receives the operation signal via the spin repeat bet switch  24 , the CPU  106  reads the credit amount C and the credit amount bet in the previous game stored in the RAM  110 . Then, the CPU  106  executes processing according to the determination on whether the credit amount C is at least the total credit amount bet in the previous game. In a case where the CPU  106  determines that the credit amount C is less than the bet amount in the previous game (“NO” in Step S 13 ), the CPU  106  terminates the routine without executing any processing, since the game cannot be started. On the other hand, in a case where the CPU  106  determines that the credit amount C is at least the bet amount in the previous game (“YES” in Step S 13 ), the CPU  106  subtracts the bet amount in the previous game from the credit amount C, and stores the subtracted value in a predetermined area of the RAM  110 . Subsequently, the CPU  106  advances the processing to Step S 5 . 
     In Step S 5 , the CPU  106  executes processing for determining a stationary symbol. The specific details of the processing for determining a stationary symbol are described below. 
     Firstly, the CPU  106  extracts a random number from the random number generator  112  and selects a random number corresponding to each of the fifteen video reels from a random number range of 0 to 255. Then, the CPU  106  reads payout rate setting data from the ROM  108  and stores the data in the RAM  110 , refers to the symbol weighing data corresponding to the payout rate setting data, and determines symbols to be statically displayed in the symbol display regions  301  to  315  corresponding to the fifteen video reels, respectively, based on the fifteen random numbers thus selected. In the present embodiment, in a case where at least five identical symbols are statically displayed in the symbol display regions  301  to  315 , the CPU  106  is programmed to provide an award corresponding to the stationary symbol. 
     Following determination of stationary symbols, the CPU  106  determines whether at least a predetermined number (five) of identical symbols for providing an award occurs during a stationary display of the fifteen symbols. In a case where the CPU  106  determines that at least the predetermined number (five) of identical symbols are to be statically displayed, the CPU  106  activates an award flag for indicating that an award is to be provided, so that the award is provided, which corresponds to the statically displayed identical symbols of at least the predetermined number (five). The CPU  106  stores the award flag in a predetermined memory area of the RAM  110 . On the other hand, in a case where less than the predetermined number (five) of identical symbols for providing an award are displayed (a losing case), the CPU  106  does not activate the award flag. 
     Furthermore, the CPU  106  determines whether to advance to a second game in which a portion of the symbol display area including all the symbol display regions  301  to  315  is set as an active symbol display area. An example of the second game includes a bonus game. In a case where the CPU  106  determines to switch a game to a second game, the CPU  106  activates a secondary flag for indicating that the game is to be switched to a second game. The CPU  106  stores the secondary flag in a predetermined memory area of the RAM  110 . On the other hand, in a case where the CPU  106  does not determine to switch the game to a second game, the CPU  106  does not activate the secondary flag. Subsequently, the CPU  106  advances the processing to Step S 6 . 
     In Step S 6 , the CPU  106  transmits a signal to start dynamically displaying symbols in each of the symbol display regions  301  to  315  corresponding to the fifteen video reels respectively to the display/input controller  140 . Upon the start of dynamically displaying a set of symbols in each of the fifteen video reels, the CPU  106  stands by until a predetermined period of time to elapse (Step S 7 ). When the predetermined period of time has elapsed (“YES” in Step S 7 ), the CPU  106  transmits a signal for statically displaying the symbols in each of the symbol display regions  301  to  315  corresponding to the fifteen video reels respectively, to the display/input controller  140 . Consequently, the fifteen video reels display the predetermined stationary symbols (Step S 8 ). Subsequently, the CPU  106  advances the processing to Step S 9 . 
     In Step S 9 , the CPU  106  determines whether the award flag indicating an award to be provided, which is stored in the predetermined area of the RAM  110 , is activated in processing for determining stationary symbols as shown in Step S 5 . In a case where the award flag is not activated (“NO” in Step S 9 ), the CPU  106  advances the processing to Step S 11 . On the other hand, in a case where the award flag is activated (“YES” in Step S 9 ), the CPU  106  advances the processing to Step S 10 . 
     In Step S 10 , if the number of statically displayed identical symbols is equal to or greater than the predetermined number (five), the CPU  106  pays out coins according the to the number. More specifically, the CPU  106  calculates a payout amount of coins corresponding to the number of identical symbols, referring to a payout table (not shown). In a case where the statically displayed identical symbols entitled to an award matches a payout rate symbol, which provides a predetermined rate, a multiplier for the payout amount thus calculated, the CPU  106  recalculates a payout amount by multiplication using the predetermined rate corresponding to the payout rate symbol. The CPU  106  reads the credit amount stored in the RAM  110 . Then, the CPU  106  adds the payout amount thus calculated (recalculated) to the credit amount thus read, and stores the resulting summation in a predetermined memory area of the RAM  110 . The CPU  106  displays the stored credit amount on the credit amount display unit  49 . Subsequently, the CPU  106  advances the processing to Step S 11 . 
     In Step S 11 , the CPU  106  determines whether the secondary flag stored in the RAM  110 , which indicates that the game is to be advanced to a second game, is activated in the processing for determining stationary symbols in Step S 5 . More specifically, in a case where the secondary flag is activated (“YES” in Step S 11 ), the CPU  106  advances the processing to Step S 12 . On the other hand, in a case where the secondary flag is not activated (“NO” in Step S 11 ), the CPU  106  terminates the processing. 
     In Step S 12 , the CPU  106  executes second game processing. An example of the second game includes a bonus game, and the second game is performed for a predetermined number of times after the game starts. Subsequently, the CPU  106  terminates the routine. 
       FIG. 7  is a flow chart showing one example of the processing for determining stationary symbols (S 5 ) in  FIG. 6  that shows flag activating processing with an introduction of a wild symbol. The flow chart in  FIG. 7  is one of the important routines performed by the controller, which implement the following processing, according to the embodiment of the present invention: (a) performing a first game in which an award is determined based on the number of identical symbols statically displayed within the symbol display area including all of the symbol display regions, and (b) in a case where a symbol statically displayed in a specified symbol display region within the symbol display area matches a wild symbol substitutable for any kind of symbol, performing a second game in which the symbol display regions surrounding the wild symbol as a center and immediately adjacent to the wild symbol are set as an active symbol display area, and an award is determined based on a number of identical symbols statically displayed for each game in which a plurality of kinds of symbols are dynamically and statically displayed in the active symbol display area. 
       FIG. 10  is a diagram showing a stationary symbol probability table for identical symbols and  FIG. 11  is a diagram showing a stationary symbol probability table for a wild symbol.  FIG. 7  is described referring to  FIGS. 10 and 11 . 
     As shown in the processing of Step S 21 , selecting fifteen random numbers, the CPU  106  determines a symbol to be statically displayed from a set of symbols for each of the symbol displaying regions  301  to  315  corresponding to the fifteen video reels respectively based on the selected fifteen random numbers. 
     The processing for statically displaying identical symbols in Step S 21  is controlled as follows, for example: The CPU  106  determines the number of identical symbols to be displayed based on a stationary symbol probability table for identical symbols, such as shown in  FIG. 10 . In this connection, different display probabilities are allocated to respective symbols such that the order of priority is implemented for the probability of a symbol to be selected. 
     Displaying of the wild symbol in the processing in Step S 21  is controlled as follows, for example: Referring to a stationary symbol probability table for a wild symbol such as shown in  FIG. 11 , the CPU  106  causes a wild symbol to replace one of the symbols displayed in the symbol display regions  301  to  315 . Referring to  FIG. 11 , in a case where a wild symbol is included in the statically displayed symbols and the wild symbol is displayed at a display position other than a specified display position, the CPU  106  selects one of the numbers from one to three, and replaces arbitrary symbols arranged at display positions other than the specified display position with wild symbols according to the selected number. In a case where the CPU  106  determines that a wild symbol is to be displayed at a first specified display position, the CPU  106  permits a display of one wild symbol that replaces a symbol arranged at the first specified display position. Furthermore, in a case where the CPU  106  determines that a wild symbol is to be displayed at a second specified display position, the CPU  106  permits a display of one wild symbol that replaces a symbol arranged at the second specified display position. Moreover, in a case where the CPU  106  determines that two wild symbols are to be displayed at the first and the second specified display positions, the CPU  106  permits a display of the two wild symbols that replace symbols arranged at the first and the second specified positions, respectively. In addition, the term “specified display position” used here indicates a display position which triggers setting an active symbol display area for a second game. For example, a symbol display region  305  positioned at the center of a second column and a symbol display region  311  positioned at the center of a fourth column are set as specified display positions. For convenience sake, the symbol display region  305  is called the first specified display position and the symbol display region  311  the second specified display position. 
     In the following Step S 22 , the CPU  106  determines whether a wild symbol is selected to be statically displayed in any one of the symbol display regions  301  to  315 . In a case where such a wild symbol has been selected, the CPU  106  advances the processing to Step S 23 . In Step S 23 , the CPU  106  adds the number “n” of the wild symbols to the greatest number N of symbols of the same kind. If two or more groups of symbols of the same kind have a common greatest number N, the CPU  106  performs the processing in step S 23  for the group of the symbols possessing higher priority, for example. Furthermore, in a case where there are no groups of identical symbols at all among statically displayed symbols, the CPU  106  performs the processing in step S 23  for a number N (one) of identical symbol, which has higher priority, for example. Subsequently, the CPU  106  advances the processing to Step S 24 . On the other hand, in Step S 22 , in a case where the wild symbol to be statically displayed has not been selected, the CPU  106  advances the processing to Step S 24 . 
     In Step S 24 , the CPU  106  compares a predetermined number P with the number N of identical symbols or the number (N+n), a summation of the number of identical symbols and the number of the wild symbols. The number P is a predetermined number (five) that enables a player to receive an award, as described above. In a case where the number of identical symbols N or (N+n) is equal to or greater than the predetermined number P (five), the CPU  106  activates an award flag in Step S 25  indicating that an award is to be provided, and advances the processing to Step S 26 . The award flag is stored in the predetermined memory area of the RAM  110  by the CPU  106  as described above. The award flag may include a plurality of bits so as to distinguish one award from another in terms of an amount of award, for example. On the other hand, in a case where the number of identical symbols N or (N+n) is less than the predetermined number P (five), the award flag is not activated, and the CPU  106  advances the processing to Step S 26 . 
     In Step S 26 , the CPU  106  determines whether a wild symbol, which is included in statically displayed symbols, is positioned at a specified display position. Two positions as an example, the symbol display region  305  positioned at the center of the second column and the symbol display region  311  positioned at the center of the fourth column among all the symbol display regions  301  to  315 , are set as the specified display positions, as described above. Thus, in a case where the stationary symbol displayed in either the symbol display region  305  or  311  matches a wild symbol, the CPU  106  activates a secondary flag in Step S 27  indicating that the game is to be advanced to a second game, and terminates the routine. The secondary flag is stored in the predetermined area of the RAM  110  by the CPU  106  as described above. The flag may include a plurality of bits to distinguish setting modes of active symbol display area, for example. On the other hand, in a case where the stationary symbols displayed in both the symbol display regions  305  and  311  are different than a wild symbol, the CPU  106  does not activate the secondary flag and terminates the routine. 
       FIG. 8  is a flow chart showing an example of processing for displaying stationary symbols and an order to display symbols with consideration of rendered images in relation to a wild symbol. The flow chart in  FIG. 8  is one of the important routines performed by the controller, which implement the following processing, according to the embodiment of the present invention: (a) performing a first game in which an award is determined based on a number of identical symbols statically displayed within the symbol display area including all the symbol display regions, and (b) in a case where a symbol that is statically displayed in a specified symbol display region prior to other symbols to be displayed in any other symbol display region during the first game matches a wild symbol substitutable for any kind of symbol, performing a second game in which symbol display regions surrounding the wild symbol as a center and immediately adjacent to the wild symbol are set as an active symbol display area, and an award is determined based on a number of identical symbols statically displayed for each game in which a plurality of kinds of symbols are dynamically and statically displayed in the active symbol display area. 
     As shown in the processing of Step S 31 , the CPU  106  determines whether there is a wild symbol among stationary symbols displayed in the symbol display regions  301  to  315 , which are determined according to the processing shown in  FIG. 7 , for example. In a case where there is a wild symbol among the stationary symbols, the CPU  106  advances the processing to Step S 32 . On the other hand, in a case where there is not a wild symbol among the stationary symbols, the CPU  106  moves the processing to Step S 35 . 
     In Step S 32 , the CPU  106  determines whether the wild symbol that is determined in  FIG. 7 , for example, is positioned at a specified display position. In other words, in a case where the stationary symbol to be displayed in either the symbol display region  305  or  311  has been determined to be a wild symbol, the CPU  106  advances the processing to Step S 33 . On the other hand, in a case where the stationary symbols to be displayed in the symbol display regions  305  and  311  are different than a wild symbol, the CPU  106  advances the processing to Step S 34 . 
     In Step S 33 , the CPU  106  transmits an image display instruction for setting an active symbol display area to display/input controller  140  (refer to  FIGS. 4 to 5 ). In Step S 34 , the CPU  106  transmits an image display instruction for displaying a wild symbol to the display/input controller  140  (refer to  FIGS. 4 and 5 ), and displays the wild symbol prior to the other symbols to be displayed in all of the symbol display regions  301  to  315 . 
     In Step S 35 , the CPU  106  determines whether there are identical symbols among stationary symbols displayed in the symbol display regions  301  to  315 , which are determined in the processing for determining stationary symbols as shown in  FIG. 7 , for example. In a case where there are identical symbols among the stationary symbols, the CPU  106  advances the processing to Step S 36 . In a case where there are no identical symbols among the stationary symbols, the CPU  106  advances the processing to Step S 37 . 
     In Step S 36 , the CPU  106  transmits an image display instruction for displaying identical symbols later than symbols other than the identical symbols to display/input controller (refer to  FIGS. 4 to 5 ). In a case where there is a plurality of groups of identical symbols, the CPU  106  displays symbols referring to the order of priority determined in advance, for example. 
     In Step S 37 , the CPU  106  statically displays symbols in symbol display regions in which a symbol has not been displayed. In other words, in a case where a wild symbol is arranged, the CPU  106  statically displays symbols in the symbol display regions other than the symbol display region in which the wild symbol is arranged. Here, the CPU  106  displays a group of identical symbols at a later time. Furthermore, in a case where the setting of an active symbol display area in the processing in Step S 33  is controlled so as to be performed during the first game processing, the symbol display regions to be displayed in Step S 37  coincide with the active symbol display area. In a case where the setting of an active symbol display area in the processing in Step S 33  is controlled so as to be performed during the second game processing, the symbol display regions to be displayed in Step S 37  are the symbol display area including all of the symbol display regions  301  to  315 . The CPU  106  statically displays predetermined symbols in the symbol display regions in accordance with a flow of processing described above, and terminates the routine. 
       FIG. 9  is a flow chart showing an example of a second game processing in  FIG. 6 , in a case of performing a bonus game as a second game. The flow chart in  FIG. 9  is related to a slot machine that performs a basic game as a first game and a bonus game as a second game, and shows that the bonus game is performed in an active symbol display area (gaming area), occupying a portion of the symbol display regions ( 301  to  315 ), and a rendered image is displayed on the symbol display regions that lie outside the active symbol display area (area of rendered effects). The bonus game includes a plurality of free games. 
       FIGS. 12 to 19  shows examples of a display screen for games performed by the gaming machine according to the embodiment of the present invention.  FIGS. 12 to 19  in addition to the figures described heretofore are referred to in the following description. 
     In  FIG. 9 , in Step S 41 , upon the display/input controller  140  (refer to  FIGS. 4 and 5 ) receiving an image display instruction for setting an active symbol display area from the CPU  106 , the CPU  146  reads a display control program stored in the ROM  148  and determines an active symbol display area. For example, as shown in  FIG. 12 , during a first game, in a case where a wild symbol WLD 2  is statically displayed in the symbol display region  311  which is one of the display positions that trigger setting an active symbol display area for a second game, the CPU  146  determines symbol display regions  307  to  315  as an active symbol display area (ASA 2 ). Subsequently, the CPU  146  transmits a signal instructing a start of the second game to the CPU  106 . Then, the CPU  146  advances the processing to Step S 42 . 
     In parallel with the processing in step S 41  where the active symbol display area including symbol display regions  307  to  315  is determined, the CPU  146  determines that the symbol display regions  301  to  306  are to be used as an area for displaying a rendered image, as shown in Step S 51 . Subsequently, the CPU  146  displays the rendered image related to a second game (a bonus game) in the symbol display regions  301  to  306  (S 52 ). 
     In Step S 42 , the CPU  106  advances the processing to the second game program area, and determines a combination of symbols. Since the second game is performed as a bonus game, the second game is programmed so as to provide a display including a combination of symbols. For example, one combination of symbols is selected from combinations of symbols along active lines including vertical, horizontal and diagonal lines having a wild symbol positioned at the symbol display region  311  as a center of the active lines. The wild symbol WLD 2  is fixed as a stationary symbol during the second game. Subsequent to the processing in S 42 , the CPU  106  moves the processing to Step S 43 . 
     In Step S 43 , the CPU  106  transmits a signal to the display/input controller  140  to start dynamically displaying symbols on eight video reels in the symbol display regions  307  to  310  and  312  to  315 , which are positioned adjacent to the wild symbol WLD 2 . Subsequently, the symbol display regions  307  to  310  and  312  to  315  within the active symbol display area (ASA 2 ) start to dynamically display a set of symbols on each of the eight video reels. After a predetermined period of time has elapsed, the CPU  106  transmits a signal to the display/input controller  140  for displaying a stationary symbol in each of the symbol display regions  307  to  315  and  312  to  315  within the active symbol display area ASA 2 . Subsequently, the predetermined symbols of the eight video reels are statically displayed (Step S 44 ). More specifically, as shown in  FIG. 13 , a set of symbols is dynamically displayed in each of the symbol display regions  307  to  310  and  312  to  315  within the active symbol display area ASA 2 , followed by a symbol of the set of symbols being statically displayed, for example. In  FIG. 13 , symbols displayed in the symbol display regions  309 ,  311  and  313  form an active line, and symbols displayed in the symbol display regions  308 ,  311  and  314  form another one, also. In addition, a rendered image and the like including a diver is displayed on the rendered image display area including symbol display regions  301  to  306 , in association with the marine symbols displayed in the active symbol display area ASA 2 . The remaining number of games may be displayed in the rendered image as information. Subsequent to the processing in Step S 44 , the CPU  106  advances the processing to Step S 45 . 
     In Step S 45 , the CPU  106  pays out an amount of coins corresponding to the number of identical symbols. Preferably, in this situation, the CPU  106  pays out an amount of coins corresponding to the active line. More specifically, the CPU  106  refers to a payout table for a second game (a bonus game) (not shown), calculates a payout amount, and displays the payout amount on the credit amount display unit  49  (refer to  FIG. 3 ). Subsequently, the CPU  106  advances the processing to Step S 46 , and adds one to the number of games X. It should be noted that the number of games X is initialized at the termination of a second game, so that at the beginning of a second game, the number of games X has an initialized value X=0. Subsequent to the processing of Step S 46 , the CPU  106  advances the processing to Step S 47 . 
     In Step S 47 , the CPU  106  determines whether the number of games X is equal to or greater than a predetermined number which limits the number of games. In a case where the number of games X is less than the predetermined number, the CPU  106  advances the processing to Step S 42  to restart another second game (bonus game). When the number of games X has reached the predetermined number, the CPU  106  concludes the routine to terminate the second game (bonus game). 
     In  FIG. 9 , broken arrow directed to rendered image processing S 52  from processing of Steps S 41 , S 42 , S 43 , S 44  and S 45  indicate that a rendered image may be conjunctionally changed, in such a manner that a display of the rendered image is switched according to timing of each processing. 
       FIGS. 14 and 15  show display screens related to arbitrary symbols including symbols of the same kind displayed dynamically and statically, and the processing of Step S 36  described in the abovementioned  FIG. 8 . In other words, identical symbols are displayed later than other symbols. Descriptions of  FIGS. 14 and 15  are given below along with a description of the processing flow of  FIG. 8 . 
     Firstly, while a set of symbols is being dynamically displayed in each of the symbol display regions  301  to  315 , the prioritized wild symbols WLD 1  and WLD 2  are statically displayed. Subsequently, a single symbol which does not form a group of symbols of the same kind is statically displayed. In other words, each of the symbols in the symbol display regions  301 ,  302 ,  308 ,  309 ,  310 , and  313  is displayed statically subsequent to the wild symbols WLD 1  and WLD 2 . Subsequently, symbols forming a group of identical symbols are statically displayed. In other words, each of the symbols in the symbol display regions  304 ,  306 ,  312 ,  314 ,  303 ,  307 , and  315  is displayed statically, subsequent to the symbols which do not form a group of identical symbols. Referring to  FIGS. 14 and 15 , the game is operated in such a manner that each of the symbols in the symbol display regions  303 ,  307  and  315  is displayed last among the symbols forming a group of identical symbols, however, it is not limited thereto as long as the symbols forming a group of identical symbols are statically displayed later than the other symbols. 
     Furthermore, referring to  FIGS. 14 and 15 , two wild symbols WLD 1  and WLD 2  are arranged at specified display positions. In this case, the second game is performed in such a manner that the active symbol display areas ASA 1  and ASA 2  are selected alternately, which include the wild symbols WLD 1  and WLD 2  as centers, respectively, whereby the object of the present invention is achieved. More specifically, two exemplary displays depicted in  FIGS. 1 and 13  are alternately changed, so that a reduced display area of the second game compared to that of the first game is implemented.  FIGS. 16 and 17  show examples of display screens depicting a switch to a second game, which is performed through the execution of processing as shown in step S 33  of  FIG. 8 , for example. Such switching is performed at a time when a wild symbol displayed earlier than other symbols has been displayed in a specific display position that triggers setting of an active symbol display area. In other words, in the processing of Step S 33 , the CPU  106  may output an instructional signal to the program for executing the second game processing of  FIG. 9  and executes the processing of Step S 41 . 
     For example, during a first game as a basic game, as shown in  FIG. 16 , in a case where the statically displayed wild symbol WLD 1  corresponds to the symbol display region  305  which is one of the specified display positions, the active symbol display area ASA 1  is presented. Furthermore, the symbol display regions  310  to  315 , which lie outside the active symbol display area ASA 1 , are presented as a rendered image display area. This helps a player recognize that the game is advanced to the second game (a bonus game). Subsequently, as shown in  FIG. 17 , symbols dynamically displayed within the active symbol display area ASA 1  come to rest. Accordingly, as the rendered image displayed on the symbol display regions  310  to  315 , a sequence of actions such as a surfing scene, for example, is displayed. For example, in the last round of the second game (a bonus game), as shown in the active symbol display area ASA 1  in  FIG. 17 , a big bonus of achieving at least three vertical, horizontal and diagonal active lines is awarded with a display of the rendered image, allowing a player to feel fully excited. 
     It may be limited to a first round of the second game or arbitrarily determined during second and subsequent rounds that the wild symbol WLD 1  is statically displayed at the specified position. Such a configuration allows a player to comprehend the rarity value of a wild symbol. 
       FIGS. 18 and 19  each show an example of a display screen for a case where two wild symbols are statically displayed in the specified display positions that trigger setting an active symbol display area, which are other embodiments according to the present invention. 
     As shown in  FIG. 18 , among all display regions  401  to  425  of a first game, a wild symbol WLD 1  is statically displayed in a symbol display region  409  and a wild symbol WLD 2  is statically displayed in a symbol display region  417 . Accordingly, an area including all symbol display regions immediately adjacent to the wild symbol WLD 1  and WLD 2 , that is, shaded symbol display regions  403  to  405 ,  408  to  418  and  421  to  423 , is set as an active symbol display area. With such a configuration, it is possible to provide a gaming machine that can advance to a special game, a second game, performed with a reduced display area compared to that of the first game. 
     As shown in  FIG. 19 , among all the display regions  401  to  425  of the first game, the wild symbol WLD 1  is statically displayed in the symbol display region  408  and the wild symbol WLD 2  is statically displayed in the symbol display region  418 . Accordingly, an area including all symbol display regions immediately adjacent to the wild symbol WLD 1  and WLD 2 , that is, shaded symbol display regions  402  to  404 ,  407  to  409 ,  412  to  414 , 417  to  419  and  422  to  424 , is set as an active symbol display area. 
       FIG. 20  relates to another embodiment according to the present invention and is a flow chart showing a flow of processing, which may be substituted for the flow chart of  FIG. 7 . The flow chart in  FIG. 20  is intended for a case where a statically displayed wild symbol and a setting of an active symbol display area are not related to each other or a wild symbol is not adopted at least in a first game (a basic game). The flow chart in  FIG. 20  includes Step S 260  as a substitute for Step S 26  in  FIG. 7 . Since other steps included in the flow chart are the same as the steps in  FIG. 7 , descriptions for the same steps are omitted. In  FIG. 20 , a wild symbol is not statically positioned at a specified display position that triggers setting an active symbol display area. Instead, the processing in Step S 260  determines whether to set an active symbol display area according to a predetermined condition. Symbol Q in Step S 260  indicates a predetermined number of identical symbols. For an example, Q is set to be equal to six (Q=6). In a case where the greatest number of identical symbols among symbols displayed in the symbol display regions  301  to  315 , is equal to or greater than six, a secondary flag is activated. Accordingly, the game may be advanced to a second game (a bonus game). In addition, in a case where the number “n” of statically displayed wild symbols exists among the symbol display regions  301  to  315 , the game can be advanced to a second game (a bonus game) on condition that the greatest number N+n of the identical symbols is equal to or greater than six. In other words, in a case where the predetermined or greater number of symbols for advancing to the second game is statically displayed in the symbol display regions  301  to  315  used in the first game, the game can be advanced to the second game. 
     While the embodiments of the gaming machine according to the present invention have been described, it is to be understood that the above description is intended to be illustrative, and not restrictive, and any changes in design may be made to specific configurations such as various means. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments. 
     For example, in the present embodiment, although a description is given for a case in which a group of symbols that matches a combination of symbols along an active line in a second game (a bonus game) is entitled to an award, a combination of symbols according to the number of identical symbols may alternatively be entitled to an award.