Patent Publication Number: US-2009239664-A1

Title: Gaming Machine And Control Method Thereof

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     This application claims priority of U.S. Provisional Application No. 61/037,423 filed on Mar. 18, 2008. The contents of this application are incorporated herein by reference in their entirety. 
    
    
     BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to a gaming machine and a control method of the gaming machine in which, where a predetermined condition is met in a base game, a feature game, which is different from the base game, is started. 
     2. Description of the Related Art 
     Conventionally, a slot machine is known in which, where a predetermined condition is met in a base game, a feature game which is different from the base game is started. This feature game is started in a case in which a predetermined number of specific symbols or more were displayed in the base game or in a case in which a combination of plural symbols, each of which is formed by employing characters, coincides with a predetermined word, for example. Such gaming machine is disclosed in the U.S. Pat. No. 6,168,523, for example. 
     However, it is difficult for a player to intuitively recognize whether or not the feature game is started, depending upon the presence or absence of a specific scatter symbol or whether or not a combination of specific scatter symbols is realized. Further, among from the feature games of which prizes are different from each other, for example, it is difficult for the player to intuitively recognize which of the feature games is started. As the result thereof, the player&#39;s reliability relative to games may be impaired. 
     SUMMARY OF THE INVENTION 
     The present invention has been made in view of the above-described circumstance. It is an object of the present invention to provide a gaming machine and a control method of the gaming machine that enables a player to intuitively recognize that a specific feature game is started. 
     A first aspect of the present invention is directed to a game machine, including: a liquid crystal display section for displaying a plurality of first video reels, which rotate in one direction and on which partial patterns of respective ones of plural kinds of patterns are arranged, respectively, and a plurality of video reels through which the first video reels can be transparently seen, which rotate in a direction crossing said one direction, and on which plural kinds of symbols are arranged, respectively; an image storing section for storing data of an image indicating that a player&#39;s character and an enemy&#39;s character compete against each other in association with respective ones of plural kinds of patterns and either of the player&#39;s character and the enemy&#39;s character wins; a prize storing section for storing a prize to be established, in association with respective ones of the plurality of patterns; a start accepting section for accepting an operation of starting rotational display of the first video reels and rotational display of the second video reels; and a processor, which executes processes of: (a) starting a base game, and thereafter, randomly determining layout positions of partial patterns in correspondence with each of the first video reels, in a case where the start accepting section accepts the start operation; (b) randomly determining layout positions of symbols in correspondence with each of the second video reels; (c) rotationally displaying each of the first video reels; (d) rotationally displaying each of the second video reels; (e) displaying each of the first video reels in a stopped state, so that the partial patterns of each of the first video reels stop at the layout positions determined in the process (a); (f) displaying each of the second video reels in a stopped state, so that the symbols of each of the second video reels stop at the layout positions determined in the process (b), in a case where one entire pattern is incomplete by the partial patterns stopping at the layout positions; (g) establishing a prize corresponding to specific symbols, in a case where the symbols stopping thereat are the specific symbols; (h) starting a feature game corresponding to one entire pattern, and thereafter, randomly determining which of the player&#39;s character and the enemy&#39;s character wins, in a case where said one entire pattern is completed by the partial patterns stopping at the layout positions; (i) displaying an image indicating that the character determined at the process (h) wins, after the player&#39;s character and the enemy&#39;s character have competed against each other, based upon data stored in the image storing section in association with the completed entire pattern; and (j) establishing a prize stored in the prize storing section in association with the completed entire pattern, in a case where the character determined in the process (h) is the player&#39;s character. 
     According to the gaming machine, the first video reels are rotationally displayed in one direction, and the partial patterns of respective ones of plural kinds of patterns are arranged. On the other hand, through the second video reels, the first video reels can be transparently seen. The second video reels are rotationally displayed in the direction crossing such one direction in which the first video reels are rotationally displayed, and plural kinds of symbols are arranged. The liquid crystal display section displays pluralities of the first and second video reels, respectively. 
     The image storing section stores data of an image which is indicative of the fact that the player&#39;s character and the enemy&#39;s character compete against each other in association with respective ones of plural kinds of patterns, and then, either of them wins a game. Further, the prize storing section stores prizes to be established, in association with respective ones of the plural types of patterns. 
     The player staying at the game machine operates the start accepting section where rotational display of the first video reels and that of the second video reels are started. The processor executes the process (a) if the start accepting section accepts the operation. This process is executed, whereby a base game is started, and then, the layout positions of the partial patterns are randomly determined in correspondence with the first video reels. Further, the processor executes the process (b), whereby the symbol layout positions are randomly determined in correspondence with the second video reels. 
     The processor executes the processes (c) and (d), whereby the first and second video reels are rotationally displayed at the liquid crystal display section. Further, the processor executes the process (e), whereby the first video reels are displayed in a stopped state. At this time, the partial patterns of the first video reels stop at the layout positions determined in the process (a). If the layout positions of the partial patterns are appropriate, one entire pattern completes among from the plural types of patterns. 
     If one entire pattern is incomplete by the partial patterns that stopped at the layout positions determined in the process (a), the processor executes the processes (f) and (g), whereby the second video reels are displayed in a stopped state. At this time, the symbols of the second video reels stop at the layout positions determined in the process (b). Further, if specific symbols have stopped, prizes corresponding to the specific symbols are established. The thus established prizes are directly awarded to players or are awarded to the player after they are appropriately accumulated. 
     If one entire pattern is completed by the partial patterns that stopped at the layout positions determined in the process (a), the processor executes the process (h), whereby a feature game corresponding to the completed entire pattern is started. Thus, the player can intuitively recognize whether or not the feature game is started. Moreover, since the patterns and feature games correspond to each other, the player can intuitively recognize which of the feature games including different prizes is started. As the result thereof, the player&#39;s reliability relative to a game can be obtained. 
     Further, the processor executes the process (h), whereby which of the player&#39;s and enemy&#39;s characters win is randomly determined. Further, the processor executes the process (i), whereby an image is displayed on which the player&#39;s and enemy&#39;s characters compete against each other and the character determined in the process (h) wins. At this time, the liquid crystal display section displays an image, based upon the data stored in the image storing section in association with the completed entire pattern. Namely, the frames and the matchup images correspond to each other. 
     The processor executes the process (j), whereby prizes are established if the character determined in the process (h) is the player&#39;s character. The prizes established here are stored in the prize storing section in association with the completed entire patterns. Namely, the patterns and the prizes correspond to each other. As the result thereof, the player can be aware of the kinds and number of prizes by visually recognizing the patterns. The thus established prizes are directly awarded to the players or are awarded to the players after they are appropriately accumulated. 
     A second aspect of the present invention is directed to a game machine, wherein: the prize storing section stores a prize to be established, in association with respective ones of plural kinds of patterns and a combination of the player&#39;s character and the enemy&#39;s character; and the process (j) is a process of establishing the prize stored in the prize storing section in association with the completed entire pattern and a combination of the player&#39;s character and the enemy&#39;s character competing against each other in the process (i), in a case where the character determined at the process (h) is the player&#39;s character. 
     According to the gaming machine, the prize storing section stores prizes to be established, in association with respective ones of plural kinds of patterns and a combination of the player&#39;s and enemy&#39;s characters. The processor executes the process (j), whereby prizes are established if the character determined in the process (h) is the player&#39;s character. The thus established prizes are stored in the prize storing section in association with the completed entire pattern and a combination of the player&#39;s and enemy&#39;s characters competing against each other. Namely, the patterns, the matchup images, and the prizes correspond to each other. As the result thereof, the player can be aware of the kinds and number of prizes by visually recognizing the patterns or matchup images. 
     For example, if the player&#39;s character is a “cat” and the enemy&#39;s character is a “mouse”, the “cat” is stronger than the “mouse”, so that the player is given a small amount of prize money if the player&#39;s character has won. On the other hand, if the player&#39;s character is a “cat” and the enemy&#39;s character is a “dog”, the “cat” is weaker than the “dog”, so that the player is given a large amount of prize money if the player&#39;s character has won. 
     A third aspect of the present invention is directed to a gaming machine, including: a liquid crystal display section for displaying a plurality of first video reels, which rotate in one direction and on which partial patterns of respective ones of plural kinds of patterns are arranged, respectively, and a plurality of second video reels through which the first video reels can be transparently seen, which rotate in a direction crossing said one direction, and on which plural kinds of symbols are arranged, respectively; an image storing section for storing data of an image indicating that a player&#39;s character and an enemy&#39;s character compete against each other in association with respective ones of plural kinds of patterns and either of the player&#39;s character and the enemy&#39;s character wins; a prize storing section for storing a prize to be established, in association with respective ones of plural kinds of patterns and a combination of the player&#39;s character and the enemy&#39;s character; a start accepting section for accepting an operation of starting rotational display of the first video reels and rotational display of the second video reels; and a processor, which executes processes of: (a) starting a base game, and thereafter, randomly determining layout positions of partial patterns in correspondence with each of the first video reels, in a case where the start accepting section accepts the start operation; (b) randomly determining layout positions of symbols in correspondence with each of the second video reels; (c) rotationally displaying each of the first video reels; (d) rotationally displaying each of the second video reels; (e) displaying each of the first video reels in a stopped state, so that the partial patterns of each of the first video reels stop at the layout positions determined in the process (a); (f) displaying each of the second video reels in a stopped state, so that the symbols of each of the second video reels stop at the layout positions determined in the process (b), in a case where one entire pattern is incomplete by the partial patterns stopping at the layout positions; (g) establishing a prize corresponding to specific symbols, in a case where the symbols stopping thereat are the specific symbols; (h) starting a feature game corresponding to one entire pattern, and thereafter, randomly determining which of the player&#39;s character and the enemy&#39;s character wins, in a case where said one entire pattern is completed by the partial patterns stopping at the layout positions; (i) displaying an image indicating that the character determined at the process (h) wins, after the player&#39;s character and the enemy&#39;s character compete against each other, based upon data stored in the image storing section in association with the completed entire pattern; and (j) establishing a prize stored in the prize storing section in association with the completed entire pattern and a combination of the player&#39;s character and the enemy&#39;s character competing against each other in the process (i), in a case where the character determined in the process (h) is the player&#39;s character. 
     According to the gaming machine, the first video reels are rotationally displayed in one direction, and the partial patterns of respective ones of plural kinds of patterns are arranged. On the other hand, through the second video reels, the first video reels can be transparently seen. The second video reels are rotationally displayed in the direction crossing such one direction in which the first video reels are rotationally displayed, and plural kinds of symbols are arranged. The liquid crystal display section displays pluralities of the first and second video reels, respectively. 
     The image storing section stores data of an image which is indicative of the fact that the player&#39;s and enemy&#39;s characters compete against each other in association with respective ones of plural kinds of patterns, and then, either of them wins a game. Further, the prize storing section stores prizes to be established, in association with respective ones of plural kinds of patterns and a combination of the player&#39;s and enemy&#39;s characters. 
     The player staying at the game machine operates the start accepting section where rotational display of the first video reels and that of the second video reels are started. The processor executes the process (a) if the start accepting section accepts the operation. This process is executed, whereby a base game is started, and then, the layout positions of the partial patterns are randomly determined in correspondence with the first video reels. Further, the processor executes the process (b), whereby the symbol layout positions are randomly determined in correspondence with the second video reels. 
     The processor executes the processes (c) and (d), whereby the first and second video reels are rotationally displayed at the liquid crystal display section. Further, the processor executes the process (e), whereby the first video reels are displayed in a stopped state. At this time, the partial patterns of the first video reels stop at the layout positions determined in the process (a). If the layout positions of the partial patterns are appropriate, one entire pattern completes among from the plural types of patterns. 
     If one entire pattern is incomplete by the partial patterns that stopped at the layout positions determined in the process (a), the processor executes the processes (f) and (g), whereby the second video reels are displayed in a stopped state. At this time, the symbols of the second video reels stop at the layout positions determined in the process (b). Further, if specific symbols have stopped, prizes corresponding to the specific symbols are established. The thus established prizes are directly awarded to players or are awarded to the players after they are appropriately accumulated. 
     If one entire pattern is completed by the partial patterns that stopped at the layout positions determined in the process (a), the processor executes the process (h), whereby a feature game corresponding to the completed entire pattern is started. Thus, the player can intuitively recognize whether or not the feature game is started. Moreover, since the pattern and feature game correspond to each other, the player can intuitively recognize which of the feature games including different prizes is started. As the result thereof, the player&#39;s reliability relative to a game can be obtained. 
     Further, the processor executes the process (h), whereby which of the player&#39;s and enemy&#39;s characters win is randomly determined. Further, the processor executes the process (i), whereby an image is displayed on which the player&#39;s and enemy&#39;s characters compete against each other and the character determined in the process (h) wins. At this time, the liquid crystal display section displays an image, based upon the data stored in the image storing section in association with the completed entire pattern. Namely, the complete frames and the matchup images correspond to each other. 
     The processor executes the process (j), whereby prizes are established if the character determined in the process (h) is the player&#39;s character. The thus established prizes are stored in the prize storing section in association with the completed entire pattern and a combination of the player&#39;s and enemy&#39;s characters completing against each other in the process (i). Namely, the patterns, the matchup images, and the prizes correspond to each other. As the result thereof, the player can be aware of the kinds and number of prizes, by visually recognizing the patterns or matchup images. 
     For example, if the player&#39;s character is a “hunter” and the enemy&#39;s character is a “fox”, the “hunter” is stronger than the “fox”, so that the player is given a small amount of prize money if the player&#39;s character has won. On the other hand, if the player&#39;s character is a “hunter” and the enemy&#39;s character is a “village headman”, the “hunter” is weaker than the “village headman”, so that the player is given a large amount of prize money if the player&#39;s character has won a game. 
     A fourth aspect of the present invention is directed to a gaming machine, including: a plurality of mechanical reels, which rotate in one direction and on which partial patterns of respective ones of plural kinds of patterns are arranged, respectively; a liquid crystal display section for displaying a plurality of video reels through which the mechanical reels can be transparently seen, which rotate in a direction crossing said one direction, and on which plural kinds of symbols are arranged, respectively; an image storing section for storing data of an image indicating that a player&#39;s character and an enemy&#39;s character compete against each other, and either of the player&#39;s character and the enemy&#39;s character wins, in association with respective ones of plural kinds of patterns; a prize storing section for storing a prize to be established, in association with respective ones of plural kinds of patterns; a start accepting section for accepting an operation of starting rotation of the mechanical reels and rotational display of the video reels; and a processor, which executes processes of: (a) starting a base game, and thereafter, randomly determining layout positions of partial patterns in correspondence with each of the mechanical reels, in a case where the start accepting section accepts the start operation; (b) randomly determining layout positions of symbols in correspondence with each of the video reels; (c) rotating each of the mechanical reels; (d) displaying each of the video reels in a rotating state; (e) stopping each of the mechanical reels so that partial patterns of each of the mechanical reels stop at the layout positions determined in the process (a); (f) displaying each of the video reels in a stopped state, so that symbols of each of the video reels stop at the layout positions determined in the process (b), in a case where one entire pattern is incomplete by the partial patterns stopping at the layout positions (g) establishing a prize corresponding to specific symbols, in a case where the symbols stopping thereat are the specific symbols; (h) starting a feature game corresponding to one entire pattern, and thereafter, randomly determining which of the player&#39;s character and the enemy&#39;s character wins, in a case where said one entire pattern is completed by the partial patterns stopping at the layout positions; (i) displaying an image indicating that the character determined at the process (h) wins, after the player&#39;s character and the enemy&#39;s character compete against each other, based upon data stored in the image storing section in association with the completed entire pattern; and (j) establishing a prize stored in the prize storing section in association with the completed entire pattern and a combination of the player&#39;s character and the enemy&#39;s character competing against each other in the process (i), in a case where the character determined in the process (h) is the player&#39;s character. 
     According to the gaming machine, the mechanical reels rotate in one direction, and the partial patterns of respective ones of plural kinds of patterns are arranged. On the other hand, through the video reels, the mechanical reels can be transparently seen, and each of the video reels rotates in the direction crossing the rotational direction of each of the mechanical reels, and the liquid crystal display section displays a plurality of video reels. 
     The image storing section stores data of an image which is indicative of the fact that the player&#39;s and enemy&#39;s characters compete against each other in association with respective ones of plural kinds of patterns, and either of them wins a game. Further, the prize storing section stores prizes to be established, in association with respective ones of plural kinds of patterns. 
     The player staying at the gaming machine operates the start accepting section in the case of starting rotation of the mechanical reels and rotational display of the video reels. Where the start accepting section accepts the operation, the processor executes the process (a). This process is executed, whereby a base game is started, and thereafter, the layout positions of the partial patterns are randomly determined in correspondence with the mechanical reels. Further, the processor executes the process (b), whereby the layout positions of symbols are randomly determined in correspondence with the video reels. 
     The processor executes the processes (c) and (d), whereby the mechanical reels rotate, and thereafter, the video reels are rotationally displayed at the liquid crystal display section. Further, the processor executes the process (e), whereby the mechanical reels stop. At this time, the partial patterns of the mechanical reels stop at the layout positions determined in the process (a). Where the layout positions of the partial patterns are appropriate, one entire pattern completes from among plural kinds of patterns. 
     If one entire pattern is incomplete by the partial patterns that stopped at the layout positions determined in the process (a), the processor executes the processes (f) and (g), whereby the video reels are displayed in a stopped state. At this time, the symbols of the video reels stop at the layout positions determined in the process (b). Further, if specific symbols have stopped, prizes corresponding thereto are established. The thus established prizes are directly awarded to players, or alternatively, are awarded to the players after they are appropriately accumulated. 
     If one entire pattern is completed by the partial patterns that stopped at the layout positions determined in the process (a), the processor executes the process (h), whereby a feature game corresponding to the completed entire pattern is started. Namely, if the mechanical reels have stopped, when one entire pattern is incomplete, a base game is performed to the end. When one entire pattern completes, a feature game corresponding thereto is started. Thus, a player can intuitively recognize whether or not the feature game is started. Moreover, since the pattern and the feature game correspond to each other, the player can intuitively recognize which of the feature games with their different prizes is started. As the result thereof, the player&#39;s reliability relative to a game can be obtained. 
     In addition, the processor executes the process (h), whereby which of the player&#39;s and enemy&#39;s characters wins is randomly determined. Further, the processor executes the process (i), thereby displaying an image which is indicative of the fact that the player&#39;s and enemy&#39;s characters compete against each other, and thereafter, the character determined in the process (h) wins. At this time, the liquid crystal display section displays an image, based upon the data stored in the image storing section in association with the completed entire pattern. Namely, the pattern and the matchup image correspond to each other. 
     The processor executes the process (j), whereby a prize is established if the character determined in the process (h) is the player&#39;s character. The thus established prize is that which is stored in the prize storing section in association with the completed entire pattern. Namely, the patterns and prizes correspond to each other. As the result thereof, the player can be aware of the kinds and number of prizes, etc., by visually recognizing the patterns. The thus established prizes are directly awarded to players, or alternatively, are awarded to the player after they are appropriately accumulated. 
     A sixth aspect of the present invention is directed to a control method of a gaming machine which comprises: a liquid crystal display section for displaying a plurality of first video reels, which rotate in one direction and on which partial patterns of respective ones of plural kinds of patterns are arranged, respectively, and a plurality of second video reels through which the first video reels can be transparently seen, which rotate in a direction crossing said one direction, and on which plural kinds of symbols are arranged, respectively; an image storing section for storing data of an image indicating that a player&#39;s character and an enemy&#39;s character compete against each other in association with respective ones of plural kinds of patterns and either of the player&#39;s character and the enemy&#39;s character wins; a prize storing section for storing a prize to be established, in association with respective ones of the plurality of patterns; and a start accepting section for accepting an operation of starting rotational display of the first video reels and rotational display of the second video reels, said method including the steps of: (a) starting a base game, and thereafter, randomly determining layout positions of partial patterns in correspondence with each of the first video reels, in a case where the start accepting section accepts the start operation; (b) randomly determining layout positions of symbols in correspondence with each of the second video reels; (c) rotationally displaying each of the first video reels; (d) rotationally displaying each of the second video reels; (e) displaying each of the first video reels in a stopped state, so that the partial patterns of each of the first video reels stop at the layout positions determined in the process (a); (f) displaying each of the second video reels in a stopped state, so that the symbols of each of the second video reels stop at the layout positions determined in the process (b), in a case where one entire pattern is incomplete by the partial patterns stopping at the layout positions; (g) establishing a prize corresponding to specific symbols, in a case where the symbols stopping thereat are the specific symbols; (h) starting a feature game corresponding to one entire pattern, and thereafter, randomly determining which of the player&#39;s character and the enemy&#39;s character wins, in a case where said one entire pattern is completed by the partial patterns stopping at the layout positions; (i) displaying an image indicating that the character determined at the process (h) wins, after the player&#39;s character and the enemy&#39;s character have competed against each other, based upon data stored in the image storing section in association with the completed entire pattern; and (j) establishing a prize stored in the prize storing section in association with the completed entire pattern, in a case where the character determined in the process (h) is the player&#39;s character. 
     The gaming machine control method is capable of controlling the gaming machine of the present invention, for example. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIGS. 1A and 1B  are views showing characteristics of a gaming machine according to a first embodiment of the present invention; 
         FIG. 2  is a perspective view showing an appearance of the gaming machine according to the first embodiment of the present invention; 
         FIG. 3  is a schematic view showing exemplary first video reels displayed on a first liquid crystal display panel which is included in the gaming machine according to the first embodiment of the present invention; 
         FIG. 4  is a schematic view showing exemplary second video reels displayed on the first liquid crystal display panel that is included in the gaming machine according to the first embodiment of the present invention; 
         FIG. 5  is a schematic view showing an exemplary base game image (indicative of the fact that reels are displayed in a rotating state) which is displayed on the first liquid crystal display panel that is included in the gaming machine according to the first embodiment of the present invention); 
         FIG. 6  is a schematic view showing an exemplary base game image (indicative of the fact that reels are displayed in a rotating state) which is displayed on the first liquid crystal display panel that is included in the gaming machine according to the first embodiment of the present invention); 
         FIG. 7  is a schematic view showing an exemplary feature game image (indicative of a matchup between a player&#39;s character and an enemy&#39;s character) which is displayed on the first liquid crystal display panel that is included in the gaming machine according to the first embodiment of the present invention; 
         FIG. 8  is a schematic view showing an exemplary feature game image (indicative of the fact that the player&#39;s character has won) which is displayed on the first liquid crystal display panel that is included in the gaming machine according to the first embodiment of the present invention; 
         FIG. 9  is a schematic view showing an exemplary feature game image (indicative of the fact that the enemy&#39;s character has won) which is displayed on the first liquid crystal display panel that is included in the gaming machine according to the first embodiment of the present invention; 
         FIG. 10  is a schematic view showing an exemplary feature game image (indicative of a matchup between a strong player&#39;s character and a weak enemy&#39;s character) which is displayed on the first liquid crystal display panel that is included in the gaming machine according to the first embodiment of the present invention; 
         FIG. 11  is a schematic view showing an exemplary feature game image (indicative of a matchup between a weak player&#39;s character and a strong enemy&#39;s character) which is displayed on the first liquid crystal display panel that is included in the gaming machine according to the first embodiment of the present invention; 
         FIG. 12  is a schematic view showing one example of data stored in a pattern table included in the gaming machine according to the first embodiment of the present invention; 
         FIGS. 13A and 13B  are schematic views each showing an example of data stored in a feature game-destined prize table which is included in the gaming machine according to the first embodiment of the present invention; 
         FIG. 14  is a block diagram depicting a configuration of essential portions in the gaming machine according to the first embodiment of the present invention; 
         FIG. 15  is a block diagram depicting a configuration of essential portions on a sub-control board which is included in the gaming machine according to the first embodiment of the present invention; 
         FIG. 16  is a flowchart showing procedures for executing game control processing in the gaming machine according to the first embodiment of the present invention; 
         FIGS. 17A and 17B  are flowcharts showing a subroutine of procedures for executing base game play processing in the gaming machine according to the first embodiment of the present invention; 
         FIG. 18  is a flowchart showing a subroutine of procedures for executing feature game play processing in the gaming machine according to the first embodiment of the present invention; 
         FIG. 19  is a perspective view showing an appearance of a gaming machine according to a second embodiment of the present invention; 
         FIG. 20  is a block diagram depicting a configuration of essential portions of the gaming machine according to the second embodiment of the present invention; and 
         FIG. 21  is a flowchart showing a subroutine of procedures for executing base game play processing in the gaming machine according to the second embodiment of the present invention. 
     
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     1. First Embodiment 
     1-1. Overview of the Present Invention 
     Hereinafter, embodiments of the present invention will be described with referring to the drawings.  FIGS. 1A and 1B  are views each showing characteristics of a gaming machine according to a first embodiment of the present invention. A gaming machine  1  (see  FIGS. 2 and 14 ) is provided with a first liquid crystal display panel  11 . The first liquid crystal display panel  11  functions as a liquid crystal display section. As shown in  FIG. 1A , the first liquid crystal display panel  11  displays pluralities of first video reels  31 ,  31 , . . . and second video reels  32 ,  32  . . . , respectively. In the present embodiment, the first video reels  31 ,  31 , . . . and the second video reels  32 ,  32 , . . . are displayed on a three-by-three reels basis, respectively. 
     Each of the first video reels  31  is displayed in a rotating state in the direction indicated by the outline arrow shown in  FIG. 1A  (i.e., in an upward direction). Further, partial patterns of each of plural kinds of patterns are arranged on each of the first video reels  31 . On the other hand, through the second video reels  32 , the first video reels  31 ,  31 , . . . , can be transparently seen, and each of the second video reels  32  is displayed in a rotating state in the direction indicated by the arrows orthogonal to that indicated by the outline arrows in  FIG. 1A  (i.e., in a rightward direction). Further, plural kinds of symbols are arranged on each of the second video reels  32 . 
     The gaming machine is provided with an image table  2   a  (see  FIGS. 2 and 14 ). The image table  2   a  stores image identification information of image data which is indicative of the fact that either of a player&#39;s character and an enemy&#39;s character has won a matchup therebetween, in association with each of plural kinds of patterns. Further, the gaming machine  1  is provided with an image ROM  55  (see  FIG. 15 ). The image ROM  55  stores image data per se in association with image identification information. Namely, the image table  2   a  and the image ROM  55  each function as an image storing section. 
     Further, the gaming machine  1  is provided with a feature game-destined prize table  2   b  (see  FIGS. 13A and 13B  and  FIG. 14 ). The prize game  2   b  stores prizes to be established, in association with each of plural kinds of patterns and a combination between the player&#39;s character and the enemy&#39;s character. The prize table  2   b  functions as a prize storing section. 
     The gaming machine  1  is provided with a start button  12  (see  FIGS. 12 and 14 ). A player staying at the gaming machine operates the start button  12  in the case of starting rotational display of the first video reels  31 ,  31 , . . . and rotational display of the second video reels  32 ,  32 , . . . . The start button  12  functions as a start accepting section. 
     Where the start button  12  is operated, a base game is started. Thereafter, the first liquid crystal display panel  11  displays a base game image which is indicative of the progress of the base game. Further, the layout positions of partial patterns are randomly determined in correspondence with each of the first video reels  31 , and those of symbols are randomly determined in correspondence with each of the second video reels  32 . As shown in  FIG. 1A , further, on the first liquid crystal display panel  11 , each of the first video reels  31  is displayed in a rotating state in the direction indicated by the outline arrows while each of the second video reels  32  is displayed in a rotating state in the direction indicated by the arrows. Thereafter, each of the first video reels is displayed in a stopped state. At this time, the partial patterns of each of the first video reels  31  stop at the determined layout position. Where the layout positions of the partial patterns are appropriate, one of plural kinds of patterns completes. 
     If one entire pattern is incomplete by the partial patterns that stopped at the determined layout positions, each of the second video reels  32  is displayed in a stopped state. At this time, the symbols of each of the second video reels  32  stop at the determined layout positions. If specific symbols have stopped, prizes corresponding thereto are established. The thus established prizes are directly awarded to players, or alternatively, are awarded to the players after they are appropriately accumulated. In the present embodiment, the above established prizes are directly awarded to the players in the form of coin payout. If no specific symbols have stopped, no prize is established. 
     If one entire pattern is completed by partial patterns that stopped at the determined layout positions, a feature game corresponding to the entire pattern is started. Thereafter, the first liquid crystal display panel  11  displays a feature game image which is indicative of the progress of the feature game.  FIG. 1B  illustrates a first liquid crystal display panel  11  which displays a feature game image indicative of the fact that a player&#39;s character  33  serving as a “warrior” competes against an enemy&#39;s character “great devil” in a background of a pattern indicative of a “beach”. Next, which one of the player&#39;s and enemy&#39;s characters  33  and  34  wins a game is randomly determined. After a winning character is determined, a feature game image (hereinafter, referred to as a win-loss image) is displayed which is indicative of the fact that a determined character wins in a matchup between the player&#39;s and enemy&#39;s characters  33  and  34 . 
     In the feature game, an image is displayed based upon data stored in the image ROM  55  in association with an entire pattern completed in a base game. Namely, a pattern and a win-loss image correspond to each other. If a determined character is the player&#39;s character  33 , a prize is established. The thus established prize is stored in a feature game-destined prize table  2   b  in association with a pattern completed in a base game and a combination between the player&#39;s and enemy&#39;s characters  33  and  34  competing against each other in the feature game. 
     As has been described above, if each of the first video reels  31  is displayed in a stopped state, when one entire pattern does not complete, a base game is performed to the end. When one entire pattern completes, a feature game corresponding to the completed entire pattern is started while the completion of the pattern is triggered. Thus, a player can intuitively recognize whether or not the feature game is started. Moreover, since the entire pattern completed in the base game and the win-loss image in the feature game correspond to each other, the player can intuitively recognize which of the feature games is started. As the result thereof, the player&#39;s reliability relative to games can be obtained. Further, since the patterns and win-loss images; and prizes correspond thereto, the player can be aware of kinds and number of prizes by visually recognizing patterns or win-loss images. 
     1-2. Configuration of the Gaming Machine 
       FIG. 2  is a perspective view showing an appearance of the gaming machine according to the first embodiment of the present invention. The gaming machine  1  is installed in an amusement place such as casino. The gaming machine  1  is provided with a cabinet  10  which houses electrical or mechanical parts for performing predetermined base and feature games. The base game corresponds to a slot game. 
     A rectangular first liquid crystal display panel  11  is arranged at the lower side of the frontal center of the cabinet  10 . Although not shown, a backlight of the first liquid crystal display panel  11  is arranged at the depth of the first liquid crystal display panel  11 . If a game is performed, a rectangular display area  11   a  is provided at the center of the first liquid crystal display panel  11 . The display area  11   a  displays a game image which is indicative of the progress of a base game or a feature game. A display area other than the display area  11   a  displays an effect image for augmenting a game, an instruction for a player, a remaining number of coins accumulated in the gaming machine  1 , and a value of BET, for example. 
     A second liquid crystal display panel  17  is arranged at the upper side of the frontal center of the cabinet  10 . If a game is performed, the second liquid crystal display panel  17  displays an effect image for augmenting the game. Each of the liquid crystal display panels  11 ,  17  displays an image which is based upon the data stored in the image ROM  55  (see  FIG. 15 ). 
     At the frontal upper part of the cabinet  10 , speakers  15 ,  15  are disposed to be spaced from each other at the right and left-sides. Further, a number of decorative lamps  16 ,  16 , . . . are arranged at the frontal periphery of the cabinet  10 . An operating console  100  intended for a player to operate the gaming machine  1  is provided at the frontal lower part of the cabinet  10 . On the top face of the operating console  100 , an operating section  120  operated by a player and a coin insertion slot  13  for a player to insert a coin are provided. At the lower part of the operating console  100 , a coin tray  14  is provided. At the operating section  120 , a start button  12  and various types of other operational buttons such as a BET button and a CASHOUT button are provided. 
     In the gaming machine  1  of the embodiment, coins are employed as gaming media. Other gaming media such as bills, securities, medals, tokens, electronic money, and tickets may be employed without being limitative thereto. 
       FIG. 3  is a schematic view showing exemplary first video reels displayed on a first liquid crystal display panel which is included in the gaming machine according to the first embodiment of the present invention.  FIG. 4  is a schematic view showing exemplary second video reels displayed on the first liquid crystal display panel which is included in the gaming machine according to the first embodiment of the present invention.  FIG. 5  is a schematic view showing an exemplary base game image (indicative of the fact that reels are displayed in a rotating state) which is displayed on the first liquid crystal display panel included in the gaming machine according to the first embodiment of the present invention, as is the case with  FIG. 1A .  FIG. 6  is a schematic view showing an exemplary base game image (indicative of the fact that reels are displayed in a stopped state) which is displayed on the first liquid crystal display panel that is included in the gaming machine according to the first embodiment of the present invention. 
     As shown in  FIGS. 5 and 6 , three video reels  31 ,  31 , . . . and three second video reels  32 ,  32 , . . . are displayed, respectively, inside of a display area  11   a  of a first liquid crystal display panel  11 . Namely, the gaming machine  1  is a double reel-type gaming machine. Here, it is assumed that a square-shaped display unit (hereinafter, simply referred to as a “square”) is provided. This square has dimensions in which one symbol as described later can be internally arranged. The display area  11   a  has dimensions for five squares in the horizontal direction and three squares in the vertical direction. 
     As shown in  FIG. 3 , each of the first video reels  31  has dimensions for one square in the horizontal direction. Partial patterns of each of plural kinds of patterns are arranged on the first video reels  31 ,  31 , . . . . In the present embodiment, these patterns include those which are representative of a “beach”, a “woodland”, and a “park”. Each of these patterns has dimensions for three squares in the horizontal direction and for three squares in the vertical direction. 
     Further, each of the patterns is divided into a partial pattern constituting a right side part thereof; a partial pattern constituting a right side part; and a partial pattern constituting a center part. These partial patterns are arranged on the rights-side, left-side, and central first video reels  31 ,  31 ,  31 . Each of the partial patterns has dimensions for one square in the horizontal direction and for three squares in the vertical direction. In the following description, a partial pattern constituting the right side part of the entire pattern is referred to as a right-side partial pattern; that constituting the left-side part thereof is referred to as a left-side partial pattern; and that constituting the center thereof is referred to as a central partial pattern. 
     On the right first video reel  31 , the right-side partial patterns of each of the entire patterns representative of the “beach”, “woodland”, and “park” are arranged to be vertically adjacent to each other or vertically spaced therefrom in appropriate length. Similarly, on the left first video reel  31 , the left-side partial patterns of each of the entire patterns representative of the “beach”, “woodland”, and “park” are arranged to be vertically adjacent to each other or vertically spaced in appropriate length. On the central first video reel  31 , the central partial patterns of each of the entire patterns representative of the “beach”, “woodland”, and “park” are arranged to be vertically adjacent to each other or vertically spaced therefrom in appropriate length. 
     Such first video reels  31 ,  31 , . . . are arranged at the horizontal center part of the display area  11   a,  as shown in  FIGS. 5 and 6 , and thereafter, are rotationally displayed in an upward direction (indicated by the outline arrow in each of  FIGS. 3 and 5 ) in the display area  11   a.  As the result thereof, each of the partial patterns is movably displayed in the upward direction. 
     As shown in  FIG. 4 , each of the second video reels  32  has dimensions for one square in the vertical direction. On each of the second video reels  32 , plural kinds of symbols are arranged at equal intervals in the horizontal direction. In the present embodiment, these symbols are patterns representative of a “star”, a “heart”, a “convolution”, a “sun”, a “flash of lightning”, an “umbrella”, and a “triangle” and a pattern indicative of a number “7”. Such second video reels  32 ,  32 , . . . are arranged entirely in the display area  11   a,  as shown in  FIGS. 5 and 6 , and are rotationally displayed in the rightward direction (indicated by the arrow in each of  FIGS. 4 and 5 ). As the result thereof, each of the symbols is movably displayed in the rightward direction. 
     In the meantime, as shown in  FIGS. 5 and 6 , in the display area  11   a,  the second video reels  32 ,  32 , . . . are displayed as if they were arranged at the frontal side of the first video reels  31 ,  31 , . . . . In further detail, the first video reels  31 ,  31 , . . . cannot be transparently seen through symbols arranged on each of the second video reels  32 , whereas the first video reels  31 ,  31 , . . . and the second video reels  32 ,  32 , . . . are displayed in the display area  11   a  so that the first video reels  31 ,  31 , . . . are transparently seen through portions at which symbols of each of the second video reels  32  are not arranged. As the result thereof, a player can easily visually recognize partial patterns arranged on the first video reels  31 ,  31 , . . . and the symbols arranged on the second video reels  32 ,  32 , . . . . 
     The symbols arranged on each of the second video reels  32  are made semitransparent, and thereafter, portions at which symbols of each of the second video reels  32  are not arranged are made transparent, whereby the first video reels  31 ,  31 , . . . may be transparently seen through all of the second video reels  32 . 
     In the gaming machine  1 , first, a base game is performed. A player performs the base game by operating the operating section  20  shown in  FIG. 2  while visually recognizing an image of the base game, which is displayed on the first liquid crystal display panel  11 , and an effect image displayed on the second liquid crystal display panel  17 . 
     Where the player operates the start button  12 , each of the first video reels  31  is rotationally displayed in the upward direction, and each of the second video reels  32  is rotationally displayed in the rightward direction, as shown in  FIG. 5 , in the display area  11   a.  Thus, each of the partial patterns is movably displayed in the upward direction, and each of the symbols is movably displayed in the rightward direction. The first video reels  31 ,  31 , . . . , which were displayed in a rotating state, are displayed in a stopped state with a predetermined timing on a one-by-one reel basis. At this time, partial patterns arranged in each of the first video reels  31  are displayed in a stopped state in the display area  11 . However, as to one of the first video reels  31 , the entire portion of one partial pattern may be displayed in the display area  11   a;  part of one partial pattern may be displayed therein; or alternatively, a part of each of two partial patterns may be displayed therein. 
     As to all of the three first video reels  31 ,  31 , . . . , where the entirety of one partial pattern is displayed in the display area  11   a  and all of the displayed three partial patterns are those which belong to patterns of a same kind, one entire pattern completes in the display area  11   a.  If one entire pattern completes in the display area  11   a,  a feature game which is different from a base game is started as described later. On the other hand, with respect to at least one of the first video reels  31 , if the entirety of one partial pattern is not displayed in the display area  11   a,  or alternatively, if at least one of the displayed three partial patterns does not belong to patterns of the same kind, one entire pattern does not complete in the display area  11   a.    
       FIG. 6  illustrates a case in which, in each of the first video reels  31 ,  31  . . . , the display area  11   a  displays therein a part of the left-side partial pattern of an entire pattern representative of a “beach”; the entirety of the left-side partial pattern of an entire pattern representative of a “woodland”; and the entirety of the central partial pattern of an entire pattern representative of the “beach”. In the display area  11   a  shown in  FIG. 6 , although the left-side and central partial patterns of the entire patterns of a same kind are displayed in a stopped state, an entire pattern does not complete yet, since only one part of the right-side partial pattern is displayed in a stopped state. Assuming that the entirety of the right-side partial pattern is displayed in a stopped state, an entire pattern does not complete, since the left-side partial pattern is that which belongs to a pattern that is different from the right-side partial pattern and the central partial pattern. 
     If one entire pattern does not complete in the display area  11   a,  a base game is continued. At this time, each of the second video reels  32 ,  32 , . . . , which were displayed in a rotating state, is displayed in a stopped state with a predetermined timing on a one-by-one reel basis.  FIG. 6  illustrates a case in which “7” and “convolute” symbols are displayed in a stopped state on a one-by-one symbol basis; “star”, “umbrella”, “heart”, “triangle”, and “flash of lightning” symbols are displayed in a stopped state on a two-by-two symbols basis; and three “sun” symbols are displayed in a stopped state. 
     In the present embodiment, where three or more symbols of a same kind are displayed in a stopped state in a display area  11   a,  a winning prize is awarded to a player. At this time, a predetermined number of coins are paid out from the coin tray  14  shown in  FIG. 2 . Namely, all of the symbols of the present embodiment correspond to scatter symbols. If more than three symbols, i.e., four or more symbols of a same kind are displayed in a stopped state, more coins may be paid out in proportion thereto. Further, as to plural kinds of symbols, if three or more symbols of a same kind are displayed in a stopped state as well, the number of coins to be paid out may be multiplied. On the other hand, if only two or less symbols of a same kind are displayed in a stopped state in the display area  11   a,  no coin is paid out to the coin tray  14 . 
     Since three “sun” symbols are displayed in the display area  11   a  shown in  FIG. 6 , coins are given to a player. Assuming that one of the three “sun” symbols is replaced with a “convolute” or “7” symbol, no coin is given to the player. 
       FIG. 7  is a schematic view showing an exemplary feature game image (indicative of a matchup between a player&#39;s character and an enemy&#39;s character) which is displayed on a first liquid crystal display panel included in the gaming machine according to the first embodiment of the present invention, as is the case with  FIG. 1B . Further,  FIG. 8  is a schematic view showing an exemplary feature game image (indicative of the fact that a player&#39;s character has won) which is displayed on the first liquid crystal display panel that is included in the gaming machine according to the first embodiment of the present invention; and  FIG. 9  is a schematic view showing an exemplary feature game image (indicative of the fact that the enemy&#39;s character has won) which is displayed on the first liquid crystal display panel that is included in the gaming machine according to the first embodiment of the present invention; 
     A feature game is started where one entire pattern completes in the display area  11   a.  Since no symbol is used in the feature game of the embodiment, the second video reels  32 ,  32 , . . . are not displayed in the display area  11   a  after the feature game is started.  FIG. 7  illustrates a case in which, on the first video reels  31 ,  31 , . . . , all of partial patterns of an entire pattern representative of a “beach” are displayed in a stopped state in the display area  11   a.  Namely, one entire pattern completes in the display area  11   a  shown in  FIG. 7 . Therefore, a feature game is started in the display area  11   a  shown in  FIG. 7 . 
     While no partial patterns are directly used in the feature game of the embodiment, the entire patterns completed in a base game are used as a background as shown in  FIGS. 7 to 9 . Where a feature game is started, the completed image may be erased without being used as a background, or alternatively, may be used as a background, in a state in which they are obscured by reducing luminance or applying shading thereto. 
     As a foreground of a feature game image, an image is displayed which is indicative of the fact that a player&#39;s character and an enemy&#39;s character compete against each other, and thereafter, either of them wins a game.  FIG. 7  shows a feature game image which is indicative of the fact that the player&#39;s character  33  and the enemy&#39;s character  34  compete against each other while a graphic pattern representative of a “beach” is used as a background. The player&#39;s character  33  introduced herein is an armored “warrior” taking a sword and a shield, and the enemy&#39;s character  34  is a frightful “great devil”. As a feature game image shown in  FIG. 7 , further, prize money “100 dollars” is also displayed which a player wins if the player&#39;s character has won a game. 
       FIG. 8  shows a feature game image which is indicative of the fact that the player&#39;s character  33  wins against the enemy&#39;s character  34  while a pattern representative of a “beach” is used as a background. Further, prize money “100 dollars”, which a player wins, is also displayed in the feature game image shown in  FIG. 8 . On the other hand,  FIG. 9  illustrates a feature game image which is indicative of the fact that the enemy&#39;s character  34  wins against the player&#39;s character  33  while a graphic pattern representative of a “beach” is used as a background. Prize money, which the player wins, is not displayed in the feature game image shown in  FIG. 9 . The feature game image as shown in  FIG. 7  is displayed in the display area  11   a,  and thereafter, a feature game image as shown in either of  FIGS. 8 and 9  is displayed. 
     Where the feature game image shown in  FIG. 7  is displayed, when the feature game image is displayed in which the player&#39;s character  33  wins against the enemy&#39;s character  34 , the player wins a prize. At this time, coins having a value for 100 dollars are paid out from the coin tray shown in  FIG. 2 . On the other hand, as shown in  FIG. 9 , when the feature game image is displayed in which the enemy&#39;s character  34  wins against the player&#39;s character  33 , no coins are paid out to the coin tray  14 . A feature game-destined prize table  2   b  (see  FIGS. 13A and 13B ) described later stores: a probability that the player&#39;s character  33  wins in the case of a matchup between the player&#39;s character  33  and the enemy&#39;s character  34 ; and the number of prizes, which a player wins by winning of the player&#39;s character  33 . 
     In the meantime, the feature game of the embodiment includes other player&#39;s and enemy&#39;s characters completing against each other while a “beach” pattern is used as a background, apart from the player&#39;s and enemy&#39;s characters  33  and  34 . Further, the player&#39;s and enemy&#39;s characters competing against each other while an entire pattern other than “beach” is used as a background are different from those completing while the “beach” pattern is thus used. 
     Moreover, a prize, which the player can win where the player&#39;s and enemy&#39;s characters  33  and  34  compete against each other while the “beach” pattern is used as a background, is occasionally different from that which the player can win where other player&#39;s and enemy&#39;s characters do the same. Further, a prize, which the player can win in the case of a matchup while the pattern “beach” is used as a background, is occasionally different from that which the player can win in the case of a matchup while a graphic pattern other than the “beach” is used as a background. 
       FIG. 10  is a schematic view showing an exemplary feature game image displayed on a first liquid crystal display panel (a matchup between the strong player&#39;s character and the weak enemy&#39;s character) which is included in the gaming machine according to the first embodiment of the present invention.  FIG. 11  is a schematic view showing an exemplary feature game image displayed on a first liquid crystal display panel (a matchup between the weak player&#39;s character and the strong enemy&#39;s character) which is included in the gaming machine according to the first embodiment of the present invention. The feature game image shown in each of  FIGS. 10 and 11  is equivalent to that shown in  FIG. 7 . 
     The feature game image shown in  FIG. 10  includes an enemy&#39;s character  36  instead of the enemy&#39;s character  34  shown in  FIG. 7 . The enemy&#39;s character  36  is a cute “devilkin”. On the feature game image shown in  FIG. 10 , prize money “10 dollars”, which the player wins in the case where the player&#39;s character  33  has won a game, is displayed, the amount of which is lower than that of the prize money “100 dollars” displayed on the feature game image shown in  FIG. 7 . On the other hand, the feature game image shown in  FIG. 11  is inclusive of the player&#39;s character  35  instead of the player&#39;s character  33  shown in  FIG. 7 . The player&#39;s character  35  is a “sea bathing visitor” wearing a swimming costume with no weapon. On the feature game image shown in  FIG. 11 , further, prize money “300 dollars”, which the player wins in the case where the player&#39;s character  35  has won a game, is displayed, the amount of which is higher than that of the prize money “100 dollars” displayed on the feature game image shown in  FIG. 7 . 
     The player&#39;s character  33  is a strong player&#39;s character and the player&#39;s character  35  is a weak player&#39;s character. Thus, the player&#39;s character  33  is more likely to win against an enemy&#39;s character than the player&#39;s character  35 . Therefore, where the player&#39;s character  33  is displayed, the player can win a prize at a higher probability than that in the case where the player&#39;s character  35  is displayed. Instead, where the player&#39;s character  35  is displayed, the player can win many more prizes than those in the case where the player&#39;s character  33  is displayed. 
     On the other hand, the enemy&#39;s character  34  is strong and the enemy&#39;s character  36  is weak. Thus, the enemy&#39;s character  34  is more likely to win against a player&#39;s character than the enemy&#39;s character  36 . Therefore, where the enemy&#39;s character  36  is displayed, the player can win a prize at a higher probability than that in a case where the enemy&#39;s character  34  is displayed. Instead, where the enemy&#39;s character  34  is displayed, the player can win many more prizes than that in the case where the enemy&#39;s character  36  is displayed. 
     In the meantime, although not shown, in a base game, if a pattern representative of a “woodland” has completed, a competing player&#39;s character is a strong “hunter” or a weak “hunting dog”, and an enemy&#39;s character is a strong “bear” or a weak “rabbit”. 
       FIG. 12  is a schematic view showing one example of data stored in a pattern table which is included in the gaming machine according to the first embodiment of the present invention. An image table  2   a  stores a ROM  21  described later (see  FIG. 14 ). The image table  2   a  stores types of patterns (“patterns” in the figure), image identification information (“images” in the figure), and probabilities of completion. There are several kinds of patterns such as “beach” and “woodland”. 
     With respect to the “beach” pattern, for example, items of image identification information include data of a feature game image which is indicative of the fact that the player&#39;s character  33  and the enemy&#39;s character  34  compete against each other; data of a feature game image which is indicative of the fact that the player&#39;s character  33  wins; and data of a feature game image which is indicative of the fact that the enemy&#39;s character  34  wins. Using these items of image identification information, the data stored in an image ROM  55  described later (see  FIG. 15 ) is read. A probability of completion denotes a probability of completion of each entire pattern.  FIG. 12  illustrates a case in which a probability that a “beach” pattern completes is set at 30% and a probability that a “woodland” pattern completes is set at 20%. 
       FIGS. 13A and 13B  are schematic views each showing one example of data stored in a feature game-destined prize table that is included in the gaming machine according to the first embodiment of the present invention. The feature game-destined prize table  2   b  is stored in a ROM  21  described later (see  FIG. 14 ). 
     The prize table  2   b  stores: kinds of patterns (“patterns” in the figure); basic values of prizes established where player&#39;s characters have won (“prizes” in the figure); basic values of winning percentages that player&#39;s characters win (“winning percentages” in the figure) in association with each other. In addition, this prize table stores: types of player&#39;s characters (“player&#39;s characters” in the figure); magnifications to be multiplied for the basic values of prizes where the player&#39;s characters have won a matchup with enemy&#39;s characters (“magnifications” in the figure); and correction values of winning percentages where the player&#39;s characters compete against enemy&#39;s characters (“correction value” in the figure) in association with each other. Further, this table stores types of enemy&#39;s characters (“enemy&#39;s characters” in the figure); magnifications multiplied for the basic values of prizes where player&#39;s characters have won a matchup with the enemy&#39;s characters (“magnifications” in the figure); and the correction values of winning percentages where the player&#39;s characters compete against the enemy&#39;s characters in association with each other. 
     As shown in  FIG. 13A , where a matchup takes place while the “beach” pattern is used as a background, the basic value of a prize established where a player&#39;s character has won is “100 dollars”, and the basic value of a winning percentage that a player&#39;s character wins is set at “30%”. Further, where a player&#39;s character  33  serving as a “warrior” has won a matchup with an enemy&#39;s character, a magnification multiplied for the basic value of a prize is “×1”, and the correction value of a winning percentage in the case where the player&#39;s character  33  competes against an enemy&#39;s character is set at “±0%”. Further, where the player&#39;s character has won a matchup with an enemy&#39;s character  34  serving as a “great devil”, the magnification multiplied for a basic value of a prize is set at “×1”, and a correction value of a winning percentage where the player&#39;s character competes against the enemy&#39;s character  34  is set at “±0%”. 
     As shown in  FIG. 7 , therefore, where the player&#39;s character  33  and the enemy&#39;s character  34  compete against each other while the “beach” pattern is used as a background, the conclusive prize is established as coins, the amount of which is equivalent to “100 dollars”, and the conclusive winning percentage is set at “30%”. 
     As shown in  FIG. 13A , where the player&#39;s character  35  serving as a “sea bathing visitor” has won a matchup with an enemy&#39;s character, the magnification multiplied for the basic value of a prize is set at “×3”, and the correction value of a winning percentage in the case where the player&#39;s character  35  competes against the enemy&#39;s character  36  is set at “−20%”. Further, where a player&#39;s character has won a matchup with the enemy&#39;s character  36  serving as a “devilkin”, the magnification multiplied for the basic value of a prize is set at “×1/10”, and the correction value of a winning percentage in the case where a player&#39;s character competes against the enemy character  36  is set at “+50%”. Therefore, as shown in  FIG. 10 , where the player&#39;s character  33  and the enemy&#39;s character  36  compete against each other while the “beach” pattern is used as a background, the conclusive prize is established as coins, the amount of which is equivalent to “10 dollars”, and the conclusive winning percentage is set at “80%”. 
     In addition, as shown in  FIG. 11 , where the player&#39;s character  35  and the enemy&#39;s character  34  compete against each other while the “beach” pattern is used as a background, the conclusive prize is established as coins, the amount of which is equivalent to “300 dollars”, and the conclusive winning percentage is set at “10%”. Further, where the player&#39;s character  35  and the enemy&#39;s character  36  compete against each other while the “beach” pattern is used as a background, the conclusive prize is established as coins, the amount of which is equivalent to “30 dollars”, and the conclusive winning percentage is set at “60%”. 
     As shown in  FIG. 13B , where a matchup takes place while the “woodland” pattern is used as a background, the basic value of a prize established where a player&#39;s character has won is set at “50 dollars”, and the basic value of a winning percentage that the player&#39;s character wins is set at “50%”. In addition, where the player&#39;s character “hunter” has won a matchup with an enemy&#39;s character, the magnification multiplied for the basic value of the prize is set at “×1”, and the correction value of a winning percentage where the player&#39;s character “hunter” competes against an enemy&#39;s character, the correction value of a winning percentage where the player&#39;s character “hunter” competes against the enemy&#39;s character is set at “±0%”. Further, where the enemy&#39;s character has won a matchup with the enemy&#39;s character “rabbit”, the magnification multiplied for the basic value of the prize is set at “×1”, and the correction value of a winning percentage where the player&#39;s character competes against the enemy&#39;s character “rabbit” is set at “±0%”. Therefore, where the player&#39;s character “hunter” and the enemy&#39;s character “rabbit” compete against each other while the “woodland” pattern is used as a background, the conclusive prize is established as coins, the amount of which is equivalent to “50 dollars”, and the conclusive winning percentage is set at “50%”. 
     As shown in  FIG. 13B , where the player&#39;s character “hunting dog” has won a matchup with an enemy&#39;s character, the magnification multiplied for the basic value of the prize is set at “×2”, and the correction value of a winning percentage where the player&#39;s character “hunting dog” competes against the enemy&#39;s character is set at “−20%”. Further, where the player&#39;s character has won a matchup with the enemy&#39;s character “bear”, the magnification multiplied for the basic value of a prize is set at “×2”, and the correction value of a winning percentage where the player&#39;s character competes against the enemy&#39;s character “bear” is set at “−20%”. Therefore, where the player&#39;s character “hunter” and the enemy&#39;s character “bear” compete against each other while the “woodland” pattern is used as a background, the conclusive prize is established as coins, the amount of which is equivalent to “100 dollars”, and the conclusive winning percentage is set at “30%”. 
     In addition, where the player&#39;s character “hunting dog” and the enemy character “rabbit” compete against each other while the “woodland” pattern is used as a background, the conclusive prize is established as coins, the amount of which is equivalent to “100 dollars”, and the conclusive winning percentage is set at “30%”. Furthermore, where the player&#39;s character “hunting dog” and the enemy character “bear” compete against each other while the “woodland” pattern is used as a background, the conclusive prize is established as coins, the amount of which is equivalent to “200 dollars”, and the conclusive winning percentage is set at “10%”. 
       FIG. 14  is a block diagram depicting a configuration of essential portions of the gaming machine according to the first embodiment of the present invention. The gaming machine  1  has a plurality of constituent elements, mainly a main control board  2  including a main microcomputer  200 . 
     In addition to the main microcomputer  200 , the main control board  2  has a random number generating circuit  23 , a sampling circuit  24 , an I/O port  25 , a hopper driving circuit  142 , and a lamp driving circuit  161 . To the I/O port  25 , an operating section  120 , a coin detecting section  131 , a hopper driving circuit  142 , a lamp driving circuit  161 , and a sub-control board  4  are connected. To the sub-control board  4 , speakers  15 ,  15  and liquid crystal display panels  11 ,  17  are connected. To the hopper driving circuit  142 , a hopper  141  is connected. To the lamp driving circuit  161 , decorative lamps  16 ,  16 , . . . are connected. 
     The main microcomputer  200  has a main CPU  20 , a ROM  21 , and a RAM  22 . To the main CPU  20 , the ROM  21 , the RAM  22 , the random number generating circuit  23 , the sampling circuit  24 , and the I/O port  25  are connected. To the random number generating circuit  23 , the sampling circuit  24  is connected. The ROM  21  stores computer programs (hereinafter, simply referred to as “programs”) and permanent data used when executing the programs. 
     The data stored in the ROM  21  includes various types of tables such as a pattern table, an image table  2   a  (see  FIG. 12 ), a feature game-destined prize table  2   b  (see  FIGS. 13A and 13B ), a feature game-destined random number table, a symbol table, a base game-destined prize table, and a base game-destined random number table. The pattern table stores: individual first reel identification information assigned to the first video reels  31 ; and partial-pattern identification information of partial patterns arranged on the first video reels  31 . The partial-pattern identification information also includes identification information for identifying patterns to which partial patterns belong. The feature game-destined random number table stores the range of random numbers, probabilities of completion, and winning percentages in association with each other. 
     The symbol table stores: individual second reel identification information assigned to the second video reels  32 ; and symbol identification information of symbols arranged on the second video reels  32 . The base game-destined prize table stores prizes awarded to players if specific symbols are displayed in a stopped state in the display area  11   a.  Specifically, the prize table stores various types of data so that, if three or more symbols of a same kind are displayed in a stopped state in the display area  11   a,  prizes are awarded to players, and the number of prizes corresponding to symbols of different kinds (i.e., the number of coins) is different. 
     The base game-destined random number table stores the range of random numbers and winning probabilities (i.e., probabilities that prizes are awarded to players) in association with each other by specific symbols allowed to award prizes to players. For example, the random number table stores various types of data so as to narrow the range of random numbers and lower the winning probabilities with respect to symbols allowed to award a large amount of prize money (i.e., a large number of coins) to players. 
     The main CPU  20  executes various types of processes in accordance with the programs and data stored in the ROM  21 . Specifically, the main CPU  20  controls the entire equipment operation of the gaming machine  1  by inputting/outputting signals to/from other constituent elements directly or via the I/O port  25 . The random number generating circuit  23  is controlled and actuated by means of the main CPU  20 , and generates a predetermined range of random numbers. The sampling circuit  24  is controlled and actuated by means of the main CPU  20 ; samples any of the random number generated by the random number generating circuit  23 , and inputs the sampled random numbers to the main CPU  20 . 
     The RAM  22  temporarily stores the data and programs used when the main CPU  20  is actuated. For example, the RAM  22  stores the random numbers sampled by means of the sampling circuit  24 . In addition, the RAM  22  stores: first-reel identification information of a respective one of three first video reels  31 ,  31 , . . . ; partial-pattern identification information of the partial patterns which should stop in the display area  11   a  with respect to each of the first video reels  31 ; and layout position information in the vertical direction of the partial patterns that should stop in the display area  11   a.  Further, the RAM  22  stores: second-reel identification information of a respective one of three second video reels  32 ,  32 , . . . ; symbol identification information of symbols which should stop in the display area  11   a  with respect to the second video reels  32 ; and layout position information in the horizontal direction of the symbols that should stop in the display area  11   a.    
     The lamp driving circuit  161  outputs to decorative lamps  16 ,  16 , . . . an effect signals for causing the decorative lamps  16 ,  16 , . . . to perform an illumination effect under the control of the main CPU  20 . The decorative lamps  16 ,  16 , . . . , to which the effect signals were input, light or blink. The hopper driving circuit  142  drives the hopper  141  under the control of the main CPU  20 . As the result thereof, the hopper  142  pays out a predetermined number of coins to the coin tray  14 . The coin detecting section  131  detects a coin inserted into the coin insertion slot  13 , and then, outputs a coin detection signal, which is indicative of a detection result, to the main CPU  20  via the I/O port  25 . The main CPU  20  computes the number of coins inserted into the coin insertion slot  13 , based upon the input coin detection signal. 
     From the operating section  120 , where various types of operational buttons including the start button  12  are operated, operational signals corresponding to the operated operational buttons are output to the main CPU  20  via the I/O port  25 . The main CPU  20  controls equipment operation of the gaming machine  1  in response to the inputted operational signals. For example, where the start button  12  is operated, the start signal corresponding to the start button  12  is output to the main CPU  20 . The main CPU  20 , to which the start signal was input, starts displaying the first video reels  31  in a rotating state and displaying the second video reels  32  in a rotating state, via the sub-control board  4  described later. 
     The main CPU  20  indirectly controls speakers  15 ,  15  and liquid crystal display panels  11 ,  17  by controlling a sub-CPU  40  (see  FIG. 15 ) included in the sub-control board  4  (see  FIG. 15 ). As the result thereof, an effect voice or a melodious sound, etc., is output from the speakers  15 ,  15 , and the liquid crystal display panels  11 ,  17  display various types of images. Thus, a predetermined control signal is output from the main CPU  20  to the sub-CPU  40 , via the I/O port  25  and the IN port  43  (see  FIG. 15 ). 
       FIG. 15  is a block diagram depicting a configuration of essential portions of a sub-control board included in the gaming machine according to the first embodiment of the present invention. In the sub-control board  4 , a control signal is input from the main control board  2 , thereby executing display control of each of the liquid crystal display panels  11 ,  17  and voice output control of the speakers  15 ,  15 . The sub-control board  4  is a circuit board, which is different from that constituting the main control board  2 , and consists essentially of a sub-microcomputer  400 . 
     First, connection statuses of constituent elements will be described. The sub-microcomputer  400  has a sub CPU  40 , a program ROM  41 , a work RAM  42 , an IN port  43 , and an OUT port  44 . To the sub CPU  40 , the program ROM  41 , the work RAM  42 , the IN port  43 , and the OUT port  44  are connected. The OUT port  44  is connected to an IN port  53  of an image control circuit  5  described later. The IN port  43  is connected to an I/O port  25  of the main control board  2  (see  FIG. 14 ). 
     The sub-control board  4  shown in  FIG. 15  has a sound source IC  151 , a power amplifier  152 , and an image control circuit  5 , in addition to the sub-computer  400 . The sound source IC  151  is connected to the sub CPU  40 , and the power amplifier  152  is connected to the sound source IC  151  and the speakers  15 ,  15 . An image control circuit  5  has: an image control CPU  50 ; an image control program ROM  51 ; an image control work RAM  52 ; an IN port  53 ; an image control IC  54 ; an image ROM  55 ; and an image RAM  56 . The image control CPU  50  is connected to the image control work RAM  52 , the IN port  53 , and the image control IC  54 . To the image control IC  54 , the image ROM  55  and the image RAM  56  are connected. To the image control IC  54 , further, the liquid crystal display panels  11 ,  17  are connected. 
     Next, functions of constituent elements will be described. The program ROM  41  stores: the programs for actuating the sub CPU  40 ; and permanent data used when executing the programs. The sub-control board  4  is not provided with a random number generating circuit and a sampling circuit, whereas the program ROM  41  stores random sampling programs instead thereof. 
     The sub CPU  40  executes various types of processes in accordance with the programs and data stored in the program ROM  41 , based upon a control signal input from the main control board  2 . Specifically, the sub CPU  40  controls operations of constituent elements of the sub-control board  4 , the speakers  15 ,  15  connected to the sub-control board  4 , and liquid crystal display panels  11 ,  17 , etc., by inputting/outputting signals from/to other constituent elements, directly or via the IN port  43  or OUT port  44 . In addition, the sub CPU  40  executes random number sampling programs, thereby generating random numbers and sampling the generated random numbers. Further, the sub CPU  40  computes image display parameters, and then, outputs to the image control CPU  50  parameter signals which are indicative of the computed parameters. 
     The work RAM  42  temporarily stores the data and programs used when the sub CPU  40  is actuated. For example, the work RAM  42  stores the random numbers sampled by the sub CPU  40  executing the random number sampling programs. The sound source IC  151  is controlled by means of the sub CPU  40 , and outputs an effect sound from the speakers  15 ,  15 . The power amplifier  152  is an amplifier for amplifying the voice output from the speakers  15 ,  15 . 
     The image control program ROM  51  of the image control circuit  5  stores image control programs and permanent data that is used when executing the image control programs. The permanent data is a determination table for determining the images to be displayed on the liquid crystal display panels  11 ,  17 , for example. The image ROM  55  stores: data of base game images formed using dot data; data of feature game images; and data of effect images, etc. 
     The image control CPU  50  determines the contents of images to be displayed on the liquid crystal display panels  11 ,  17 , in accordance with the image control programs and data stored in the image control program ROM  51 . This determination is based upon the parameter signals input from the sub-microcomputer  400 . The image control work RAM  52  temporarily stores the data and programs used when the image control CPU  50  is actuated. 
     The image control IC  54  reads image data from the image ROM  55  in accordance with the contents determined by the image control CPU  50 ; forms video images, based upon the read data; and then, outputs the resultant images to the liquid crystal display panels  11 ,  17 . The liquid crystal display panels  11 ,  17  display the input video images. The image RAM  56  temporarily stores data used when the image control IC  54  is actuated. In further detail, in the image RAM  56 , a memory area for storing data for displaying the first video reels  31  and a memory area for storing data for displaying the second video reels  32  are provided. The image control IC  54  forms video images by superimposing data read from each of the memory areas, and then, outputs the resultant images to the liquid crystal display panels  11 ,  17 . 
     In this manner, the main CPU  20  causes the liquid crystal display panels  11 ,  17  to display required images via the sub CPU  40 , the image control CPU  50 , and the image control IC  54 . Therefore, the burden of the main CPU  20  can be alleviated more significantly than that in a case in which the main CPU  20  directly controls the liquid crystal display panels  11 ,  17  to display required images. 
     1.3. Operation of the Gaming Machine 
       FIG. 16  is a flowchart showing procedures for executing game control processing in the gaming machine according to the first embodiment of the present invention. Where power is supplied to the gaming machine  1  by turning ON a power switch (not shown) of the gaming machine  1 , the main microcomputer  200  is activated, and then, the main CPU  20  performs initial setting (step  1 . Hereinafter, the word “Step” is abbreviated as “S”.) 
     The main CPU  20  at S 1  executes a BIOS stored in the ROM  21 , and then, decompresses, in the RAM  22 , the compressed data incorporated in the BIOS. Then, this CPU executes the BIOS decompressed in the RAM  22 , and diagnoses and initializes various types of peripherals. The main CPU  20  causes the RAM  22  to store the program and data stored in the ROM  21 . In addition, this CPU controls the decorative lamps  16 ,  16 , . . . via the lamp driving circuit  161 , and then, starts an illumination effect. Further, this CPU controls speakers  15 ,  15  via the sub-control board  4 , and then, starts a voice effect. Furthermore, the main CPU  20  controls the liquid crystal display panels  11 ,  17  via the sub-control board  4  to display predetermined images. 
     Next, the main CPU  20  invokes and executes a subroutine of base game play processing (see  FIGS. 17A and 17B ) (S 2 ). After completion of the processing at S 2 , the main CPU  20  judges whether or not the power switch is turned OFF (S 3 ). If the power switch is left to be ON (NO at S 3 ), the processing at S 2  is repeatedly executed. If the power switch is turned OFF (YES at S 3 ), the main CPU  20  controls constituent elements of the gaming machine  1 , terminates various types of operations (illumination and voice effects and image display or the like), and then, terminates game control processing. 
       FIGS. 17A and 17B  are flowcharts each showing a subroutine of procedures for executing base game play processing in the gaming machine according to the first embodiment of the present invention. The main CPU  20  accepts getting ready to start a game (S 11 ). Where the processing at S 11  is executed, a player is ready to start a game by inserting a coin into the coin insertion slot  13 , and thereafter, operating the operating section  120  (for example, increasing or decreasing BET by operating a BET button). After that, the player operates the start button  12 . 
     Thus, although not shown, the main CPU  20  at S 11  computes the number of coins inserted into the coin insertion slot  13 , based upon a coin detection signal input from a coin detecting section  131 , and then, causes a RAM  22  to store the computation result. Further, this CPU causes the RAM  22  to store a value of BET increased or decreased by operating the operating section  120 . 
     Next, the main CPU  20  judges whether or not a start signal is input from the operating section  120  (S 12 ). The judgment at S 12  is made as to whether or not the start button  12  has accepted operation. Where the start signal is not input yet (NO at S 12 ), the main CPU  20  reverts to S 11 , and then, continuously accepts getting ready to start a game. Where the start signal is input from the operating section  120  (YES at S 12 ), i.e., where the start button  12  accepts operation, the main CPU  20 , although not shown, computes the number of coins accumulated in the gaming machine  1  by subtracting the value of BET from the number of coins stored in a RAM  22 . Then, the routine proceeds to S 13 . 
     The main CPU  20  starts a base game, thereby causing a display area  11   a  of a first liquid crystal display panel  11  (S 13 ) to display a base game image, and then, to cause a second liquid crystal display panel  17  to display an effect image, although not shown. After executing the processing at S 13 , the base game image displayed in the display area  11   a  is an image which is indicative of the fact that the first video reels  31  and the second video reels  32  stop. The main CPU  20  at S 13  outputs to a sub CPU  40  a control signal which is indicative of the fact that a base game is started at the gaming machine  1 . The sub CPU  40 , to which this control signal was input from the main CPU  20 , outputs to an image control CPU  50  a parameter signal for causing the first liquid crystal display panel  11  to display a base game image. 
     The image control CPU  50 , to which this parameter signal was input, determines the contents of a base game image to be actually displayed on the first liquid crystal display panel  11 , and then, outputs to an image control IC  54  a determination signal which is indicative of the determined contents. The image control IC  54 , to which this determination signal was input, reads from an image ROM  55 , data of the base game image which is responsive to the input determination signal, forms the image, based upon the read data, and then, outputs the resulting image to the first liquid crystal display panel  11 . As the result thereof, the first liquid crystal display panel  11  displays the base game image. Similarly, the second liquid crystal display panel  17  displays an effect image. 
     Next, the main CPU  20  randomly determines layout positions of partial patterns in correspondence with the first video reels  31  (S 14 ) and randomly determines layout positions of symbols in correspondence with the second video reels  32  (S 15 ). The layout positions of the partial patterns determined at S 14  correspond to vertical layout positions of partial patterns to be displayed in a stopped state in the display area  11   a  if the first video reels  31  are displayed in a stopped state. In order to determine partial patterns at S 14 , the main CPU  20  refers to a pattern table, an image table  2   a,  and a base game-destined random number table, etc., stored in the ROM  21  and employs random numbers generated by a random number generating circuit  23  and sampled by a sampling circuit  24 . The RAM  22  temporarily stores symbol identification information and layout position information of the determined symbols in association with the second reel identification information of the first video reels  31 . 
     The layout positions of the symbols determined at S 15  correspond to horizontal layout positions of symbols to be displayed in a stopped state in the display area  11   a  if the second video reels  32  are displayed in a stopped state. In order to determine the symbols at S 15 , the main CPU  20  refers to the symbol table and base game-destined random number table stored in the ROM  21  and employs random numbers generated by the random number generating circuit  23  and sampled by the sampling circuit  24 . The RAM  22  temporarily stores the symbol identification information and layout position information of the determined symbols in association with the second reel identification information of the second video reels  32 . 
     After completion of the processing at S 15 , the main CPU  20  starts rotational display of the first video reels  31  (S 16 ) and starts rotational display of the second video reels  32  (S 17 ). Thus, the main CPU  20  at S 13  and S 16  outputs an appropriate control signal to a sub CPU  40 , thereby starting rotational display of the first video reels  31  and starting rotational display of the second video reels  32 , via the sub CPU  40 , the image control CPU  50 , and the image control IC  54 . After executing the processing at S 16  and S 17 , the base game image displayed in the display area  11   a  is an image which is indicative of the fact that the first video reels  31  and the second video reels  32  are rotating, as shown in  FIG. 5 , for example. 
     Further, the main CPU  20  judges whether or not a timing, with which the first video reels  31  should be displayed in a stopped state, is established, based upon an elapsed time after starting rotational display of the first video reels  31  (S 18 ). If not (NO at S 18 ), the main CPU  20  repeats the judgment at S 18  while continuing rotational display of the first video reels  31 . An elapsed time after starting rotational display of the first video reels  31  may be clocked using a timer (not shown), or alternatively, may be clocked by counting the number of clocks input from a clock generator (not shown) to the main CPU  20 . 
     With respect to at least one of the first video reels  31 , a timing with which the first video reel  31  should be displayed in a stopped state is established (YES at S 18 ), the main CPU  20  causes the first video reels  31  to be displayed in a stopped state so that the partial pattern determined at S 14  with respect to the first video reel  31  to be displayed in a stopped state stops at the layout position determined at S 14  (S 19 ). Thus, the main CPU  20  at S 19  outputs an appropriate control signal to the sub CPU  40  in accordance with the first reel identification information, partial-pattern identification information, and layout position information stored in the RAM  22 , thereby displaying the first video reel  31  in a stopped state, via the image control CPU  50  and the image control IC  54 . 
     After the completion of the processing at S 19 , the main CPU  20  judges whether or not all of the three first video reels  31 ,  31 , . . . are stopped (S 20 ). If at least one of the first video reels  31  is still displayed in a rotating state (NO at S 20 ), this CPU controls the routine revert to S 18  and judges a timing of stopping rotation of such video reel in action. If all of the three first video reels  31 ,  31 , . . . have been displayed in a stopped state (YES at S 20 ), the main CPU  20  judges whether or not a pattern has completed (S 21 ). Thus, the main CPU  20  refers to the partial-pattern identification information and layout position information stored in the RAM  22 , and then, judges whether or not all of the partial patterns displayed in a stopped state in the display area  11   a  belong to one entire pattern and all of these partial patterns are displayed in a stopped state in the display area  11   a.    
     Where a pattern has completed (YES at S 21 ), the main CPU  20  invokes and executes a subroutine of feature game play processing (see  FIG. 18 ) (S 22 ). After the completion of the processing at S 22 , the main CPU  20  terminates base game play processing, and then, reverts to the former routine. 
     If one entire pattern is incomplete (NO at S 21 ), the main CPU  20  judges whether or not a timing, with which the second video reels  32  should be displayed in a stopped state, is established, based upon an elapsed time after starting rotational display of the second video reels  32  (S 23 ). If not (NO at S 23 ), the main CPU  20  repeats the judgment at S 23  while continuing rotational display of the second video reels  32 . An elapsed time after starting rotational display of the second video reels  32  may be clocked using a timer (not shown), or alternatively, may be clocked by counting the number of clocks input from a clock generator (not shown) to the main CPU  20 . 
     With respect to at least one of the second video reels  32 , if a timing, with which the second video reel  32  should be displayed in a stopped state, is established (YES at S 23 ), the main CPU  20  causes the second video reels  32  to be displayed in a stopped state so that the partial pattern determined at S 15  with respect to the second video reel  32  to be displayed in a stopped state stops at the layout position determined at S 15  (S 24 ). Thus, the main CPU  20  at S 24  outputs an appropriate control signal to the sub CPU  40  in accordance with the second reel identification information, partial-pattern identification information, and layout position information stored in the RAM  22 , thereby displaying the second video reel  32  in a stopped state, via the sub CPU  40 , the image control CPU  50 , and the image control IC  54 . 
     After the completion of the processing at S 24 , the main CPU  220  judges whether or not all of the three second video reels  32 ,  32 , . . . are stopped (S 25 ). If at least one of the second video reels  32  is still displayed in a rotating state (NO at S 25 ), this CPU controls the routine to revert to S 23  and judges a timing of stopping rotation of such video reel. 
     Where all of the three second video reels  32 ,  32 , . . . have been stopped (YES at S 25 ), the main CPU  20  judges whether or not a winning prize is established (S 26 ). Thus, the main CPU  20  refers to the symbol table and base game-destined prize table, etc. stored in the ROM  21  and the second reel identification information and symbol identification information stored in the RAM  22 , and then, judges whether or not specific symbols stop in the display area  11   a.  In further detail, this CPU judges whether or not at least three of the symbols of a same kind are displayed in a stopped state in the display area  11   a.    
     Where a winning prize is established (YES at S 26 ), the main CPU  20  controls a hopper  141  via a hopper driving circuit  142  to pay out a predetermined number of coins (S 27 ), terminates base game play processing, and reverts to the former routine. If no winning prize is established (NO at S 26 ), the main CPU  20  terminates base game play processing without executing the process at S 27 , and then, reverts to the former routine. 
       FIG. 18  is a flowchart showing a subroutine of procedures for executing feature game play processing in the game machine according to the first embodiment of the present invention. The main CPU  20  starts a feature game corresponding to an entire pattern completed in a base game, and then, causes the display area  11   a  of the first liquid crystal display panel  11  to display a feature game image (S 31 ). 
     The main CPU  20  at S 31  refers to a pattern table and an image table  2   a,  etc., and outputs to the sub CPU  40  a control signal which is indicative of starting a feature game at the gaming machine  1 , thereby displaying a feature game image, via the image control CPU  50  and the image control IC  54 . After executing the processing at S 31 , none of the second video reels  32 ,  32 , . . . is displayed on the feature game image displayed in the display area  11   a.    
     Next, the main CPU  20  determines a combination between a player&#39;s character and an enemy&#39;s character competing against each other, with referring to the image table  2   a  and feature game-destined prize table  2   b,  etc., stored in the ROM  21  (S 32 ). Further, the main CPU  20  randomly determines a winning character from among the player&#39;s and enemy&#39;s characters determined at S 32  (S 33 ). In other words, the main CPU  20  randomly determines which of the player&#39;s and enemy&#39;s characters win a game. For example, if a “beach” pattern has completed in a base game, a player&#39;s character  33  and an enemy&#39;s character  34  are determined at S 32 , and the player&#39;s character  33  is determined to be a winning character at S 33 . 
     Determining which of the player&#39;s and enemy&#39;s characters wins a game is determining whether or not a winning prize is established. In order to determine a winning character, the main CPU  20  refers to the pattern table, image table  2   a,  feature game-destined prize table  2   b,  and feature game-destined random number table or the like, which were stored in the ROM  21 , and employs the random numbers that were generated by the random number generating circuit  23  and sampled by the sampling circuit  24 . The character determined at S 33  is temporality stored in the RAM  22 . 
     After the completion of the processing at S 33 , the main CPU  20  displays a matchup image which is indicative of the fact that the character determined at S 33  wins a matchup between a player&#39;s character and an enemy&#39;s character, based upon the data stored in the image ROM  55  in association with the entire pattern completed in a base game (S 34 ). Thus, the main CPU  20  at S 34  refers to: the pattern table and image table  2   a  stored in the ROM  21 ; and the characters or the like stored in the RAM  22 , and then, outputs an appropriate control signal to the sub CPU  40 , thereby displaying a matchup image, via the sub CPU  40 , the image control CPU  50 , and the image control IC  54 . 
     After executing the processing at S 34 , the matchup image displayed in the display area  11   a  is an image which is indicative of the fact that the player&#39;s and enemy&#39;s characters compete against each other while the entire pattern completed in a base game is used as a background, as shown in  FIG. 7 . Next, if the player&#39;s character wins a game, the image as shown in  FIG. 8  is displayed in the display area  11   a.  If the enemy&#39;s character wins a game, the image as shown in  FIG. 9  is displayed in the display area  11   a.  Further, the main CPU  20  judges whether or not the character determined at S 33  is a player&#39;s character, i.e., whether or not the player&#39;s character wins a game (S 35 ). 
     Where the character determined at S 33  is a player&#39;s character (YES at S 35 ), the main CPU  20  generates the prizes stored in the feature game-destined prize table  2   b  in association with the entire pattern completed in a base game and a combination between the player&#39;s and enemy&#39;s characters competing against each other at S 34  (S 36 ). Lastly, the main CPU  20  controls the hopper  141  via the hopper driving circuit  142  to pay out coins, the number of which is responsive to the prizes generated at S 36  (S 37 ), terminates feature game play processing, and then, reverts to the former routine. 
     If the character determined at S 33  is an enemy&#39;s character (NO at S 35 ), the main CPU  20  terminates feature game play processing without executing the processing at S 36  and S 37 , and then, reverts to the former routine. 
     Second Embodiment 
     While, in the gaming machine  1  of the first embodiment, the first video reels  31 ,  31 , . . . and the second video reels  32 ,  32 , . . . were displayed in the display area  11   a  of the first liquid crystal display panel  11 , the gaming machine  1  of the present embodiment is provided with mechanical reels  61 ,  61 , . . . which are equivalent to the first video reels  31 ,  31  . . . . 
     Hereinafter, differences between the gaming machine  1  of the present embodiment and that of the first embodiment will be explained, and like constituent elements corresponding to the first embodiment are designated by like reference numerals, and a duplicate explanation thereof is omitted. 
     2-1. Configuration of the Gaming Machine 
       FIG. 19  is a perspective view showing an appearance of a gaming machine according to a second embodiment of the present invention. At the cabinet  10 , at the depth side of the first liquid crystal display panel  11 , mechanical reels  61 ,  61 , . . . are housed so that an axially vertical direction coincides with a horizontal direction. Each of the mechanical reels  61  has dimensions for one square in the axially vertical direction, and is formed by employing a transparent or semitransparent cylindrical member. On the mechanical reels  61 ,  61 , . . . , as is the case with the first video reels  31 ,  31 , . . . , of the first embodiment, the partial patterns of respective ones of plural kinds of patterns, as shown in  FIG. 3 , are arranged. However, the transparency of the mechanical reels  61  is not extremely degraded by these partial patterns. 
     Although not shown, a light source serving as a backlight of the first liquid crystal display panel  11  is arranged inside of each of the mechanical reels  61 ,  61 , . . . . The first liquid crystal display panel  11  is formed by employing a transparent liquid crystal display panel, and is opaque or semitransparent by varying the transmittance of a liquid crystal. In the display area  11   a  of the first liquid crystal display panel  11 , the transmittance of the liquid crystal is set so that portions at which symbols of each of the second video reels  32  are arranged are opaque and portions at which they are not arranged are transparent. On the other hand, in a display area other than the transparent area  11   a  of the first liquid crystal display panel  11 , the transmittance of the liquid crystal is set so that the corresponding portion is opaque. 
     As the result thereof, where the first liquid crystal display panel  11  is visually recognized from a frontal side, the second video reels  32 ,  32 , . . . are displayed as if they were arranged in front of the mechanical reels  61 ,  61 , . . . . In further detail, the second video reels  32 ,  32 , . . . are displayed in the display area  11   a  so that the mechanical reels  61 ,  61 , . . . cannot be transparently seen through the symbols arranged on each of the second video reels  32 , whereas these reels can be transparently seen through portions at which the above symbols are not arranged. As the result thereof, a player can be readily visually recognize the partial patterns arranged on the mechanical reels  61 ,  61 , . . . and the symbols arranged on the second video reels  32 ,  32 , . . . in the display area  11   a.    
     The player can see respective ones of the mechanical reels  61 ,  61 , . . . as if they were rotating upwardly in the display area  11   a.  As the result thereof, the player can see symbols as if they were moving upwardly. At the frontal side of the mechanical reels  61 ,  61 , . . . , the player can see respective ones of the second video reels  32 ,  32 , . . . as if they were rotating rightward in the display area  11   a.  As the result thereof, the player can see symbols as if they were moving rightward. 
     On the other hand, the mechanical reels  61 ,  61 , . . . cannot be transparently seen through a display area other than the display area  11   a  of the first liquid crystal display panel  11 . Namely, the player cannot see the inside of the gaming machine  1  unnecessarily. 
       FIG. 20  is a block diagram depicting a configuration of essential portions of the gaming machine according to the second embodiment of the present invention. The gaming machine  1  of the present embodiment is further provided with a reel driving unit  6 , and the reel driving unit  6  includes mechanical reels  61 ,  61 , . . . , reel motors  62 ,  62 , . . . , a motor driving circuit  63 , and a reel position detecting section  64 . The motor driving circuit  63  and the reel position detecting section  64  are connected to the I/O port  25 , and the reel motor  62 ,  62 , . . . are connected to the motor driving circuit  63 . The reel motor  62  is coupled to each of the mechanical reels  61 . The reel motor  62  is activated, whereby the mechanical reel  61  rotates, and the reel motor  62  is deactivated, whereby the mechanical reel  61  stops. 
     The motor driving circuit  63  is controlled by means of the main CPU  20 , outputs a drive signal of each of the reel motors  62 ,  62 , . . . , and stops output of the drive signal. Each of the reel motors  62  is activated where the drive signal is input, and is not activated if the signal is not input. The reel position detecting section  64  detects a rotational position of each of the mechanical reels  61 , and then, outputs the detected position to the main CPU  20 . The main CPU  20  stops each of the mechanical reels  61  at its required rotational position, based upon the detection result input from the reel position detecting section  64 . As the result thereof, the partial patterns arranged on each of the mechanical reels  61  stop at their required layout positions. 
     Where the player operates the start button  12 , the main CPU  20 , to which the start signal was input from the operating section  120 , starts rotation of each of the mechanical reels  61 , via the motor driving circuit  63 , and then, starts rotational display of each of the second video reels  32 , via the sub-control board  4 . 
     2-2. Operation of the Gaming Machine 
     The game control processing implemented by the gaming machine  1  of the embodiment is identical to that shown in  FIG. 16 . Further, the feature game play processing implemented by the gaming machine  1  of the present embodiment is identical to that shown in  FIG. 18 .  FIG. 21  is a flowchart showing a subroutine of procedures for executing base game play processing in the gaming machine according to the second embodiment of the present invention. This base game play processing is invoked and executed at S 2  at which the game control processing shown in  FIG. 16  is executed, instead of the subroutine of the base game play processing shown in  FIGS. 17A and 17B . The processing operations at S 11  to S 13  and S 15  and S 17 , according to the embodiment, are substantially identical to those shown in  FIG. 17A . Therefore, a duplicate description thereof is omitted. 
     After executing the processing at S 13 , the main CPU  20  randomly determines the layout positions of partial patterns in correspondence with each of the mechanical reels  61  (S 41 ), and then, executes the processing at S 15 . The layout positions of the partial patterns determined at S 41  are vertical layout positions of partial patterns that should stop in a region corresponding to the display area  11   a  if rotation of each of the mechanical reels  61  stops. After the completion of the processing at S 15 , the main CPU  20  starts rotation of each of the mechanical reels  61  (S 42 ), and then, executes the processing at S 17 . The main CPU  20  at S 42  outputs an appropriate signal to the motor driving circuit  63 . The motor driving circuit  63 , to which this signal was input, outputs a drive signal to each of the reel motors  62 ,  62 , . . . , whereby rotation of each of the mechanical reels  61  is started. 
     Further, the main CPU  20  judges whether or not a timing, with which rotation of each of the mechanical reels  61  should be stopped, is established, based upon an elapsed time after starting rotation of each of the mechanical reels  61  (S 43 ). If not (NO at S 43 ), the main CPU  20  repeats the judgment at S 43  while continuing rotation of each of the mechanical reels  61 . An elapsed time after starting rotation of each of the mechanical reels  61  may be clocked using a timer (not shown), or alternatively, may be clocked by counting the number of clocks input from a clock generator (not shown) to the main CPU  20 . 
     With respect to at least one of the mechanical reels  61 , where a timing, with which rotation of this mechanical reel  61  should be stopped, is established (YES at S 43 ), the main CPU  20  stops the mechanical reel  61  so that the partial patterns determined at S 41  with respect thereto stop at the layout positions determined at S 41  (S 44 ). Thus, the main CPU  20  at S 44  stops signal output to the motor drive circuit  63 . The motor drive circuit  63 , to which this signal was not input, stops output of the drive signal to each of the reel motors  62 ,  62 , . . . , whereby each of the mechanical reels  61  stops rotation. 
     After the completion of the processing at S 44 , the main CPU  20  judges whether or not all of the three mechanical reels  61 ,  61 , . . . are stopped (S 45 ). If at least one of the mechanical reels  61  is still rotating (NO at S 45 ), this CPU controls the routine to revert to S 43 , and then, judges a timing of stopping rotation of such mechanical reel in action. If all of the three mechanical reels  61 ,  61 , . . . have been stopped (YES at S 45 ), the main CPU  20  executes the processes at the steps that are substantially identical to those at S 21  to S 27  shown in  FIG. 17B . 
     2-3. Others 
     The configuration of the gaming machine of the present invention is not limitative to that of the gaming machine  1  of each of the first and second embodiments, and various modulations can occur without departing from the spirit of the invention. For example, probabilities of completing patterns, winning percentages of player&#39;s characters, and prizes awarded to players, etc., may be appropriately increased or decreased without being limitative to the numerical values of the embodiments. In addition, various numerical values may vary depending upon a predetermined condition while in the progress of a game. Further, the first video reels  31  may be rotationally displayed downwardly or horizontally, whereas the second video reels  32  may be rotationally displayed leftward or vertically.