Patent Publication Number: US-9892598-B2

Title: Gaming machine for running normal game and free game

Description:
CROSS REFERENCE TO RELATED APPLICATION 
     This application claims the benefit of Japanese Patent Application No. 2014-098131, filed on May 9, 2014, which application is incorporated herein by reference in its entirety. 
     FIELD OF THE INVENTION 
     The present invention relates to a gaming machine configured to run a normal game and a free game which develops from the normal game. 
     BACKGROUND OF THE INVENTION 
     As an example of gaming machines, a slot machine that rearranges symbols on a symbol display device each time a player presses a button on a control panel has been known. 
     When the symbols rearranged on the symbol display device form a winning combination, the gaming machine awards benefit such as payout to the player. 
     A slot machine recited in U.S. Pat. No. 4,097,048 is an example of the gaming machine above. This slot machine has various symbol patterns, game scenarios, effects such as sound effects, and display patterns, in consideration of diverse tastes of players. 
     In the meanwhile, U.S. Pat. No. 4,508,345 recites a slot machine configured to execute a bonus game. Furthermore, U.S. Pat. No. 7,942,733 recites a slot machine which allows a player to play a free game under a specific condition. 
     There are various regulations depending on the countries or regions where the gaming machine is installed. For example, there are regulations on the maximum payout and the winning chance. Therefore, even if the program data is designed and completed including a random determination table in which the maximum payout and the winning chance are set so as to comply with the regulations of a particular country or region, the program data may not comply with the regulations of another country or region, in which case the designing of the program data needs to be done from the beginning. This will result in a significant load of work for modification, since there are a large number of different types of prizes which are based on the sum or the combination of a plurality of types of symbols. Given the situation, there is a need for a gaming machine with a convenience in designing, which allows adjustment of the maximum payout and the winning chance as needed. 
     CITATION LIST 
     Patent Document 
     [PTL 1] Specification of U.S. Pat. No. 4,097,048 
     [PTL 2] Specification of U.S. Pat. No. 4,508,345 
     [PTL 3] Specification of U.S. Pat. No. 7,942,733 
     SUMMARY OF THE INVENTION 
     Technical Problem 
     As such, there have been various attempts to broaden the applicability and to enhance the enjoyment in playing with gaming machines by not only allowing players to play basic games but also adding various factors. To broaden the applicability and enhance the enjoyment, what kinds of elements are added to games is therefore important in gaming machines. 
     An object of the present invention is to provide a gaming machine that offers wider applicability and more enjoyment. 
     Technical Solution 
     An aspect of the present invention is a gaming machine configured to run a normal game and a free game which develops from the normal game, 
     the gaming machine comprising 
     a storage device configured to store a payout table for a free game and a payout table for a normal game, wherein a maximum payout obtainable in the normal game is higher than a maximum payout obtainable in the free game, and a chance of winning the maximum payout in the normal game is higher than a chance of winning the maximum payout in the free game. 
     The above structure makes the normal game more valuable (causes higher expectation for the maximum payout) than the free game, by setting the maximum payout and the chance of winning the maximum payout higher in the normal game than those in the free game. 
     The gaming machine of the above aspect of the present invention is adapted so that: 
     the gaming machine further comprises 
     a symbol display device having a plurality of paylines and configured to display results of the normal game and the free game by varying a plurality of symbols arranged to rearrange them in a matrix, wherein the payout table for the normal game is set so that the maximum payout obtainable in the normal game is awarded when a predetermined symbol is rearranged on a predetermined payline in the normal game. 
     In the above structure, the maximum payout obtainable in the normal game is awarded only when the predetermined symbol is rearranged on a predetermined payline in the normal game. Therefore, it is possible to easily and freely set the maximum payout. 
     Another aspect of the present invention is a gaming machine configured to run a normal game and a free game which develops from the normal game, 
     the gaming machine further comprises 
     a symbol display device configured to variably display and rearrange a plurality of symbols including one or more trigger symbols; 
     the controller being programmed to execute the steps of: 
     (a1) running a normal game in which the symbols are rearranged on the symbol display device; 
     (a2) determining whether or not a trigger condition which is a condition for rearranging a predetermined number or more of the trigger symbols on the symbol display device is established, in the normal game; 
     (a3) if the trigger condition is determined as to be established, awarding a right to play the free game a predetermined number of times and randomly determining a payout rate for payouts obtainable in the free games; 
     (a4) running the free game a predetermined number of times; and 
     (a5) awarding a payout which is a product of a payout obtained in the free game of the step (a4) multiplied by the payout rate randomly determined in step (a3). 
     In the above structure, the payout rate for the payout obtainable in the free game is randomly determined, when the trigger condition is established and the right to play the free game is awarded. This random determination of the payout rate for the payout obtainable in the free game provides enjoyment, every time the right to play the free game is awarded. 
     The gaming machine of the above aspect of the present invention is adapted so that: 
     in the step (a3), 
     preliminary payout rate random determination is executed a certain number of times according to the number of trigger symbols rearranged on the symbol display device in the step (a2), and a value resulting from multiplication involving each preliminary payout rate determined by the preliminary payout rate random determination is determined as the payout rate for the payout obtainable in the free game. 
     In the above structure, the payout rate for the payout obtained in the free game is determined through multiplication involving each preliminary payout rate determined by the preliminary payout rate random determination executed a certain number of times according to the number of trigger symbols rearranged on the symbol display device in the normal game. The number of times the preliminary payout rate random determination is executed increases with an increase in the number of trigger symbols rearranged on the symbol display device in the normal game. This way, the player will be interested in the number of trigger symbols rearranged on the symbol display device, and enjoy the normal game. 
     The gaming machine of the above aspect of the present invention, further comprising: 
     a storage device, wherein 
     in the step (a3), 
     the payout rate random determination is a roulette random determination such that a pointer moves on a plurality of areas circularly arranged, each corresponding to a payout rate and stops on a random area, and a payout rate corresponding to the area where the pointer has stopped is determined as the payout rate for the payout obtainable in the free game,
 
the storage device stores a roulette effect table specifying a plurality of speeds and the timings of stopping, for the pointer which moves on the plurality of areas circularly arranged, each corresponding to a payout rate, and
 
effect random determination is executed based on the roulette effect table, to determine the speed and the timing of stopping the pointer which moves on the plurality of areas circularly arranged, each corresponding to a payout rate.
 
     In the above described roulette random determination which determines the payout rate for the payout obtainable in the free game, the motion of the pointer (speed, timing of stopping) which indicates the result is randomly determined based on the roulette effect table. This causes the player to enjoy and be interested in the roulette random determination which determines the payout rate for the payout obtainable in the free game. 
     The gaming machine of the above aspect of the present invention is adapted so that: 
     an area where the pointer stopped once is excluded from subsequent free game payout rate random determination. 
     The gaming machine of the above aspect of the present invention is adapted so that: 
     the areas corresponding to the plurality of payout rates are capable of being illuminated by the display device; and 
     the areas are sequentially and repetitively turned on and turned off, so as to provide an effect such that the pointer moves among the circularly arranged areas corresponding to the plurality of payout rates, respectively. 
     The gaming machine of the above aspect of the present invention is adapted so that: 
     effects are given to the way of stopping the roulette by varying the period of lighting each area. 
     The gaming machine of the above aspect of the present invention is adapted so that: 
     when the pointer stops at any of the circularly arranged areas corresponding to the plurality of payout rates, respectively, a visual effect is provided such that a Ninja star sticks on to the area where the pointer stopped, and the payout rate corresponding to that area where the pointer stopped is displayed on the display device. 
     The gaming machine of the above aspect of the present invention is adapted so that: 
     preliminary payout rates to be determined by the preliminary payout rate random determination includes ×0. 
     The gaming machine of the above aspect of the present invention is adapted so that: 
     in the step (a3), 
     preliminary payout rate random determination is executed a certain number of times according to the number of trigger symbols rearranged on the symbol display device in the step (a2), and a value resulting from addition involving each preliminary payout rate determined by the preliminary payout rate random determination is determined as the payout rate for the payout obtainable in the free game. 
     Another aspect of the present invention is a control method for a gaming machine configured to run a normal game and a free game which develops from the normal game, 
     a symbol display device configured to variably display and rearrange a plurality of symbols including one or more trigger symbols; and 
     a controller, 
     the controller executing the following steps of: 
     (a1) running a normal game in which the symbols are rearranged on the symbol display device; 
     (a2) determining whether or not a trigger condition which is a condition for rearranging a predetermined number or more of the trigger symbols on the symbol display device is established, in the normal game; 
     (a3) if the trigger condition is determined as to be established, awarding a right to play the free game a predetermined number of times and randomly determining a payout rate for payouts obtainable in the free games; 
     (a4) running the free game a predetermined number of times; and 
     (a5) awarding a payout which is a product of a payout obtained in the free game of the step (a4) multiplied by the payout rate randomly determined in step (a3). 
     Advantageous Effects 
     There is provided a gaming machine that offers wider applicability and more enjoyment. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       The nature and mode of operation of the present invention will now be more fully described in the following detailed description of the invention taken with the accompanying drawing figures, in which: 
         FIG. 1  is an explanatory diagram showing the outline of a game of a slot machine. 
         FIG. 2  is a functional flow of the gaming machine related to the present invention. 
         FIG. 3  is a diagram showing the entire structure of the slot machine. 
         FIG. 4  is a diagram showing a control panel of the slot machine. 
         FIG. 5  is a block diagram of the internal structure of the slot machine. 
         FIG. 6  is an explanatory diagram showing a set of weights for symbol arrays in a normal game. 
         FIG. 7  is an explanatory diagram showing another set of weights for symbol arrays in the normal game. 
         FIG. 8  is an explanatory diagram showing another set of weights for symbol arrays in the normal game. 
         FIG. 9  is an explanatory diagram showing another set of weights for symbol arrays in the normal game. 
         FIG. 10  is an explanatory diagram showing another set of weights for symbol arrays in the normal game. 
         FIG. 11  is an explanatory diagram showing another set of weights for symbol arrays in the normal game. 
         FIG. 12  is an explanatory diagram showing another set of weights for symbol arrays in the normal game. 
         FIG. 13  is an explanatory diagram showing a set of weights for symbol arrays in a free game. 
         FIG. 14  is an explanatory diagram showing another set of weights for symbol arrays in the free game. 
         FIG. 15  is an explanatory diagram showing another set of weights for symbol arrays in the free game. 
         FIG. 16  is an explanatory diagram showing another set of weights for symbol arrays in the free game. 
         FIG. 17  is an explanatory diagram showing another set of weights for symbol arrays in the free game. 
         FIG. 18  is an explanatory diagram showing another set of weights for symbol arrays in the free game. 
         FIG. 19  is an explanatory diagram showing another set of weights for symbol arrays in the free game. 
         FIG. 20  is an explanatory diagram of display windows of the slot machine. 
         FIG. 21  is an explanatory diagram showing paylines related to an embodiment. 
         FIG. 22  is an explanatory diagram of a screen displayed on a VFD display device of the slot machine. 
         FIG. 23  is an explanatory diagram of a normal game payout table. 
         FIG. 24  is an explanatory diagram of a free game payout table. 
         FIG. 25  is an explanatory diagram of a free game payout rate random determination count determination table. 
         FIG. 26  is an explanatory diagram of a free game payout rate random determination table. 
         FIG. 27  is an explanatory diagram of an effect combination table. 
         FIG. 28  is an explanatory diagram of an effect combination table. 
         FIG. 29  is an explanatory diagram of a roulette stop pattern. 
         FIG. 30  is an explanatory diagram of a stop pattern random determination table. 
         FIG. 31  is a flowchart of a main control process of the slot machine. 
         FIG. 32  is a flowchart of a coin input/start check process of the slot machine. 
         FIG. 33  is a flowchart of a free game process of the slot machine. 
         FIG. 34  is a flowchart of a free game payout rate random determination process of the slot machine. 
         FIG. 35  is a flowchart of a combination condition determination process of the slot machine. 
         FIG. 36  is a diagram showing an example image displayed in the free game payout rate random determination process. 
         FIG. 37  is a diagram showing an example image displayed in the free game payout rate random determination process. 
         FIG. 38  is a diagram showing an example image displayed in the free game payout rate random determination process. 
         FIG. 39  is an explanatory diagram showing an effect provided in a free game process. 
         FIG. 40  is an explanatory diagram showing an effect provided in a free game process. 
         FIG. 41  is an explanatory diagram showing an effect provided in a free game process. 
         FIG. 42  is an explanatory diagram showing an effect provided in a free game process. 
         FIG. 43  is an explanatory diagram showing an effect provided in a free game process. 
         FIG. 44  is an explanatory diagram showing an effect provided in a free game process. 
         FIG. 45  is an explanatory diagram showing an effect provided in a free game process. 
         FIG. 46  is an explanatory diagram showing an effect provided in a free game process. 
         FIG. 47  is an explanatory diagram explaining an indication effect. 
         FIG. 48  is an explanatory diagram explaining an indication effect. 
         FIG. 49  is an explanatory diagram explaining an indication effect. 
         FIG. 50  is an explanatory diagram explaining a symbol flashing effect. 
         FIG. 51  is an explanatory diagram explaining a symbol flashing effect. 
         FIG. 52  is an explanatory diagram explaining a symbol flashing effect. 
     
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     (Overview of Slot Machine) 
     The following will describe an embodiment of the present invention with reference to figures. As shown in  FIG. 1 , a slot machine  1  is a type of gaming machine configured to run a normal game and a free game which develops from the normal game. Such a slot machines  1  includes a storage device (RAM  73 ) storing a free game payout table  192  and a normal game payout table  191 , wherein a maximum payout obtainable in the normal game is higher than a maximum payout obtainable in the free game, and a chance of winning the maximum payout in the normal game is higher than a chance of winning the maximum payout in the free game. Further, the normal game and the free game, and the like are controlled by a controller (main CPU  71 , and the like) built in the slot machines  1 . 
     Further, the in the normal game and the free game, paylines (payline  1  to payline  30 ) are set in the display windows  150  (see  FIG. 20  and  FIG. 21 ). A benefit such as a payout and the like is awarded to the player, according to a combination of symbols  501  rearranged on a payline activated by betting placed by the player. 
     (Definitions and the Like) 
     The above described slot machines  1  is a type of gaming machine. The present embodiment deals with a case where the slot machine  1  is the gaming machine; however, the present invention is not limited to this, and is applicable to any given gaming machine configured to independently run any type of normal game and a free game which develops from the normal game. 
     The normal game in the present embodiment is run by the slot machines  1 , in the present embodiment. The normal game is a slot game where a plurality of symbols  501  (see  FIG. 6  and the like) are rearranged. It should be noted that the normal game is a concept which is different from the free game, bonus game, roulette game. 
     The rearrangement of the symbols in the slot game is conducted on the reel unit M 1 . The slot game includes processes of: running a normal game on condition that a gaming value is bet, in which normal game the symbols are rearranged by the reel unit M 1  on the display window  150 , and awarding a normal payout according to the symbols rearranged; and when the symbols are rearranged to meet a predetermined condition, running a free game where the symbols are rearranged under a condition different from that of the normal game, and awarding a payout according to the symbols rearranged. 
     The symbols here collectively means a “RED 7”, “BLUE 7”, “3BAR”, “2BAR”, “1BAR”, “WILD1”, “WILD2”, “WILD3”, “BLANK”, and “BONUS”. 
     A coin, a bill, or electrically valuable information corresponding to these is used as a gaming value. Note that the gaming value in the present invention is not particularly limited. Examples of the gaming value include game media such as medals, tokens, cyber money, tickets, and the like. A ticket is not particularly limited, and a later-mentioned barcoded ticket may be adopted for example. 
     In the present embodiment, the free game may be any type of game, provided that the free game provides a player with a different gaming mode from that of the normal game. The “free game” is a game runnable with a bet of fewer gaming values than the normal game. Note that “bet of fewer amounts of gaming values” encompasses a bet of zero (0) gaming value. In the present embodiment, the “free game” is a game runnable without a condition of betting a gaming value, and yet awards a gaming value according to the symbols rearranged. In other words, the “free game” may be a game which is started without consumption of a gaming value. To the contrary, the “normal game” is a game runnable on condition that a gaming value is bet, which normal game awards an amount of gaming value based on the symbols rearranged. In other words, the “normal game” is a game which starts with consumption of a gaming value. It should be noted that the name of the free game may be “bonus game”. 
     The expression rearrange in this specification means dismissing an arrangement of symbols, and arranging symbols once again. Arrangement means a state where the symbols can be visibly confirmed by a player. 
     (Function Flow) 
     To begin with, the basic functions of the slot machine (gaming machine) of the present invention will be described with reference to  FIG. 2 . 
     (Coin-Insertion/Start-Check) 
     First, the slot machine checks whether or not a BET button X 1  has been pressed by a player, and subsequently checks whether or not a start button X 2  has been pressed by the player (X 3 ). 
     (Symbol Determination) 
     Next, when the start button X 2  has been pressed by the player, the slot machine extracts a random number for symbol determination (X 4 ), and determines symbols to be displayed (rearranged) for the player at the time of stopping the scroll of reels, for respective reels (X 5 ). 
     (Reel Control) 
     Thereafter, the slot machine starts the rotation of each reel and stops the rotation of each reel so that the determined symbols are displayed for the player (X 6 ). 
     (Winning Determination) 
     Subsequently, as the rotation of each reel is stopped, the slot machine determines whether the combination of the symbols displayed for the player is a combination related to winning (X 7 ). 
     (Payout) 
     When the combination of symbols displayed for the player is a combination related to winning, the slot machine offers, to the player, prize (benefit) according to the combination (X 8 ). For example, when a combination of symbols related to a payout of coins has been displayed, the slot machine pays out coins of the number corresponding to the combination of symbols to the player. 
     (Free Game) 
     When it is determined in X 7  that a free game trigger is established, the slot machine starts a free game (X 9 ). In such a case, the benefit resulting from the free game is awarded to the player (X 8 ). Alternatively, in each game, the slot machine may calculate the amount (amount for accumulation) to be accumulated to the amount of jackpot and transmit to an external controller X 10 . In such a case, as indicated by dotted lines in  FIG. 2 , a plurality of slot machines are connected to the external controller X 10 . The external controller X 10  adds the amount of accumulation sent from each slot machine to the amount of jackpot, and the amount of accumulation (or a part thereof) is paid out to the player of the slot machine having obtained the jackpot. 
     (Indication Effect) 
     The slot machine extracts an effect random number (X 11 ), and selects one indication effect random determination table from a plurality of indication effect random determination tables based on the randomly-determined symbols or the like (X 14 ). Using the selected indication effect random determination table, the content of the indication effect is determined (X 12 ). Based on the determined content of the indication effect, the slot machine conducts the indication effect by illuminating each symbol on the reels by the backlight, displaying images on the liquid crystal display device, outputting light from a lamp, and/or outputting sound from a speaker (X 13 ). 
     (Overall Structure of Slot Machine  1 ) 
     The following describes an overall structure of a slot machine  1 . 
     A coin, a bill, or electrically valuable information corresponding to these is used as game media in the slot machines  1 . Further, in the present embodiment, a later-described ticket with a barcode is also used. It is to be noted that the game media are not limited to these, and for example a medal, a token, electric money or the like can be adopted. 
     As shown in  FIG. 3 , the slot machine  1  has a cabinet  11 , a top box  12  provided above the cabinet  11 , and a main door  13  provided on the front face of the cabinet  11 . The cabinet  11  is provided with a speaker  112  and a lamp  111 . 
     The main door  13  is provided with a reel unit M 1  (corresponding to symbol display device) constituted by five reels  101 ,  102 ,  103 ,  104 , and  105  (see  FIG. 20 ). On the front surface of the reel unit M 1  is provided a reel cover  135 . On the front surface of the reel cover  135  are provided a liquid crystal display device  134  and a transparent panel. Each of the liquid crystal display device  134  and the transparent panel may be provided with a touch panel. The reel cover  135  has a display window  150  at the central portion. Further, the reel cover  135  has a VFD display device  136  configured to indicate the gaming status to the player. The display windows  150  allow 15 symbols  501  forming a matrix of three rows and five columns to be viewable from the outside (see  FIG. 20 ). On the outer circumferential surface of each of the reels  101 ,  102 ,  103 ,  104 , and  105 , twelve symbols shown in  FIG. 6  are depicted. These twelve symbols  501  are lined up along the rotational direction of the reels  101 ,  102 ,  103 ,  104 , and  105  to form a symbol array. Each of the symbol arrays is a combination of “RED 7”, “BLUE 7”, “3BAR”, “2BAR”, “1BAR”, “WILD1”, “WILD2”, “WILD3”, “BLANK”, and “BONUS”. 
     As show in  FIG. 20  and  FIG. 21 , paylines are arranged in the slot machine  1 , for determining a win or lose based on the symbols  501  rearranged on the display windows  150 . In the present embodiment, there are a total of thirty (30) paylines  1  to  30  are formed, as shown in  FIG. 21 . It should be noted that  FIG. 20  only shows paylines  1  to  5  for the sake of convenience. 
     The number of active paylines out of the paylines  1  to  30  is determined based on operations of a 1-bet button  34 , a 2-bet button  35 , a 3-bet button  37 , a 4-bet button  38 , a 5-bet button  39 , a max-bet button  45 , a play-1-line button  40 , a play-2-line button  41 , a play-3-line button  42 , a play-5-line button  43 , and a play-10-line button  44  on the later-described control panel  30 . A win or loss is determined based on a combination of symbols  501  rearranged on activated paylines out of the paylines  1  to  30 . 
     In the descriptions below, winning achieved according to a payline will be referred to as line winning, whereas winning achieved by a scattered symbol will be referred to as scattered winning. Furthermore, to achieve winning may be simply referred to as WIN. Furthermore, credits obtained as a result of achieving winning may be referred to as WIN credits. 
     As shown in  FIG. 20 , the reel unit M 1  rearranges the symbols  501  on the display windows  150  by drivingly rotating the reels  101 ,  102 ,  103 ,  104 , and  105  each having the symbols  501  on the outer circumferential surface. In the descriptions below, the reels may be referred to as a 1st reel  101 , a 2nd reel  102 , a 3rd reel  103 , a 4th reel  104 , and a 5th reel  105  from the left end in front elevation. 
     On the inner circumferential side of each of the reels  101 ,  102 ,  103 ,  104 , and  105  arranged as above, the backlight unit M 7  is provided. The backlight unit M 7  is arranged so that illuminating light is emitted from the inner circumferential side of the reels  101 ,  102 ,  103 ,  104 , and  105  toward the outer circumferential surface side of the reels so that the illumination light passing through the outer circumferential surfaces of the reels is viewable from the outside of the display windows  150 . 
     The backlight unit M 7  is configured to be able to change the amount of illumination light in multiple stages. The degree of freedom in the effects using illumination light is therefore high. 
     Furthermore, as descried above, the backlight unit M 7  is able to emit light in multiple colors. The symbols are illuminated with the illumination light of the following colors. For example, the symbol of “RED 7” is illuminated in red. In the case of winning, the symbol of “RED 7” is illuminated in flame scarlet. 
     It should be noted that the present embodiment deals with a case where the slot machine  1  employs the reel device M 1  in the form of mechanical reels; however, the slot machine  1  of the present invention may adopt video reels that display pseudo reels, or adopt a combination of the video reels and the mechanical reels. Furthermore, the slot machines  1  may be provided with a touch panel. In such a case, a player is able to input instructions through the touch panel. Input signals are sent from the touch panel to the main CPU  71 . 
     As shown in  FIG. 22 , on the VFD display device  136  is displayed meters indicating the conditions of the game. A credit meter  401  indicates the total amount of credit at the time. The initial value is zero. The numerical value is increased or decreased according to the gaming value input, the bet, and the game result. Further, a total bet meter  402  indicates a “Total bet (=bet×lines)”. The numerical value is re-calculated at every game play. A game message area  403  indicates a message explaining the current gaming status. A line bet meter  404  indicates the number of paylines bet and a bet amount. A win meter  405  increments and displays the total credit of the prizes having been won. 
     (Structure of Control Panel  30 ) 
     Below the reel unit M 1  is provided various buttons arranged on the control panel  30 , a coin entry  36  which accepts coins into the cabinet  11 , and a bill entry  115 . 
     On the control panel  30 , a change button  31 , a cashout/take win button  32 , a help button  33  are arranged in the upper stage of the left side area, while the 1-bet button  34 , the 2-bet button  35 , the 3-bet button  37 , the 4-bet button  38 , the 5-bet button  39 , the play-1-line button  40 , the play-2-line button  41 , the play-3-line button  42 , the play-5-line button  43 , and the play-10-line button  44  are arranged in the lower stage on the left side area. Further, the coin entry  36  and the bill entry  115  for accepting bills and the like are arranged in the upper stage on the right side area, and the max-bet button  45  and the spin button  46  are arranged in the lower stage on the right side area. 
     The change button  31  is an operation button used when a player leaves the machine or when the player requests a staff person of the gaming facility to exchange money. The cashout/take win button  32  is an operation button used when checking out coins (credit) reserved in the slot machine  1  is discharged. The help button  33  is pressed when, for example, it is unclear how to play a game. As the help button  33  is pressed, various help information is displayed on a later-described upper image display panel  131 . 
     The 1-bet button  34  is used for placing, on an active payline, a bet of 1 credit out of the credits owned by the player, every time it is pressed. The 2-BET button  35  is used for starting the game with a bet of 2 credits on an active payline. The 3-bet button  37  is used for starting the game with a bet of 3 credits on an active payline. The 4-bet button  38  is used for starting the game with a bet of 4 credits on an active payline. The 5-bet button  39  is used for starting the game with a bet of 5 credits on an active payline. The max-bet button  45  is used for starting the game with a bet of 10 credits on an active payline. As such, the bet amount on each active payline is determined by pressing the 1-bet button  34 , the 2-bet button  35 , the 3-bet button  37 , the 4-bet button  38 , the 5-bet button  39 , and the max-bet button  45 . 
     The play-1-line button  40 , when pressed, activates a payline. Pressing this button increases the number of paylines activated by “1”. The play-2-line button  41 , when pressed, activates paylines. Pressing this button increases the number of paylines activated by “2”. The play-3-line button  42 , when pressed, activates paylines. Pressing this button increases the number of paylines activated by “3”. The play-5-line button  43 , when pressed, activates paylines. Pressing this button increases the number of paylines activated by “5”. The play-10-line button  44 , when pressed, activates paylines. Pressing this button increases the number of paylines activated by “10”. 
     The spin button  46  is used to start the scroll of the reels  101 ,  102 ,  103 ,  104 , and  105 . 
     The coin entry  36  is used for receiving coins into the cabinet  11 . The bill entry  115  validate bills and receives genuine bills into the cabinet  11 . 
     (Other Arrangements) 
     On the lower front surface of the main door  13 , i.e., below the control panel  30 , a coin outlet  18  for paying out coins, and a belly glass  132  on which a character of the slot machine  1  or the like is depicted are provided. 
     On the front surface of the top box  12  is provided an upper image display panel  131 . The upper image display panel  131  is made up of a liquid crystal panel and constitutes a display. The upper image display panel  131  displays image concerning effects, an introduction to games, images for explaining rules of games, or the like. 
     Below the upper image display panel  131  is provided a data displayer  174 . The data displayer  174  is made up of a VFD (Vacuum Fluorescent Display)  177 , a LED, or the like and displays, for example, member data read out from an inserted IC card, the status of a game, or the like. 
     (Symbol Array) 
     Next, with reference to  FIG. 6 , the following describes arrays of symbols  501  on the 1st reel  101 , the 2nd reel  102 , the 3rd reel  103 , the 4th reel  104 , and the 5th reel  105  of the slot machine  1 . 
     A symbol table shown in  FIG. 6  shows arrays of symbols  501  which are displayed on the outer circumferential surfaces of the reels. To each of the 1st reel  101 , the 2nd reel  102 , the 3rd reel  103 , the 4th reel  104 , the 5th reel  105  is assigned a symbol array including 22 symbols  501  respectively corresponding to code numbers 0 to 21. 
     As shown in  FIG. 6 , the types of symbols include “RED 7”, “BLUE 7”, “3BAR”, “2BAR”, “1BAR”, “WILD1”, “WILD2”, “WILD3”, “BLANK”, and “BONUS”. It should be noted that the “WILD1”, “WILD2”, and “WILD3” are all illustrated only on the outer circumferential surfaces of the reels  102  to  105 . 
     Further, as shown in  FIG. 6 , weight values corresponding to the normal game are set to the 22 symbols corresponding to the code numbers 0 to 21. The weight values are each a probability of having the corresponding symbols  501  rearranged in the middle stage of the display window  150 . For example, as shown in  FIG. 6 , the “2BAR” corresponding to the code number 0 of the 1st reel  101  is rearranged in the middle stage of the display window  150  at a probability of 10/206. Further, the “WILD1” corresponding to the code number 0 of the 2nd reel  102  is rearranged in the middle stage of the display window  150  at a probability of 2/100. 
     Although the description above is provided based on the symbol table shown in  FIG. 6 , it is possible to use symbol tables of  FIG. 7  to  FIG. 12 , so as to meet the regulations of the country or area. 
     In the free game of the present embodiment, a symbol table shown in  FIG. 13  is used, and weight values corresponding to the free game are set. In the free game too, symbol tables shown in  FIG. 14  to  FIG. 19  may be used so as to meet the regulations of the country or the area. 
     (Circuit Configuration in Slot Machine  1 ) 
     The following describes a circuitry structure of the slot machine  1 , with reference to  FIG. 5 . A gaming board  50  is provided with: a CPU  51 , a ROM  52 , and a boot ROM  53 , which are mutually connected by an internal bus; a card slot  55  corresponding to a memory card  54 ; and an IC socket  57  corresponding to a GAL (Generic Array Logic)  56 . 
     The memory card  54  includes a nonvolatile memory, and stores a game program and a game system program. The game program includes a program related to game progression, a random determination program, various tables, and a program for producing effects by images and sounds. 
     Further, the card slot  55  is configured so that the memory card  54  can be inserted thereinto and removed therefrom, and is connected to a motherboard  70  by an IDE bus. 
     The GAL  56  is a type of PLD (Programmable Logic Device) having a fixed OR array structure. The GAL  56  is provided with a plurality of input ports and output ports, and a predetermined input into the input port causes output of the corresponding data from the output port. 
     Further, the IC socket  57  is configured so that the GAL  56  can be inserted thereinto and removed therefrom, and is connected to the motherboard  70  by a PCI bus. The contents of the game to be played on the slot machine  1  can be changed by replacing the memory card  54  with another memory card  54  having another program written therein or by rewriting the program written into the memory card  54  as another program. 
     The CPU  51 , the ROM  52  and the boot ROM  53  mutually connected by the internal bus are connected to the motherboard  70  by a PCI bus. The PCI bus enables a signal transmission between the motherboard  70  and the gaming board  50 , and power supply from the motherboard  70  to the gaming board  50 . 
     The ROM  52  stores an authentication program. The boot ROM  53  stores a pre-authentication program, a program (boot code) to be used by the CPU  51  for activating the preliminary authentication program, and the like. 
     The authentication program is a program (falsification check program) for authenticating the game program and the game system program. The pre-authentication program is a program for authenticating the aforementioned preliminary authentication program. The authentication program and the preliminary authentication program are written along a procedure (authentication procedure) for proving that the program to be the subject has not been falsified. 
     The motherboard  70  is provided with a main CPU  71 , a ROM  72 , a RAM  73 , and a communication interface  82 . 
     The ROM  72  includes a memory device such as a flash memory, and stores a program such as BIOS to be executed by the main CPU  71 , and permanent data. When the BIOS is executed by the main CPU  71 , processing for initializing predetermined peripheral devices is conducted; Further, through the gaming board  50 , processing of loading the game program and the game system program stored in the memory card  54  is started. 
     The RAM  73  stores data and programs which are used in operation of the main CPU  71 . For example, when the processing of loading the aforementioned game program, game system program or authentication program is conducted, the RAM  73  can store the program. The RAM  73  is provided with working areas used for operations in execution of these programs. Examples of the areas include: an area that stores the number of games, the number of BETs, the number of payouts, the number of credits and the like; and an area that stores symbols (code numbers) randomly determined. 
     The communication interface  82  is for communicating with an external controller such as a server, through a communication line. Further, the motherboard  70  is connected with a later-described door PCB (Printed Circuit Board)  90  and a body PCB  110  by respective USBs. The motherboard  70  is also connected with a power supply unit  81 . 
     When the power is supplied from the power supply unit  81  to the motherboard  70 , the main CPU  71  of the motherboard  70  is activated, and then the power is supplied to the gaming board  50  through the PCI bus so as to activate the CPU  51 . 
     The door PCB  90  and the body PCB  110  are connected with input devices such as a switch and a sensor, and peripheral devices the operations of which are controlled by the main CPU  71 . 
     The door PCB  90  is connected with a control panel  30 , a reverter  91 , a coin counter  92 C and a cold cathode tube  93 . 
     On the control panel  30  are a change switch  31 S, a cashout switch  32 S, a help switch  33 S, a 1-bet switch  34 S, a 2-bet switch  35 S, a 3-bet switch  37 S, a 4-bet switch  38 S, a 5-bet switch  39 S, a play-1-line switch  40 S, a play-2-line switch  41 S, a play-3-line switch  42 S, a play-4-line switch  43 S, a play-10-line switch  44 S, a max-bet switch  45 S, and a spin switch  46 S which correspond to the above mentioned buttons, respectively. Each switch detects that the corresponding button has been pressed by a player, and outputs a signal to the main CPU  71 . 
     The coin counter  92 C validates an inserted coin based on its material, shape and the like, and outputs a signal to the main CPU  71  upon detection of a valid coin. Invalid coins are discharged from a coin outlet  18 . 
     The reverter  91  operates based on a control signal outputted from the main CPU  71 , and distributes valid coins validated by the coin counter  92 C into a hopper  113  or a cash box (not illustrated). That is, coins are distributed into the hopper  113  when the hopper  113  is not filled with coins, while coins are distributed into the cash box when the hopper  113  is filled with coins. 
     The cold cathode tube  93  functions as a backlight installed on the rear face side of the upper image display panel  131 , and lights up based on a control signal output from the main CPU  71 . 
     The body PCB  110  is connected with the lamp  111 , the speaker  112 , the hopper  113 , a coin detector  1135 , a touch panel  69 , the bill entry  115 , a graphic board  130 , a VFD display device  136 , an index detection circuit  151 , a position change detection circuit  152 , a backlight control circuit M 10 , a motor driving circuit  153 , a ticket printer  171 , a card reader  172 , a key switch  173 S, and the data displayer  174 . The index detection circuit  151 , the position change detection circuit  152 , the motor driving circuit  153 , and the backlight control circuit M 10  are connected to the reel unit M 1 . 
     The lamp  111  is turned on based on a control signal output from the main CPU  71 . The speaker  112  outputs sounds such as BGM, based on a control signal outputted from the main CPU  71 . 
     The hopper  113  operates based on a control signal outputted from the main CPU  71 , and pays out coins of the specified number of payouts to the coin outlet  18 . The coin detector  1135  outputs a signal to the main CPU  71  upon detection of coins paid out by the hopper  113 . 
     The touch panel  69  detects a place touched by the player&#39;s finger or the like, and outputs to the main CPU  71  a signal corresponding to the detected place. Upon acceptance of a valid bill, the bill entry  115  outputs to the main CPU  71  a signal corresponding to the face amount of the bill. 
     The graphic board  130  controls display of images conducted by the lower image display panel  141 , based on a control signal outputted from the main CPU  71 . The graphic board  130  is provided with a VDP generating image data, a video RAM temporarily storing the image data generated by the VDP, and the like. 
     The VFD display device  136  displays an image based on a control signal output from the main CPU  71 . 
     The motor driving circuit  153  is provided with a FPGA (Field Programmable Gate Array)  155  and a driver  154 . The motor driving circuit  153  is connected to a stepper motor that rotates the reels  101 ,  102 ,  103 ,  104 , and  105 . 
     The FPGA  155  is a programmable electronic circuit such as LSI and functions as a control circuit of the stepper motor. The driver  154  functions as an amplifying circuit for amplifying a pulse input to the stepper motor. 
     The index detection circuit  151  detects the positions of the rotating reels  101 ,  102 ,  103 ,  104 , and  105  and is able to detect the step out of the reels  101 ,  102 ,  103 ,  104 , and  105 . 
     The position change detection circuit  152  detects a change in the stop positions of the reels  101 ,  102 ,  103 ,  104 , and  105  after the rotation of the reels  101 ,  102 ,  103 ,  104 , and  105  is stopped. The position change detection circuit  152  detects a change in the stop positions of the reels  101 ,  102 ,  103 ,  104 , and  105  when, for example, a stop position is changed to achieve a winning combination of the symbols  501  by an illicit way when no winning combination of the symbols  501  is achieved. The position change detection circuit  152  is configured to be able to detect a change in the stop positions of the reels  101 ,  102 ,  103 ,  104 , and  105  by, for example, detecting unillustrated fins attached at predetermined intervals to the inner circumferential part of each of the reels  101 ,  102 ,  103 ,  104 , and  105 . 
     The method of magnetic excitation of the stepper motor is not particularly limited; 1-2 phase excitation or 2 phase excitation may be employed. Furthermore, a DC motor may be used in place of the stepper motor. When a DC motor is used, an error counter, a D/A converter, and a servo amplifier are connected to the body PCB  110  in this order, and the servo amplifier is connected to the DC motor. The rotational position of the DC motor is detected by a rotary encoder, and a current rotational position of the DC motor is supplied as data from the rotary encoder to the error counter. 
     The backlight control circuit M 10  is connected to the backlight units M 7  to individually supply driving power thereto. Upon receiving an instruction from the main CPU  71 , the backlight control circuit M 10  changes the amount of light emitted in multiple stages. The five backlight units M 7  provided on the inner circumference surfaces of the reels  101 ,  102 ,  103 ,  104 , and  105  are able to individually illuminate 15 symbols  501  having stopped on the display windows  150  by means of the backlight control circuit M 10 . 
     Based on a control signal output from the main CPU  71 , the ticket printer  171  prints on a ticket a barcode representing encoded data of the number of credits stored in the RAM  73 , date, the identification number of the slot machine  1 , and the like, and then outputs the ticket as the ticket  175  with a barcode. 
     The card reader  172  reads data stored in a card inserted into the card slot  176  and transmits the data to the main CPU  71 , or writes data into the card based on a control signal outputted from the main CPU  71 . 
     The key switch  173 S is provided to the keypad  173 . The key switch  173  outputs a predetermined signal to the main CPU  71  when the player operates the keypad  173 . 
     Based on a control signal output from the main CPU  71 , the data displayer  174  displays data read by the card reader  172 , or data input through the keypad  173  by the player. 
     (Normal Game Payout Table) 
     The following describes a normal game payout table  191  with reference to  FIG. 23 . 
     The normal game payout table  191  shows a relation an amount of credit to be paid out for the type and the number of symbols  501  rearranged on an active payline out of the paylines  1  to  30 . It should be noted that the normal game payout table  191  is read in the process of a later-described program process and is used as reference. In the present embodiment, a win is determined based on a combination of symbols “RED 7”, “BLUE 7”, “3BAR”, “2BAR”, “1BAR”, “WILD1”, “WILD2”, “WILD3”, “BLANK”, and “BONUS”, rearranged on an active payline out of paylines  1  to  30 . For example, when three of “RED 7” are arranged in succession on an active payline, on the 1st reel  101  to the 3rd reel  103 , the win is determined and 50 credits are paid out. Further, when four of “RED 7” are arranged in succession on an active payline, on the 1st reel  101  to the 4th reel  104 , the win is determined and 100 credits are paid out. It should be noted that in determination of winning of the present embodiment, the symbols arranged on the payline are successively checked from the 1st reel  101  to the 5th reel  105  (Left to Right). 
     Further, when one or more “BONUS” symbols each serving as a trigger symbol for the free game are rearranged on the display windows  150  of the 1st reel  101 , the 2nd reel  102 , and the 3rd reel  103 , a winning combination of “free game trigger” is determined, and the game transits to the free game (in the present embodiment, the free game is runnable 10 times). Specifically, the symbol of “BONUS” displayed on the 1st reel  101  to the 3rd reel  103  may be rearranged in any of the upper stage, the middle state, and the lower stage of each display window (paylines do not matter). For example, when the “BONUS” is rearranged in the lower stage of the 1st reel  101 , in the middle stage of the 2nd reel  102 , and in the lower stage of the 3rd reel  103 , this is regarded as to be a winning combination of the “free game trigger”. On the other hand, when the “BONUS” is rearranged in the upper stage of the 1st reel  101 , in the upper stage of the 2nd reel  102 , and in the middle stage of the 4th reel  104 , this is not considered as a winning combination of “free game trigger” (because no symbol combination of “BONUS” is rearranged on the display windows  150  of the 3rd reel  103 ). 
     Further, in the present embodiment, when five “BONUS” symbols are rearranged on the payline  1 , a winning combination of bonus award is established and 200000 credits are paid out. This winning combination of bonus award is a benefit obtainable only in the normal game, and is not obtainable in the free game. Further, the winning combination of bonus award is an award that occurs only when five “BONUS” symbols are rearranged on the payline  1 . The bonus award is not considered as to be established when five “BONUS” symbols are rearranged on any of paylines  2  to  30 , other than the payline  1 . 
     As described, the normal game payout table  191  is set so that the maximum payout obtainable in the normal game (200000 credits) are awarded, when five “BONUS” symbols (predetermined symbols) are rearranged on a payline (predetermined payline) during the normal game. With this, the maximum payout obtainable in the normal game is awarded only when the predetermined symbol is rearranged on a predetermined payline in the normal game. Therefore, it is possible to easily and freely set the maximum payout. 
     (Free Game Payout Table) 
     The following describes a free game payout table  192  with reference to  FIG. 24 . 
     The free game payout table  192  shows a relation an amount of credit to be paid out for the type and the number of symbols  501  rearranged on a payline activated in the free game, out of the paylines  1  to  30 . It should be noted that the free game payout table  192  is read in the process of a later-described program process and is used as reference. In the present embodiment, a win is determined based on a combination of symbols “RED 7”, “BLUE 7”, “3BAR”, “2BAR”, “1BAR”, “WILD1”, “WILD2”, “WILD3”, “BLANK”, and “BONUS”, rearranged on an active payline out of paylines  1  to  30 . For example, when three of “RED 7” are arranged in succession on an active payline, on the 1st reel  101  to the 3rd reel  103 , the win is determined and 50 credits are paid out. Further, when four of “RED 7” are arranged in succession on an active payline, on the 1st reel  101  to the 4th reel  104 , the win is determined and 100 credits are paid out. 
     Further, in the free game, when one or more “BONUS” symbols each serving as a trigger symbol for the free game are rearranged on the display windows  150  of the 1st reel  101 , the 2nd reel  102 , and the 3rd reel  103 , a winning combination of “retrigger” is determined, and five rounds of free game are added in the present embodiment. 
     As described, the winning combination of bonus award in the normal game is set to be the maximum payout in the normal game. Therefore, the maximum payout in the normal game is freely set simply by modifying the amount of payout for the winning combination of bonus award. If there is no winning combination of bonus award, the maximum payout of the normal game occurs when five “RED 7” symbols are rearranged (500 credits). Raising or lowering this maximum payout causes changes in the ranking of the winning combinations including symbols of “RED 7”, “BLUE 7”, “3BAR”, and the like, consequently necessitating modification the entire payout pattern, e.g., payout when five “BLUE 7” symbols are arranged, a payout when five “3BAR” symbols are arranged, and the like. That is, when the maximum payout is to be modified due to the regulations of the country or the area, the entire normal game payout table  191  and the entire free game payout table  192  need to be modified, which ruins the flexibility. With the above structure however, the maximum payout in the normal game is freely set simply by modifying the amount of payout for the winning combination of bonus award, thus improving the flexibility. 
     Further, in the normal game payout table  191  and the free game payout table  192 , the amounts of payouts other than the one for the winning combination of the bonus award are set to be the same. Therefore, by setting the winning combination of bonus award to “0 (none)”, the maximum payout in the normal game is made the same as that in the free game. This way, it is easily possible to meet the regulation of the country or the area, even if the regulation requires that the maximum payout in the normal game be the same as that in the free game. 
     (Free Game Payout Rate Random Determination Count Determination Table) 
     Next, the following describes a free game payout rate random determination count determination table  193  with reference to  FIG. 25 . 
     The free game payout rate random determination count determination table  193  is a table used for determining how many times a random determination process is repeated to determine the free game payout rate. This random determination process determines the rate for the payout obtainable in the free game which is run when the winning combination of “free game trigger” occurs in the normal game and transition to the free game occurs. Specifically, if three “BONUS” symbols are rearranged on the display windows  150  when the winning combination of the “free game trigger” occurs, the free game payout rate random determination is executed once. Further, if four “BONUS” symbols are rearranged on the display windows  150  when the winning combination of the “free game trigger” occurs, the free game payout rate random determination is executed twice. Further, if five “BONUS” symbols are rearranged on the display windows  150  when the winning combination of the “free game trigger” occurs, the free game payout rate random determination is executed three times. 
     (Free Game Payout Rate Random Determination Table) 
     Next, the following describes a free game payout rate random determination table  194  with reference to  FIG. 26 . 
     The free game payout rate random determination table  194  is a table used for determining the rate of payout obtainable based on the free game payout table  192  in the free game. The free game payout rate random determination table  194  includes settings of nine areas No. 0 to No. 8 each corresponds to a payout rate (see  FIG. 36 ), respectively. As shown in  FIG. 26  and  FIG. 36 , in the present embodiment, a payout rate of “×10” is associated with the area No. 0. A payout rate of “×2” is associated with the area No. 1. A payout rate of “×5” is associated with the area No. 2. A payout rate of “×2” is associated with the area No. 3. A payout rate of “×3” is associated with the area No. 4. A payout rate of “×4” is associated with the area No. 5. A payout rate of “×2” is associated with the area No. 6. A payout rate of “×7” is associated with the area No. 7. A payout rate of “×3” is associated with the area No. 8. 
     Further, to each of the nine areas No. 0 to No. 8 each corresponding to a payout rate, a weight value is set. The weight value is a probability of the corresponding one of the areas No. 0 to No. 8 of payout rates being resulting from the free game payout rate random determination. For example, as shown in  FIG. 26 , the probability of a payout rate of “×10” associated with the area No. 0 resulting from the free game payout rate random determination is 1/500. Further, the probability of a payout rate of “×2” associated with the area No. 1 resulting from the free game payout rate random determination is 98/500. The probability of a payout rate of “×5” associated with the area No. 2 resulting from the free game payout rate random determination is 5/500. The probability of a payout rate of “×2” associated with the area No. 3 resulting from the free game payout rate random determination is 100/500. The probability of a payout rate of “×3” associated with the area No. 4 resulting from the free game payout rate random determination is 52/500. The probability of a payout rate of “×4” associated with the area No. 5 resulting from the free game payout rate random determination is 50/500. The probability of a payout rate of “×2” associated with the area No. 6 resulting from the free game payout rate random determination is 92/500. The probability of a payout rate of “×7” associated with the area No. 7 resulting from the free game payout rate random determination is 2/500. The probability of a payout rate of “×3” associated with the area No. 8 resulting from the free game payout rate random determination is 100/500. 
     In the present embodiment, there are cases of executing a plurality of number of times the free game payout rate random determination based on the free game payout rate random determination table  194 , according to the number of times of executing the random determination, which is determined based on the free game payout rate random determination count determination table  193 . For example, where the free game payout rate random determination is determined as to be executed three times, and where the payout rate of “×10” is resulted in the free game payout rate random determination of the first time, the payout rate of “×5” in the second time, and the payout rate of “×7” in the third time, the payout rate for the payout obtainable in the free game is determined as to be ×350 which is the product of multiplication of the payout rates resulting from each of the free game payout rate random determinations (i.e., 10×5×7=350). 
     It should be noted that a payout rate having been resulted once from the random determination is excluded from the free game payout rate random determination thereafter. Therefore, if the payout rate of “×10” results in the free game payout rate random determination of the first time, the payout rate of “×10” will not result in the free game random determination of the second time and thereafter. Therefore, if the payout rate of “×5” results in the free game payout rate random determination of the second time, the payout rate of “×5” will not result in the free game random determination of the third time and thereafter. 
     In the present embodiment, the maximum payout obtainable in the free game occurs when five “RED 7” symbols are rearranged on an active payline (500 credits; see free game payout table  192  of  FIG. 24 ), and the payout rate is x (10×7×5) as the result of executing three times the free game payout rate random determination. Therefore, the maximum payout in the free game is 175,000 credits (10×7×5×500=175,000). Meanwhile, the maximum payout obtainable in the normal game is 200,000 credits, which occurs when the winning combination of bonus award is established. Therefore, the maximum payout obtainable in the normal game (200,000 credits) is set higher than the maximum payout obtainable in the free game (175,000 credits). Further, the probability of obtaining the maximum payout obtainable in the normal game is set to be higher than the probability of obtaining the maximum payout obtainable in the free game (see  FIG. 6 ,  FIG. 13 ,  FIG. 23 ,  FIG. 24 ,  FIG. 25 , and  FIG. 26 ). 
     The above structure makes the normal game more valuable (causes higher expectation for the maximum payout) than the free game, by setting the maximum payout and the chance of winning the maximum payout higher in the normal game than those in the free game. 
     (Effect Combination Table) 
     The effect combination tables  195  shown in  FIG. 27  and  FIG. 28  define the probabilities of effect combinations each constituted by indication effects for each combination condition of rearranged symbols. In the effect combination table  195 , each combination number (No. fields: 0 to 43) of effects is associated with at least one indication effect, and the weights of respective combination conditions are associated with each combination number. The “Table A” to “Table H” indicate the tables from which a table is selected based on rearranged symbols. After any of the “Table A” to “Table H” is selected based on the combination condition, such as the number of “BONUS” symbols rearranged, one of the effect combinations is selected based on the weight. 
     In the effect combination tables  195  shown in  FIG. 27  and  FIG. 28 , the items in the effect combination field, that is, “Before Start of Rotation (1)”, “Before Start of Rotation (2)”, “During Rotation till Stopping”, and “After stopping” are types of effects mainly related to timings. 
     Details of contents of effect in the effect combination field are as follow. 
     Flash 1: Flashing Effect 1 by the backlight units M 7 . 
     Flash 2: Flashing Effect 2 by the backlight units M 7 . 
     Flash 3: Flashing Effect 3 by the backlight units M 7 . 
     Stopping 1 and 2 first: Effect of stopping the 1st reel  101  and the 2nd reel  102  first. 
     Low speed: Rotating the reels  101  to  105  at a low speed. 
     High speed: Rotating the reels  101  to  105  at a high speed. 
     High speed 2: Rotating the reels  101  to  105  at a higher speed. 
     Frame advance: Frame advancing the reels  101  to  105 . 
     Design alignment: Effect of showing aligned designs of symbols on reels  101  to  105 . 
     Rotating all: Rotating all the reels  101  to  105 . 
     0: Resetting the reels  101  to  105 . 
     For example, when the “Table A” of the combination condition in the effect combination table  195  is selected, the combination is randomly determined based on the “Table A”. When the combination No. 28 is selected as the effect combination, the Flash 1 (Flashing Effect 1 by the backlight units M 7 ) is executed for the “Before Start of Rotation (1)”. Then, the Stopping 1 and 2 first (Effect of stopping the 1st reel  101  and the 2nd reel  102  first) is executed for the “Before Start of Rotation (2)”. For the “During Rotation till Stopping”, the Low speed (Rotating the reels  101  to  105  at a low speed) is executed. Then, no effect is executed for the “After stopping”. 
     (Roulette Stop Pattern) 
       FIG. 29  is a table (roulette effect table) showing roulette stop patterns  196 , i.e., stop patterns (effect types) of a roulette (see  FIG. 36 ) displayed as an effect at the time of executing the free game payout rate random determination. There are eight types “a” to “h” of roulette stop patterns  196 . 
     In the free game payout rate random determination of the present embodiment, nine areas (areas No. 0 to No. 8) of a roulette shown in  FIG. 36  are sequentially lighted (which functions as the pointer) so as to provide an effect looking as if random determination is performed by the roulette. This effect more specifically is an effect in which the areas No. 0 to No. 8 looks like sequentially lighting, by repeating turning on and turning off of each area; e.g., turning off the area No. 0 while turning on the area No. 1→turning off the area No. 1 while turning on the area No. 2→ . . . . In this process, effects are given to the way of stopping the roulette by varying the period of lighting each area. 
     Specifically, as shown in  FIG. 29 , in a stop pattern “a”, the period of lighting the each area is 5 frames (5/60 seconds) for the area No. 0 in the 1st round to the area No. 6 in the 2nd round. For the area No. 7 in the 2nd round, the period of lighting is 7 frames (7/60 seconds). For the area No. 8 in the 2nd round, the period of lighting is 12 frames (12/60 seconds). For the area No. 0 in the 3rd round, the period of lighting is 16 frames (16/60 seconds). For the area No. 1 in the 3rd round, the period of lighting is 21 frames (21/60 seconds). For the area No. 2 in the 3rd round, the period of lighting is 27 frames (27/60 seconds). For the area No. 3 in the 3rd round, the period of lighting is 34 frames (34/60 seconds). For the area No. 4 in the 3rd round, the period of lighting is 42 frames (42/60 seconds). For the area No. 5 in the 3rd round, the period of lighting is 51 frames (51/60 seconds). For the area No. 6 in the 3rd round, the period of lighting is 56 frames (56/60 seconds). For the area No. 7 in the 3rd round, the period of lighting is 60 frames (60/60 seconds). For the area No. 8 in the 3rd round, the period of lighting is 62 frames (62/60 seconds). For the area No. 0 in the 4th round, the period of lighting is 64 frames (64/60 seconds). For the area No. 1 in the 4th round, the period of lighting is 66 frames (66/60 seconds). 
     This way, the period of lighting gradually becomes longer, which provides an effect of gradually slowing down and stopping the movement of the lighting area. 
     It should be noted that the stop pattern and where the roulette stops are determined based on the result of the above described free game payout rate random determination (i.e., payout rate) and a stop pattern resulting from random determination based on a later described stop pattern random determination table  197 . Further, stoppable areas are limited to areas encircled by the dotted line in  FIG. 29 . Therefore, for example, when the stop pattern “a” is selected, the roulette stops only at any of the areas No. 7, No. 8, No. 0, and No. 1. 
     (Stop Pattern Random Determination Table) 
     A stop pattern random determination table  197  shown in  FIG. 30  is a table used for determining a stop pattern of the roulette (see  FIG. 36 ) displayed as an effect, when the free game payout rate random determination is executed based on the result of the free game payout rate random determination (i.e., payout rate) and the total weight value. 
     For example, when the payout rate resulting from the free game payout rate random determination is “×10: No. 0”, the stop pattern “a” is selected at the probability of 1/4, the stop pattern “b” is selected at the probability of 1/4, the stop pattern “g” is selected at the probability of 1/4, and the stop pattern “h” is selected at the probability of 1/4, as shown in  FIG. 30 . Then, when the stop pattern “a” is selected, the roulette stops at the area No. 0 in the 4th round (in this case, the area No. 1 does not turn on in the 4th round) according to the stop pattern “a” of the roulette stop patterns of  FIG. 29 . 
     Further, for example, when the payout rate resulting from the free game payout rate random determination is “×2: No. 1”, the stop pattern “a” is selected at the probability of 1/4, the stop pattern “b” is selected at the probability of 1/4, the stop pattern “c” is selected at the probability of 1/4, and the stop pattern “h” is selected at the probability of 1/4, as shown in  FIG. 30 . When the stop pattern “h” is selected, the roulette stops at the area No. 1 in the 5th round according to the stop pattern “h” of the roulette stop patterns of  FIG. 29 . 
     (Contents of Program) 
     Next, programs executed by the slot machine  1  will be described. 
     (Main Control Process: Normal Game) 
     Referring to  FIG. 31 , a main control process will be described. 
     First, when the slot machine  1  is powered on, the main CPU  71  reads an authenticated game program and a game system program from a memory card  54  via a gaming board  50 , and then write them in the RAM  73  (Step S 11 ). 
     Next, the main CPU  71  executes an initializing process at the end of each round of the game (Step S 12 ). This process clears data in a working area of the RAM  73 , which becomes unnecessary at the end of each round of game, e.g., the amount of bet, symbols randomly determined, and the like. 
     Next, the main CPU  71  executes a coin input/start check process described later with reference to  FIG. 32  (step S 13 ). This process checks, for example, an input from the 1-bet switch  34 S, the 2-bet switch  35 S, the 3-bet switch  37 S, the 4-bet switch  38 S, the 5-bet switch  39 S, the play-1-line switch  40 S, the play-2-line switch  41 S, the play-3-line switch  42 S, the play-4-line switch  43 S, the play-10-line switch  44 S, the max-bet switch  45 S, the spin switch  46 S, and the like. 
     Next, the main CPU  71  executes a symbol random determination process (S 14 ). In this process, symbols to be stopped are determined based on random numbers for symbol determination. In the present embodiment, symbols to be stopped on each of the reels  101  to  105  are determined according to the weight values of the 22 symbols corresponding to code numbers 0 to 21, shown in  FIG. 6 . 
     Next, the main CPU  71  executes an effect content determination process (step S 15 ). In the effect content determination process, the combination condition determination process is first executed as shown in  FIG. 35 . 
     In the combination condition determination process, the main CPU  71  determines whether or not a total of five “BONUS” symbols are to be rearranged on the display windows  150  (one on each of the reels  101  to  105 ) as the result of symbol random determination process executed in S 14  (S 171 ). If it is determined that a total of five “BONUS” symbols are to be rearranged on the display windows  150  (one on each of the reels  101  to  105 ) (S 171 : Yes), The “Table A” is selected as the combination condition. 
     On the other hand, if it is determined that there will not be five “BONUS” symbols rearranged on the display windows  150  (S 171 : No), the CPU  71  determines whether or not a total of four “BONUS” symbols are to be rearranged on the display windows  150  (one on each of the reels  101  to  104 ), and whether or not any specific symbol out of “RED 7: No. 16”, “3BAR: No. 20”, and “BLANK: No. 21” is to be rearranged on the reel  105  (S 172 ). In cases of (S 172 : Yes), the “Table B” is selected as the combination condition. 
     On the other hand, in cases of (S 172 : No), the CPU  71  determines whether or not a total of four “BONUS” symbols are to be rearranged on the display windows  150  (one on each of the reels  101  to  104 ) (S 173 ). If it is determined that a total of four “BONUS” symbols are to be rearranged on the display windows  150  (one on each of the reels  101  to  104 ) (S 173 : Yes), The “Table C” is selected as the combination condition. 
     On the other hand, if it is determined that there will not be four “BONUS” symbols rearranged on the display windows  150  (S 173 : No), the CPU  71  determines whether or not a total of three “BONUS” symbols are to be rearranged on the display windows  150  (one on each of the reels  101  to  103 ), and whether or not any specific symbol out of “BLUE 7: No. 16”, “2BAR: No. 20”, and “BLANK: No. 21” is to be rearranged on the reel  104  (S 174 ). In cases of (S 174 : Yes), the “Table D” is selected as the combination condition. 
     On the other hand, in cases of (S 174 : No), the CPU  71  determines whether or not a total of three “BONUS” symbols are to be rearranged on the display windows  150  (one on each of the reels  101  to  103 ) (S 175 ). If it is determined that a total of three “BONUS” symbols are to be rearranged on the display windows  150  (one on each of the reels  101  to  103 ) (S 175 : Yes), The “Table E” is selected as the combination condition. 
     On the other hand, if it is determined that there will not be three “BONUS” symbols rearranged on the display windows  150  (S 175 : No), the CPU  71  determines whether or not a total of two “BONUS” symbols are to be rearranged on the display windows  150  (one on each of the reels  101  to  102 ), and whether or not any specific symbol out of “BLUE 7: No. 16”, “1BAR: No. 20”, and “BLANK: No. 21” is to be rearranged on the reel  103  (S 176 ). In cases of (S 176 : Yes), the “Table F” is selected as the combination condition. 
     On the other hand, in cases of (S 176 : No), the CPU  71  determines whether or not a total of two “BONUS” symbols are to be rearranged on the display windows  150  (one on each of the reels  101  to  102 ) (S 177 ). If it is determined that a total of two “BONUS” symbols are to be rearranged on the display windows  150  (one on each of the reels  101  to  102 ) (S 177 : Yes), The “Table G” is selected as the combination condition. On the other hand, if it is determined that a total of two “BONUS” symbols will not be rearranged on the display windows  150  (one on each of the reels  101  to  102 ) (S 177 : No), The “Table H” is selected as the combination condition. 
     Next, an effect combination number (No. fields: 0 to 43) is randomly determined based on the effect combination table  195  shown in  FIG. 27  and  FIG. 28 , and the table selected out of “Table A” to “Table H” in the combination condition determination process. Then, the “Before Start of Rotation (1)”, the “Before Start of Rotation (2)”, the “During Rotation till Stopping”, and “After stopping” are selected according to the effect combination number determined. 
     Next, the main CPU  71  executes a symbol display control process (step S 16 ). In this process, scrolling of the reels  101  to  105  is started as shown in ( 39 - 1 ) of  FIG. 39 , and the symbols to be stopped, which are determined in the symbol random determination process of S 14 , are stopped in predetermined positions (e.g., areas in the upper stage of the display windows  150 ). That is, 15 symbols including the symbols to be stopped are displayed on the display windows  150 . Further, the “Before Start of Rotation (1)”, the “Before Start of Rotation (2)”, the “During Rotation till Stopping”, and “After stopping” executed according to the effect combination number determined in the effect content determination process in S 15 . 
     For example, when the combination No. 28 is selected as the effect combination, the Flash 1 (Flashing Effect 1 by the backlight units M 7 ) is executed for the “Before Start of Rotation (1)”. Then, the Stopping 1 and 2 first (Effect of stopping the 1st reel  101  and the 2nd reel  102  first) is executed for the “Before Start of Rotation (2)”. For the “During Rotation till Stopping”, the Low speed (Rotating the reels  101  to  105  at a low speed) is executed. Then, no effect is executed for the “After stopping”. 
     Next, the main CPU  71  executes a payout amount determination process (step S 17 ). In this process, an amount of payout is determined with reference to the normal game payout table  191  stored in the RAM  73 , based on a combination of symbols displayed on an active payline, and the amount determined is stored in a payout storage area provided in the RAM  73 . 
     Next, the main CPU  71  determines whether or not a free game trigger has been established (step S 18 ). As shown in  FIG. 39 , in the present embodiment, when one or more “BONUS” symbols each serving as a trigger symbol for the free game are rearranged on the display windows  150  of the 1st reel  101 , the 2nd reel  102 , and the 3rd reel  103 , a winning combination of “free game trigger” is determined, and the game transits to the free game (in the present embodiment, the free game is runnable 10 times). The main CPU  71 , when determining that the free game trigger has been established (S 18 : Yes), executes a later described free game process (step S 19 ) 
     Next, after step S 19  or in step S 18 , when the main CPU  71  determines that the free game trigger is not established (S 18 : No), the main CPU  71  determines if there is a payout (S 20 ). This determines whether or not a payout is awarded in S 17  or S 19 . When it is determined that there is a payout (S 20 : Yes), a payout process is executed (step S 21 ). The main CPU  71  adds a value stored in the payout storage area to a value stored in the credit amount storage area provided in the RAM  73 . It should be noted that the hopper  113  may be controlled based on an input of the cashout switch  32 S, and output coins according to the value stored in the payout storage area to the coin tray  18 . After this process, or in S 20 , if it is determined that there is no payout (S 20 : No), the process moves on to step S 12 . 
     (Coin Input/Start Check Process) 
     Next, the coin input/start check process is described reference to  FIG. 32 . 
     First, the main CPU  71  determines whether or not an input of coin is detected by the coin counter  92 C (step S 41 ). The main CPU  71 , when determining that an input of coin is detected, performs addition to the value stored in the credit amount storage area (step S 42 ). It should be noted that whether or not a bill is input is determined by the bill entry  115 , and when an input of a bill is detected, a value corresponding to the bill is added to the value stored in the credit amount storage area. 
     When an input of coin is determined as not to be detected, after the step S 42  or in step S 41 , the main CPU  71  determines whether or not the value stored in the credit amount storage area is 0 (step S 43 ). When the main CPU  71  determines that the value stored in the credit amount storage area is not 0, the main CPU  71  enables operation of the bet button (1-Bet button  34 , 2-bet button  35 , 3-bet button  37 , 4-bet button  38 , 5-bet button  39 , max-bet button  45 )(step S 44 ). It should be noted that in step S 44 , operations of the payline button (play-1-line button  40 , play-2-line button  41 , play-3-line button  42 , play-5-line button  43 , play-10-line button  44 ) are also enabled. Enabling the operation of the payline buttons allows the player to activate a desirable number of paylines  1  to  30 . 
     Next, the main CPU  71  determines whether or not an operation of the bet button is detected (step S 45 ). When an operation of the bet button by a player is detected by the bet switch (1-bet switch  34 S, 2-bet switch  35 S, 3-bet switch  37 S, 4-bet switch  38 S, 5-bet switch  39 S, max-bet switch  45 S), the main CPU  71  performs addition to the value stored in a bet amount storage area provided to the RAM  73 , and performs reduction from the value stored in the credit amount storage area, based on the type of the bet button and the type of payline (step S 46 ). 
     Next, the main CPU  71  determines whether or not the value stored in the bet amount storage area is a maximum value (step S 47 ). The main CPU  71 , when determining that the value stored in the bet amount storage area is a maximum value, prohibits updating of the value stored in the bet amount storage area (step S 48 ). The main CPU  71 , when determining that the value stored in the bet amount storage area is not a maximum value after the step S 48  or in the step S 47 , enables operation of the spin button  46  (step S 49 ). 
     When the main CPU  71  determines that an operation of the bet button is not detected after the step S 49  or in the step S 45 , or when the main CPU  71  determines that the value stored in the credit amount storage area is 0 in the step S 43 , the main CPU  71  determines whether or not an operation of the spin button  46  is detected (step S 50 ). When the main CPU  71  determines that an operation of the spin button  46  is not detected, the process moves to the step S 41 . 
     When the main CPU  71  determines that an operation of the spin button  46  is detected, the coin input/start check process ends. 
     (Free Game Process) 
     The following describes a free game process with reference to  FIG. 33 . The free game process is a process executed when the free game trigger is established in the main control process as shown in  FIG. 31  (S 19 ). It should be noted that in the free game of the present embodiment, a slot game is run as in the normal game. 
     First, the main CPU  71  executes a later described free game payout rate random determination process (S 101 ). This is a process for determining the payout rate for the payout obtainable in the free game (corresponding to roulette random determination), after transition to the free game occurs. 
     Next, as shown in  FIG. 38 , the payout rate determined in S 101  is indicated on the upper image display panel  131  (S 102 ). Subsequently, as shown in  44 - 3  in  FIG. 44 , the upper image display panel  131  further indicates the remaining number of rounds of the free game (S 102 ). It should be noted that, in the present embodiment, when the winning combination of the “free game trigger” is determined, and the transition to the free game occurs, 10 rounds of the free game is given. It should be further noted that the number of remaining rounds of free game is stored in the RAM  73 . 
     Next, the main CPU  71  executes an initializing process at the end of each round of the game (Step S 103 ). This process clears data in a working area of the RAM  73 , which becomes unnecessary at the end of each round of game, e.g., symbols randomly determined, and the like. 
     Next, the main CPU  71  determines whether or not an operation of the spin button  46  is detected (step S 104 ). A standby mode occurs if no operation of the spin button  46  is detected (S 104 : No). 
     On the other hand, if an operation of the spin button  46  is detected (S 104 : Yes), the main CPU  71  executes a symbol random determination process (S 105 ). In this process, symbols to be stopped are determined based on random numbers for symbol determination. In the present embodiment, symbols to be stopped on each of the reels  101  to  105  are determined according to the weight values of the 22 symbols corresponding to code numbers 0 to 21, shown in  FIG. 13 . 
     Next, the main CPU  71  executes an effect content determination process (step S 106 ). The main CPU  71  samples an effect-use random number and randomly determines any of a plurality of predetermined contents of effect. 
     It should be noted that in the free game too, the combination condition determination process may be executed as in the normal game. An effect combination number (No. fields: 0 to 43) may be randomly determined based on the effect combination table  195  shown in  FIG. 27  and  FIG. 28 , and the table selected out of “Table A” to “Table H” in the combination condition determination process. Then, the “Before Start of Rotation (1)”, the “Before Start of Rotation (2)”, the “During Rotation till Stopping”, and “After stopping” may be executed according to the effect combination number determined. 
     Next, the main CPU  71  executes a symbol display control process (step S 107 ). In this process, scrolling of the reels  101  to  105  is started as shown in  FIG. 45 , and the symbols to be stopped, which are determined in the symbol random determination process of S 105 , are stopped in predetermined positions (e.g., areas in the upper stage of the display windows  150 ). That is, 15 symbols including the symbols to be stopped are displayed on the display windows  150 . 
     Next, the main CPU  71  executes a payout amount determination process (step S 108 ). In this process, an amount of payout is determined with reference to the free game payout table  192  stored in the RAM  73 , based on a combination of symbols displayed on an active payline, and the amount determined is stored in a payout storage area provided in the RAM  73 . 
     Next, the main CPU  71  determines whether or not a retrigger has been established (step S 109 ). Further, as shown in  FIG. 45 , when one or more “BONUS” symbols each serving as a retrigger symbol for the free game are rearranged on the display windows  150  of the 1st reel  101 , the 2nd reel  102 , and the 3rd reel  103 , a winning combination of “retrigger” is determined, and five rounds of free game are added in the present embodiment. 
     The main CPU  71 , when determining that the retrigger has been established (S 109 : Yes), executes a free game round addition process (S 110 ) In this process, the upper image display panel  131  indicates that a retrigger has been established and 5 rounds of the free game is added. Further, the number of remaining rounds of the free game, which number is stored in the RAM  73 , is updated by adding there to 5 additional rounds of free game. 
     Next, after step S 110  or in step S 109 , when the main CPU  71  determines that the retrigger is not established (S 109 : No), the main CPU  71  determines if there is a payout (S 111 ). This determines whether or not a payout is awarded in S 108 . 
     When it is determined that there is a payout (S 111 : Yes), an amount of payout stored in the RAM  73  in S 108  is multiplied by the payout rate determined in the free game payout rate random determination process (S 101 ), and the resulting value is awarded to the player as a payout of a single round of the free game (payout process based on the payout rate: S 112 ). For example, the payout determined in the process of S 108  is 100 credits, and the payout rate determined in the process of S 101  is ×350 (i.e., 10×5×7), a payout of 35,000 credits (100×350=35,000) is awarded to the player as a payout of the single round of free game. 
     Next, if it is determined that there is no payout after the process of S 112  or in the process of S 111  (S 111 : No), the main CPU  71  subtracts 1 from the remaining number of rounds of free game stored in the RAM  73  and update the same (S 113 ). For example, if the number of remaining rounds of free game stored in the RAM  73  is 10, the number of rounds of free game is updated to a value “9” which is the result of subtracting 1 from 10. 
     Next, the main CPU  71  determines if the remaining rounds of free game updated in S 113  is greater than 0 (S 114 ). If it is determined that the number of remaining rounds of free game is greater than 0 (S 114 : Yes), the process of S 102  is executed. 
     On the other hand, if it is determined that the remaining number of rounds of free game is not greater than 0 (S 114 : No), a total amount of credits obtained in the given rounds of free game is displayed on the upper image display panel  131 , as shown in  FIG. 46 . (S 115 ). Then, this process ends. 
     (Free Game Payout Rate Random Determination Process) 
     The following describes a free game payout rate random determination process with reference to  FIG. 34 . The free game payout rate random determination process is a process executed in the process of free game process, as shown in  FIG. 33  (S 101 ). 
     First, the main CPU  71  displays a screen providing guidance to the roulette game on the upper image display panel  131  (S 151 : roulette guidance display) ( 41 - 1  of  FIG. 41 ). 
     Next, the main CPU  71  executes a later described free game payout rate random determination count determination process (S 152 ). The free game payout rate random determination count determination process refers to a free game payout rate random determination count determination table  193  to determine how many times the free game payout rate random determination is to be executed, according to the number of “BONUS” symbols rearranged on the display windows  150  when the winning combination of “free game trigger” is determined in S 18 , the free game payout rate random determination determining the payout rate of the payout obtainable in the free game. It should be noted that the free game payout rate random determination execution count is stored in the RAM  73 . Further, the free game payout rate random determination execution count determined is indicated and explained on the upper image display panel  131  (see  4 - 2  of  FIG. 41 ). 
     Next, as shown in  FIG. 36  and  FIG. 37 , the nine areas No. 0 to No. 8 each corresponding to a payout rate are circularly arranged and displayed on the upper image display panel  131  (S 153 : roulette display). In each of these areas No. 0 to No. 8, a payout credit is associated and displayed as hereinabove described (see  FIG. 26  and  FIG. 36 ). It should be noted that in the process of S 153 , there is an indication on the upper image display panel  131  which prompts a player to press the spin button  46  (see  41 - 3  of  FIG. 41 ). 
     Next, the main CPU  71  determines whether or not an operation of the spin button  46  is detected (step S 154 ). A standby mode occurs if no operation of the spin button  46  is detected (S 154 : No). 
     On the other hand, if an operation of the spin button  46  is detected (S 154 : Yes), the main CPU  71  executes a free game payout rate random determination (S 155 ). This process refers to the free game payout rate random determination table  194  (see  FIG. 26 ) to randomly determine by using a random number where to stop out of the areas No. 0 to No. 8. This way, a payout rate (corresponding to preliminary payout rate) is determined. 
     Next, the main CPU  71  executes a stop pattern random determination process (S 156 ). In this process, any of the roulette stop patterns “a” to “h” to be used as an effect is determined by using a random number, based on the payout rate determined in the process of S 155  and the stop pattern random determination table  197  (see  FIG. 30 ). 
     Next, the main CPU  71  executes a roulette stop display control process (step S 157 ). In this process, according to the roulette stop patterns  196  shown in  FIG. 29  and the stop pattern determined in the stop pattern random determination process in S 156 , an effect display is performed in such a manner that a light pointer moves clockwise on the areas No. 0 to No. 8 and gradually slows down to stop at the area out of the areas No. 0 to No. 8 determined in the free game payout rate random determination in S 155 , by repeating turning on and turning off of each area; e.g., turning off the area No. 0 while turning on the area No. 1→turning off the area No. 1 while turning on the area No. 2→ . . . (see  FIG. 37 ). Note that in the present embodiment, there is provided a video effect of a Ninja star sticks on to the area where the light pointer stops, as shown in  41 - 4  of  FIG. 41 . Further, the payout rate corresponding to the area where the light pointer stops is indicated at the center of the roulette, as shown in  42 - 1  of  FIG. 42 . 
     Next, the main CPU  71  subtract 1 from the free game payout rate random determination execution count stored in the RAM  73  and updates the same (S 158 ). For example, if the free game payout rate random determination execution count stored in the RAM  73  is 3, the free game payout rate random determination execution count is updated to a value “2” which is the result of subtracting 1 from 3. 
     Next, the main CPU  71  determines if the free game payout rate random determination execution count updated in S 158  is greater than 0 (S 159 ). If it is determined that the free game payout rate random determination execution count is greater than 0 (S 159 : Yes), the process of S 153  is executed. 
     If it is determined that the free game payout rate random determination execution count is not greater than 0 (S 159 : No), a payout rate multiplication process is executed (S 160 ). In a series of the above processes, the free game payout rate random determination (corresponding to the preliminary payout rate random determination) is executed a number of times determined in the free game payout rate random determination count determination process of S 152 . Then, in the payout rate multiplication process, the payout rates resulting from the free game payout rate random determinations are multiplied, and the value resulting from the multiplication is stored in the RAM  73  as a payout rate for the payout obtainable in the free game. For example, where the free game payout rate random determination is determined as to be executed three times, and where the payout rate of “×10” is resulted in the free game payout rate random determination of the first time, the payout rate of “×5” in the second time, and the payout rate of “×7” in the third time, the payout rate for the payout obtainable in the free game is determined as to be ×350 which is the product of multiplication of the payout rates resulting from each of the free game payout rate random determinations (i.e., 10×5×7=350). 
     It should be noted that the payout rates to be determined in the free game payout rate random determination may include ×0. Further, in the above, the value resulting from the multiplication of the payout rates determined in the free game payout rate random determinations is set as the payout rate for the payout obtainable in the free game. However, the payout rate of the payout obtainable in the free game does not necessarily have to be the product of the above multiplication, and may be a sum of the payout rates determined in the free game payout rate random determinations. 
     After S 160 , this process ends. 
     In the above structure, the free game payout rate random determination for randomly determining the payout rate for the payout obtainable in the free game is executed, when the free game trigger is established and the right to play the free game is awarded. This random determination of the payout rate for the payout obtainable in the free game provides enjoyment, every time the right to play the free game is awarded. 
     Further, in the above structure, the payout rate for the payout obtained in the free game is determined through multiplication involving each payout rate determined by the free game payout rate random determination executed a certain number of times according to the number of “BONUS” symbols rearranged on the display windows  150  in the normal game. The number of times the free game payout rate random determination is executed increases with an increase in the number of “BONUS” symbols rearranged on the display windows  150  in the normal game. This way, the player will be interested in the number of “BONUS” symbols rearranged on the display windows  150 , and enjoy the normal game. 
     In the above described free game payout rate random determination process which determines the payout rate for the payout obtainable in the free game, the movement of lighting (light pointer) (speed, timing of stopping) which indicates the result is randomly determined based on the roulette stop patterns  196 . This causes the player to enjoy and be interested in the free game payout rate random determination process which determines the payout rate for the payout obtainable in the free game. 
     (Other Effects) 
     The slot machine  1  may perform an indication effect. Specifically, as shown in  47 - 1  of  FIG. 47 , when the normal game ends and another round of normal game starts (when the spin button  46  is pressed), an effect display is provided such that a blue ninja is displayed on the upper image display panel  131 , and the reels  101  to  105  rattle instead of scrolling ( 47 - 2  of  FIG. 47 ). After that, the reels  101  to  105  are displayed in blue by the backlight unit M 7  provided to the reels  101  to  105  (see  47 - 3  of  FIG. 47 ). Then, the displaying in blue which occurs on the reels  101  to  105  moves to the aura image  301  behind the blue ninja displayed on the upper image display panel  131 , and the aura image  301  is displayed in blue ( 48 - 1  of  FIG. 48 ). After that, there is no development in the indication effect, an effect such that the ninja slices the screen is performed as shown in  48 - 3  of  FIG. 48 , and scroll of the reels  101  to  105  is started thereafter. 
     On the other hand, if the indication effect develops (2nd stage), an effect display is provided such that the blue ninja is displayed on the upper image display panel  131 , and the reels  101  to  105  rattle instead of scrolling (see  48 - 2  of  FIG. 48 ). After that, the reels  101  to  105  are displayed in red by the backlight unit M 7  provided to the reels  101  to  105 . Then, the displaying in red which occurs on the reels  101  to  105  moves to the aura image  301  behind the blue ninja displayed on the upper image display panel  131 , and the aura image  301  is displayed in red ( 48 - 4  of  FIG. 48 ). After that, there is no development in the indication effect, an effect such that the ninja slices the screen is performed as shown in  49 - 2  of  FIG. 49 , and scroll of the reels  101  to  105  is started thereafter. 
     On the other hand, if the indication effect develops (3rd stage), an effect display is provided such that the blue ninja is displayed on the upper image display panel  131 , and the reels  101  to  105  rattle instead of scrolling (see  49 - 3  of  FIG. 49 ). After that, the reels  101  to  105  are displayed in rainbow colors by the backlight unit M 7  provided to the reels  101  to  105 . Then, the displaying in the rainbow colors which occurs on the reels  101  to  105  moves to the aura image  301  behind the blue ninja displayed on the upper image display panel  131 , and the aura image  301  is displayed in the rainbow colors ( 49 - 3  of  FIG. 49 ). After that, an effect such that the ninja slices the screen is performed as shown in  49 - 4  of  FIG. 49 , and scroll of the reels  101  to  105  is started thereafter. 
     (Symbol Flashing Effect) 
     The slot machine  1  may perform a flashing effect using the backlight units M 7 , when a symbol combination yielding a payout is rearranged on an active payline. 
     For example, as shown in  FIG. 51 , symbols constituting a symbol combination which yields a payout (WIN) are flashed (turning on and turning off). Meanwhile, scatter symbols (BONUS symbols) are also flashed. For example, as shown in  FIG. 51 , symbols constituting a symbol combination which yields a payout (WIN) are flashed so it looks as if there is a flow from the left to right along the payline. Further, if there is another payline with a symbol combination which yields a payout (WIN), the symbols constituting the combination are flashed so it looks as if there is a flow from the left to right along the payline (see  FIG. 52 ). 
     Embodiments of the present invention thus described above solely serve as specific examples of the present invention, and are not to limit the scope of the present invention. The specific structures and the like are suitably modifiable. Further, the effects described in the embodiments of the present invention described in the above embodiment are no more than examples of preferable effects brought about by the present invention, and the effects of the present invention are not limited to those described hereinabove. 
     REFERENCE SIGNS LIST 
     
         
           1 . Slot machine 
           70 . Motherboard 
           71 . Main CPU 
           73 . RAM 
           101  to  105 . Reels 
           131 . Upper Image Display Panel 
           150 . Display window 
           191 . Normal Game Payout Table 
           192 . Free Game Payout Table 
         M 1 . Reel device