Patent Publication Number: US-2009239620-A1

Title: Gaming Machine And Playing Method Thereof, Which Qualifies Player To Join Special Game Through Chance Game Run At The Same Time Base Game Is Run

Description:
CROSS REFERENCE TO RELATED APPLICATION 
     The present application claims priority from provisional application No. 61/037,407, which was filed on Mar. 18, 2008, the entire disclosure of which is herein incorporated by reference. 
    
    
     BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to a gaming machine and a playing method thereof. 
     2. Description of Related Art 
     Among existing gaming machines, there is a gaming machine including: two or more gaming terminals; terminal controllers respectively provided to the gaming terminal, each of which controllers causes associated one of the gaming terminals to run a game; a center controller for controlling all the terminal controllers. This type of gaming machine is disclosed in specifications of U.S. Pat. No. 5,820,459, No. 4,283,709, or No. 6,003,013. A terminal controller of a gaming terminal runs a game and awards a payout based on the result of the game independently of another terminal controller of another gaming terminal. The center controller provides various jackpots such as progressive jackpots, mystery jackpots, or the like. 
     Further, the known gaming machine awards a payout according to a winning (game result) formed as a game is played. For example, as disclosed in U.S. Pat. No. 5,910,048, there is a gaming machine in which game media are refunded when loss of the game media reaches a predetermined amount. 
     An object of the invention is to provide a gaming machine providing an entertainment characteristic which is not brought about by the above mentioned prior art, and a playing method thereof. 
     It is another object of the present invention to provide a gaming machine and a playing method thereof, each realizing a new gaming characteristic by qualifying a player to join a special game through a chance game run at the same time a base game is run. 
     Still another object of the invention is to provide a gaming machine and a playing method thereof, each increasing player&#39;s expectations for refund. 
     SUMMARY OF THE INVENTION 
     A gaming terminal of a gaming machine of the present invention is a gaming terminal, including: a base game offering a chance of winning a payout according to a predetermined combination; a chance game offering a chance of obtaining a chance flag which qualifies a player to join a special game offering a chance of winning a higher payout than the base game; a terminal storage unit storing the number of chance flags; a terminal display which displays images of the base game, the chance game, and the special game; a count unit that increases/decreases a count value under a first predetermined condition a terminal controller which performs the steps of: (a1) running the base game and the chance game at the same time; (a2) determining and awarding a payout according to a result of the base game; (a3) determining the number of chance flags according to a result of the chance game, and awarding a resulting number of chance flags; (a4) causing the count unit to increase/decrease a count value a count when the first predetermined condition is fulfilled; (a5) awarding the chance flag when the count reaches a predetermined value; (a6) accumulatively storing in the terminal storage unit the number of chance flags awarded; and (a7) awarding a payout determined according to a result of the special game which is run when the number of the chance flags stored in the terminal storage unit equals or surpasses a predetermined. 
     (First Aspect) 
     According to the structure, the gaming terminal runs the base game, and at the same time runs the chance game offering a chance of obtaining a chance flag which qualifies a player to join the special game offering a chance of winning a higher payout than the base game. Then, the player is awarded a payout according to a result of the base game, and is given zero or more chance flags according to a result of the chance game. Further, the number of chance flags awarded is accumulatively stored in the terminal storage unit of the gaming terminal. When this number equals or surpasses a predetermined number, the special game is run. According to a result of the special game is awarded a payout. This structure allows the player to play the chance game while he/she plays the base game, and allows the player to obtain zero or more chance flags according to a result of the chance game. Accordingly, the player is able to know the result of the chance game while enjoying the base game. This realizes a higher level of gaming characteristic than a gaming machine which independently runs a chance game inside the game terminal where a player is not able to see. In addition, when the predetermined condition is fulfilled, a count value is increased. When the count value reaches a predetermined value, a chance flag is awarded to a player. Hence, for example, if the first condition is such that a player has not obtained a chance flag in a chance game, a chance flag can be periodically awarded to a player even when the player is having a difficulty in obtaining a chance flag. This may enable the player to have expectations. 
     A gaming terminal of a gaming machine of the present invention is a gaming terminal, including: a base game offering a chance of winning a payout according to a predetermined combination; a chance game offering a chance of obtaining a chance flag which qualifies a player to join a special game offering a chance of winning a higher payout than the base game; a terminal storage unit storing the number of chance flags; a terminal display which displays images of the base game, the chance game, and the special game; and a count unit that increases/decreases a count value under a first predetermined condition; a reset unit that resets the count value under a second predetermined condition; and a terminal controller which performs the steps of: (b1) running the base game and the chance game at the same time; (b2) determining and awarding a payout according to a result of the base game; (b3) determining the number of chance flags according to a result of the chance game, and awarding a resulting number of chance flags; (b4) causing the count unit to increase/decrease a count value when the first predetermined condition is fulfilled; (b5) causing the reset unit to reset the count value when the second predetermined condition is fulfilled; (b6) awarding the chance flag when the count reaches a predetermined value; (b7) accumulatively storing in the terminal storage unit the number of chance flags awarded; and (b8) awarding a payout determined according to a result of the special game which is run when the number of the chance flags stored in the terminal storage unit equals or surpasses a predetermined 
     (Second Aspect) 
     According to the structure, the gaming terminal runs the base game, and at the same time runs the chance game offering a chance of obtaining a chance flag which qualifies a player to join the special game offering a chance of winning a higher payout than the base game. Then, the player is awarded a payout according to a result of the base game, and is given zero or more chance flags according to a result of the chance game. Further, the number of chance flags awarded is accumulatively stored in the terminal storage unit of the gaming terminal. When this number equals or surpasses a predetermined number, the special game is run. According to a result of the special game is awarded a payout. This structure allows the player to play the chance game while he/she plays the base game, and allows the player to obtain zero or more chance flags according to a result of the chance game. Accordingly, the player is able to know the result of the chance game while enjoying the base game. This realizes a higher level of gaming characteristic than a gaming machine which independently runs a chance game inside the game terminal where a player is not able to see. In addition, when the predetermined condition is fulfilled, a count value is increased. When the count value reaches a predetermined value, a chance flag is awarded to a player. Hence, for example, if the first condition is such that a player has not obtained a chance flag in a chance game, a chance flag can be periodically awarded to a player even when the player is having a difficulty in obtaining a chance flag. This may enable the player to have expectations. Further, when the second predetermined condition is fulfilled, the count value is reset. Hence, for example, if the second condition is such that a player has obtained a chance flag in a chance game, a chance flag is awarded to the player only when the player has not successively obtained chance flags. Accordingly, it is possible to prevent the chance flags from being excessively awarded to a player, so that it is possible to enable the player to maintain his/her expectations. 
     In the gaming machine of the present invention, the first condition of the gaming terminal according to the first aspect may be such that the terminal controller does not award the chance flag according to a result of the chance game. 
     (Third Aspect) 
     According to the above structure, the count value is increased when a player does not obtain a chance flag in a chance game. Hence, even when the player has not obtained any chance flag, a chance flag can be periodically awarded to the player. As a result, it is possible to enable the player to have expectations. 
     In the gaming machine of the present invention, the first condition of the gaming terminal according to the second aspect may be such that the terminal controller does not award the chance flag according to a result of the chance game. 
     (Fourth Aspect) 
     According to the above structure, the count value is increased when a player does not obtain a chance flag in a chance game. Meanwhile, the count value is reset when the second condition is fulfilled. Hence, even when the player has not obtained any chance flag, a chance flag can be periodically awarded to the player. As a result, it is possible to enable the player to have expectations. 
     In the gaming machine of the present invention, the second condition of the gaming terminal according to the second aspect may be such that the terminal controller awards a chance flag according to a result of the chance game. 
     (Fifth Aspect) According to the above structure, the count value is reset when a player obtains a chance flag in a chance game. Hence, a chance flag is awarded to the player only when s/he cannot successively obtain chance flags. Accordingly, it is possible to prevent the chance flags from being excessively awarded to a player, so that it is possible to enable the player to maintain his/her expectations. 
     A gaming machine of the present invention is a gaming terminal including: a base game offering a chance of winning a payout according to a predetermined combination; a chance game offering a chance of obtaining a chance flag which qualifies a player to join a special game offering a chance of winning a higher payout than the base game; a terminal storage unit storing the number of chance flags; a terminal display which displays images of the base game, the chance game, and the special game; and a count unit that increases/decreases a count value; a reset unit that resets the count value; and a terminal controller which performs the steps of: (c1) running the base game and the chance game at the same time; (c2) determining and awarding a payout according to a result of the base game; (c3) determining the number of chance flags according to a result of the chance game, and awarding a resulting number of chance flags; (c4) causing the count unit to increase/decrease a count value when the chance flag is not awarded according to a result of the chance game; (c5) causing the reset unit to reset the count value when the chance flag is awarded according to a result of the chance game; (c6) awarding the chance flag when the count reaches a predetermined value; (c7) accumulatively storing in the terminal storage unit the number of chance flags awarded; and (c8) awarding a payout determined according to a result of the special game which is run when the number of the chance flags stored in the terminal storage unit equals or surpasses a predetermined 
     (Sixth Aspect) 
     According to the structure, the gaming terminal runs the base game, and at the same time runs the chance game offering a chance of obtaining a chance flag which qualifies a player to join the special game offering a chance of winning a higher payout than the base game. Then, the player is awarded a payout according to a result of the base game, and is given zero or more chance flags according to a result of the chance game. Further, the number of chance flags awarded is accumulatively stored in the terminal storage unit of the gaming terminal. When this number equals or surpasses a predetermined number, the special game is run. According to a result of the special game is awarded a payout. This structure allows the player to play the chance game while he/she plays the base game, and allows the player to obtain zero or more chance flags according to a result of the chance game. Accordingly, the player is able to know the result of the chance game while enjoying the base game. This realizes a higher level of gaming characteristic than a gaming machine which independently runs a chance game inside the game terminal where a player is not able to see. According to the above structure, the count value is increased when a player does not obtained a chance flag in a chance game. Hence, even when the player has not obtained any chance flag, a chance flag can be periodically awarded to the player. As a result, it is possible to enable the player to have expectations. Further, when the player obtains a chance flag in the chance game, the count value is reset. Hence, a chance flag is awarded to the player only when the player does not successively obtain chance flags. Accordingly, it is possible to prevent the chance flags from being excessively awarded to a player, so that it is possible to enable the player to maintain his/her expectations. 
     A gaming machine of the present invention is a gaming device including: a plurality of gaming terminals according to claim  1 ; a special game run in each of the gaming terminals and offering a chance of winning a higher payout than a base game offering a chance of winning a payout according to a predetermined combination; a center storage unit storing the number of chance flags stored in a terminal storage unit of each of the gaming terminals, each of the chance flags qualifying a player to join the special game; a shared display which displays an image of the special game; and a center controller which performs the steps of: (d1) obtaining the chance flags from the gaming terminals; (d2) accumulatively storing the number of chance flags obtained in the center storage unit; (d3) running the special game at a predetermined timing when the number of chance flags stored in the center storage unit equals or surpasses a predetermined number; and (d4) determining a payout according to a result of the special game. 
     (Seventh Aspect) 
     According to the structure, each of the gaming terminals runs the base game, and at the same time runs the chance game offering a chance of obtaining a chance flag which qualifies a player to join the special game offering a chance of winning a higher payout than the base game. Then, the player is awarded a payout according to a result of the base game, and is given zero or more chance flags according to a result of the chance game. Further, the number of chance flags awarded is accumulatively stored in the center storage unit. When this number equals or surpasses a predetermined number, the center controller runs the special game. The center controller then determines a payout according to a result of the special game. The payout determined by the center controller is awarded to the player by the terminal controller of the gaming terminal. This structure allows the player to play the chance game while he/she plays the base game, and allows the player to obtain zero or more chance flags according to a result of the chance game. Accordingly, the player is able to know the result of the chance game while enjoying the base game. This realizes a higher level of gaming characteristic than a gaming machine which independently runs a chance game inside the game terminal where a player is not able to see. Further, the shared display allows players to play the special game at the same time. With this, the players maybe able to share the feeling while enjoying the special game. Further, in each of the gaming terminals, when a first predetermined condition is fulfilled, a count value is increased. When the count reaches a predetermined value, a chance flag is awarded to a player. Hence, for example, if the first condition is such that a player has not obtained a chance flag in a chance game, a chance flag can be periodically awarded to a player even when the player is having a difficulty in obtaining a chance flag. This may enable the player to have expectations. 
     A playing method of the present invention is a playing method of a gaming terminal in a gaming machine, which terminal includes a base game offering a chance of winning a payout according to a predetermined combination, a chance game offering a chance of obtaining a chance flag which qualifies a player to join a special game awarding a higher payout than the base game, and a count unit that increases/decreases a count value under a first predetermined condition, the method comprising the steps of: (e1) running the base game and the chance game at the same time; (e2) determining and awarding a payout according to a result of the base game; (e3) determining the number of chance flags according to a result of the chance game, and awarding a resulting number of chance flags; and (e4) causing the count unit to increase/decrease a count value when the first predetermined condition is fulfilled; (e5) awarding the chance flag when the count reaches a predetermined value; (e6) awarding a payout determined according to a result of the special game which is run when the number of the chance flags equals or surpasses a predetermined number. 
     (Eighth Aspect) 
     According to the structure, the gaming terminal runs the base game, and at the same time runs the chance game offering a chance of obtaining a chance flag which qualifies a player to join the special game offering a chance of winning a higher payout than the base game. Then, the player is awarded a payout according to a result of the base game, and is given zero or more chance flags according to a result of the chance game. Further, the number of chance flags awarded is accumulatively stored in the terminal storage unit of the gaming terminal. When this number equals or surpasses a predetermined number, the special game is run. According to a result of the special game is awarded a payout. This structure allows the player to play the chance game while he/she plays the base game, and allows the player to obtain zero or more chance flags according to a result of the chance game. Accordingly, the player is able to know the result of the chance game while enjoying the base game. This realizes a higher level of gaming characteristic than a gaming machine which independently runs a chance game inside the game terminal where a player is not able to see. In addition, when the predetermined condition is fulfilled, a count value is increased. When the count value reaches a predetermined value, a chance flag is awarded to a player. Hence, for example, if the first condition is such that a player has not obtained a chance flag in a chance game, a chance flag can be periodically awarded to a player even when the player is having a difficulty in obtaining a chance flag. This may enable the player to have expectations. 
     In the playing method of the gaming machine according to the eighth aspect, the gaming terminal may have a reset unit that resets the count value under a second predetermined condition. The playing method may include the step of causing the reset unit to reset the count value when the second predetermined condition is fulfilled. 
     (Ninth Aspect) 
     According to the above structure, the count value is reset when a second predetermined condition is fulfilled. Hence, for example, if the second condition is such that a player has obtained a chance flag in a chance game, a chance flag is awarded to the player only when the player has not successively obtained chance flags. Accordingly, it is possible to prevent the chance flags from being excessively awarded to a player, so that it is possible to enable the player to maintain their expectations. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is an explanatory diagram illustrating a gaming machine and a playing method thereof, according to the present invention. 
         FIG. 2  is a block diagram of the gaming machine. 
         FIG. 3  is an explanatory diagram illustrating a display state of a terminal display during a base game and chance game. 
         FIG. 4  is an explanatory diagram illustrating display states of a shared display and a terminal display during a special game. 
         FIG. 5  is an explanatory diagram illustrating a symbol column of symbols rearranged on the terminal display. 
         FIG. 6  is a perspective view illustrating an external appearance of the gaming machine. 
         FIG. 7  is a perspective view illustrating an external appearance of the gaming terminal. 
         FIG. 8  is a diagram illustrating a structure of the gaming terminal and the shared display. 
         FIG. 9  is an explanatory diagram illustrating a JP chance data table stored in a center controller. 
         FIG. 10  is a block diagram illustrating an electrical structure of the gaming terminal. 
         FIG. 11  is a block diagram illustrating an electrical structure of a center controller. 
         FIG. 12  is a flowchart illustrating a boot process executed by a gaming terminal and the center controller. 
         FIG. 13  is a flowchart illustrating an initial process executed by the gaming terminal and the center controller. 
         FIG. 14  is a flowchart illustrating a game running process routine taking place in the gaming terminal. 
         FIG. 15  is a flowchart illustrating a count resetting process routine that is executed in the gaming terminal. 
         FIG. 16  is a flowchart illustrating a progressive addition process routine that is executed in the center controller 
         FIG. 17  is a flowchart illustrating a JP chance addition process routine that is executed in the center controller 
         FIG. 18  is a flowchart illustrating a JP game running process routine that is executed in the center controller. 
     
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     The following describes an embodiment of a gaming machine and a playing method thereof according to the present invention. 
     As illustrated in  FIG. 3 , a gaming terminal  10  of the present invention executes a playing method including the steps of: running a base game and a chance game at the same time; determining and awarding a payout according to a result of the base game; determining and awarding the number of JP chances according to a result of the chance game; causing a later-detailed rescue count unit  114  to increase a count value when a first predetermined condition is fulfilled; awarding a rescue JP chance when the count reaches a predetermined value; and awarding a payout determined according to a result of the JP game which is run when the number of the JP chances equals or surpasses a predetermined number. 
     Moreover, the gaming terminal  10  of the present invention executes a playing method including the step of causing the rescue count unit  114  to reset the count value when a second predetermined condition is fulfilled. 
     In the present embodiment, the gaming terminal  10  runs a slot game. As shown in  FIG. 3 , a “base game” in this specification is a game in which base symbols  180  are rearranged in base symbol arrangement areas  150   a , and a payout is awarded when a winning is formed according to a relation of the base symbols  180  rearranged. The base game is run under base state  FIG. 3  will be described later. 
     As shown in  FIG. 3 , a “chance game” is a game in which JP symbols  180 J are rearranged in JP symbol arrangement areas  150   b , at the same time the base symbols  180  are rearranged in the base game, and a JP chance is awarded when a chance winning is formed according to a relation of the JP symbols  180 J rearranged. 
     As shown in  FIG. 4 , a “JP game” is a special game that is run by a later-detailed center controller  200  at the same time in two or more gaming terminals  10  at a predetermined time interval. When this JP game is fulfilled in a jackpot, a higher payout than a payout awarded from the base game is awarded. The JP game is run at a predetermined timing such as every  30  minutes or the like, and is run only for gaming terminals  10  having obtained at least a predetermined number (e.g. one) of JP chances. In this embodiment, the JP game is a virtual “Fishing Tournament” played by players who have obtained the predetermined number of JP chances. The players playing the JP game are able to see their selected characters fishing on a shared display  203 . 
     The “arrangement” in this specification means a state where the base symbols  180  and JP symbols  180 J can be visually observed by a player, as shown in  FIG. 3 . That is, in  FIG. 3 , the wording means the base symbols  180  displayed in the base symbol arrangement areas  150   a , and the JP symbol  180 J displayed in the JP symbol arrangement areas  150   b . Arranging the base symbols  180  or the JP symbols  180 J again after dismissing them is referred to as “rearranging”. 
     Further, the “base symbols  180 ” are symbols including scatter symbols, which are used in a base game in each of the gaming terminals  10 . 
     Each of the “scatter symbols” is a symbol whose arrangement could result in a winning irrespective of a pay line L. Appearance of a predetermined number (for example, three) of scatter symbols in a matrix  156  gives an advantage to a player. For example, the advantages includes: a state where coins corresponding to the scatter symbols are paid out, a state where the number of coins to be paid out is added to a credit, a state where a bonus game is started. The pay line L is detailed later. 
     The “winning” is a result of the base game, by which a payout is awarded. For example, the winning is resulted when a predetermined number (e.g. three) of scatter symbols  156  are arranged in the matrix  156 . 
     Further, the “JP symbols  180 J” are symbols used in the chance game in the gaming terminal  10 , whose arrangement could result in a winning irrespective of a pay line L. For example, a predetermined number (e.g. three) of JP symbols  180  arranged in the matrix  156  give an advantage to the player. The advantage is a JP chance awarded to the player. 
     The “chance winning” means that a chance game has resulted in a winning, consequently awarding a JP chance. For example, the chance winning is resulted when a predetermined number (e.g. three) of JP symbols  180 J are arranged in the matrix  156 . Note that the present embodiment deals with a case where one JP chance is awarded to a player when three JP symbols  180  are arranged in the matrix  156 . 
     The “JP chance” qualifies a player to join the JP game. For each JP chance, a process of determining whether or not a jackpot is awarded is performed once. 
     The “jackpot” means that the JP game has resulted in a winning, consequently awarding a payout. 
     In the present embodiment, the “first predetermined condition” is such that a JP chance is not awarded in a chance game. 
     In the present embodiment, the “second predetermined condition” is such that when a JP chance is awarded in a chance game, and such that a predetermined combination (for example, a combination including a “7”) is formed in a base game. Further, the “second predetermined condition” is such that a predetermined time (for example, 30 minutes, hereinafter, referred to as a reset time) elapses after a count value is reset and then a count value is first subtracted. That is, if a predetermined count value is set as “five,” the second predetermined condition is such that the reset time elapses after the count value is reduced to “four” from “five.” 
     The “rescue JP chance” is a JP chance that is awarded to a player as a rescue when the count value increased/decreased by the rescue count unit  114  reaches a predetermined value (for example, “0”) under a state that a JP chance is not awarded in a chance game. 
     For example, in the gaming terminal  10  shown in  FIG. 1 , a state that a JP chance is not awarded in a chance game continues and the remaining count value increased/decreased by the rescue count unit  114  is one (refer to the upper in  FIG. 1 ). In this case, if a JP chance is not awarded in a next chance game as well, a rescue JP chance is awarded to the gaming terminal  10  (refer to the left-bottom in  FIG. 1 ). 
     On the other hand, if a JP chance is awarded in a next chance game, a rescue JP chance is not awarded. Meanwhile, the count value increased/decreased by the rescue count unit  114  is reset to an initial value (for example, “five”) (refer to the right-bottom in  FIG. 1 ). 
     As illustrated in  FIG. 2 , the gaming machine  1  which executes the above mentioned playing method has the shared display  102 , the center controller  100 , and gaming terminals  10 . Each of the gaming terminals  10  includes a terminal display  101  and a terminal controller  100 . 
     (Terminal Display  101 ) 
     As illustrated in  FIG. 3 , the terminal display  101  serving as a display unit has base symbol arrangement areas  150   a , JP symbol arrangement areas  150   b , and a JP chance display area  160 . 
     Each of the base symbol arrangement areas  150   a  is an area of the terminal display  101  where a base symbol  180  is arranged. Each of the JP symbol arrangement areas  150   b  is an area of the terminal display  101  where a JP symbol  180 J is arranged. The base symbol arrangement areas  150   a  and the JP symbol arrangement areas  150   b  are arranged on the terminal display  101  so that a base symbol arrangement area  150   a  overlaps a JP symbol arrangement area  150   b . In other words, the base symbols  180  and the JP symbols  180 J are varied or stopped by means of two-layered reels. 
     The JP chance display area  160  displays therein a total number of JP chances obtained in a chance game. Note that the number of JP chances obtained in each chance game is added to the number of JP chances displayed in the JP chance display area  160 . This number of the JP chances displayed in the JP chance display area  160  is brought back to an initial value such as “zero”, when all the JP chances are consumed by running the JP game. 
     As illustrated in  FIG. 3 , the base symbol arrangement areas  150   a  and the JP symbol arrangement areas  150   b  form the display windows  151  to  155 . For example, arrangement areas  151   a ,  151   b , and  151   c  form the display window  151 . Further, the display windows  151  to  155  form the matrix  156 . The matrix  156 , in other words, is a matrix including the plurality of base symbol arrangement areas  150   a  and the JP symbol arrangement areas  150   b.    
     The terminal display  101  may have a mechanical structure adopting a reel device which rotates a reel to arrange the base symbols  180  and the JP symbols  180 J. Alternatively, the terminal display  101  may have an electric structure in which a video reel is displayed as an image, and the base symbols  180  and JP symbols  180 J on the video reel are arranged in the form of an image. Further, the terminal display  101  may adopt a combination of the mechanical structure (reel) and the electrical structure (video reel). Examples of the electrical structure include a liquid crystal display device, a CRT (cathode-ray tube), a plasma display device, or the like. Further, the number of the base symbol arrangement areas  150   a  and that of the JP symbol arrangement areas  150   b  are not limited. A specific structure of the terminal display  101  will be detailed later. 
     (Shared Display  203 ) 
     The shared display  203  displays thereon a virtual “Fishing Tournament” in the JP game, as illustrated in  FIG. 4 . A specific structure of the shared display  203  will be detailed later. 
     (Terminal Controller  100 ) 
     The terminal controller  100  is structured to perform a first process of running a base game and a chance game at the same time; a second process of determining and awarding a payout according to a result of the base game; a third process of determining and awarding the number of JP chances according to a result of the chance game; a fourth process of causing a later-detailed rescue count unit  114  to increase/decrease a count value when a first predetermined condition is fulfilled; a fifth process of awarding a JP chance when the count reaches a predetermined value; and a sixth process of awarding a payout determined according to a result of the JP game which is run when the number of the JP chances equals or surpasses a predetermined number. 
     Further, the terminal controller  100  is configured to perform a seventh process of causing the rescue count unit  114  to reset the count value when a second predetermined condition is fulfilled. In other words, the terminal controller  100  has first to seventh processing units. 
     The terminal controller  100  is connected to a center controller  200  and is in communication with the center controller  200 . 
     As illustrated in  FIG. 2 , the terminal controller  100  is connected to a game starting unit  110 . The game starting unit  110  has a function of outputting a game start signal, in response to an operation by the player. The game start signal output is then input to a later-detailed game running unit  103 . 
     In response to the game start signal serving as a trigger, the terminal controller  100  outputs a progressive signal to the progressive storage unit  226  of a later mentioned center controller. The progressive signal is a signal indicating a game value. The game value is a resource of payout of the JP game, which is collected from each of the gaming terminals  10 . (the game value is hereinafter referred to as a progressive value) 
     The terminal controller  100  is connected to a BET unit  111 . The BET unit  111  has functions of receiving a bet entered through an operation by the player, and outputting a BET signal. The BET signal output is input to the later-detailed game running unit  103 . 
     The terminal controller  100  is connected to a rescue count unit  114 . The rescue count unit  114  reduces or reset the count value under control of a later-detailed rescue control unit  113 . In short, the rescue count unit  114  has two functions as a count unit and a reset unit. 
     The terminal controller  100  is also connected to a rescue time recorder  115 . The rescue time recorder  115  starts recording time, or stops recording time to initialize the reset time, under control of the rescue control unit  113 . 
     The terminal controller  100  includes: the game running unit  103 , a symbol storage unit  108 , a JP chance storage unit  109 , a display storage unit  107 , and a display control unit  102 . 
     The game running unit  103  runs a base game, triggered by the game start signal from the game starting unit  110 . The base game is a game in which base symbols  180  are rearranged in the base symbol arrangement areas  150  of the terminal display  101 . At the same time of running the base game, the game running unit  103  also runs a chance game in which JP symbols  180 J are rearranged in the JP symbol arrangement areas  150   b  of the terminal display  101 . Further, the game running unit  103  causes the display control unit  102  to display a JP game, in response to a JP game start signal from the game running unit  224 . Further, the game running unit  103  causes the display control unit  102  to stop displaying the JP game, in response to a JP game end signal from the game running unit  224 . The game running unit  103  then resumes the base game and the chance game. 
     The symbol storage unit  108  stores the base symbols  180  and JP symbols  180 J. The JP chance storage unit  109  accumulatively stores therein the number of JP chances obtained. The display storage unit  107  stores, as a symbol to be displayed, the base symbols  180  and JP symbols  180 J in the symbol storage unit  108 . The display storage unit  107  stores the number of JP chances in the JP chance storage unit  109 , as the number to be displayed. 
     The display control unit  102  performs setting so that the base symbol arrangement areas  150   a  for arranging therein the base symbols  180  overlap the JP symbol arrangement areas  150   b  for arranging therein the JP symbols. Further, the display control unit  102  reads out base symbols  180  from the display storage unit  107  and displays the base symbols  180  in the base symbol arrangement areas  150   a , under the control of the game running unit  103 . The display control unit  102  also reads out JP symbols  180 J from the display storage unit  107  and displays the JP symbols  180 J in the JP symbol arrangement areas  150   b , under the control of the game running unit  103 . Further, the display control unit  102  reads out the number of JP chances stored in the display storage unit  107  and displays the number on the JP chance display area  160 , under the control of the game running unit  103 . 
     The terminal controller  100  includes a base game payout determination unit  105 , a JP chance determination unit  106 , a payout award unit  104 , a rescue control unit  113  and a rescue JP chance determination unit  112 . 
     The base game payout determination unit  105 , under the control performed by the game running unit  103 , determines whether to award a payout of a base game on the basis of the base symbols  180  rearranged in the base symbol arrangement areas  150   a . In other words, the base game payout determination unit  105  determines whether a base game has resulted in a winning. If it is determined that the base game has resulted in a winning, the base game payout determination unit  105  determines the amount of the payout and outputs a signal to the payout award unit  104 . Further, the base game payout determination unit  105  outputs a signal to the rescue control unit  113 , when a formed winning is a combination including “7.” 
     The JP chance determination unit  106 , under the control of the game running unit  103 , determines whether to award a JP chance on the basis of the JP symbols  180  rearranged in the JP symbol arrangement areas  150   b . In other words, the JP chance determination unit  106  determines whether a chance winning is resulted. If it is determined that the chance game has resulted in a chance winning, the JP chance determination unit  106  determines the number of JP chances and outputs a JP chance signal to the JP chance storage unit  109  and a later-detailed time recorder  228  of the center controller. Moreover, the JP chance determination unit  106  outputs a signal to the rescue control unit  113 , when it is determined whether a chance winning is formed or not. At this time, the signal outputted to the rescue control unit  113  includes the information on whether a chance winning is formed or not. 
     The payout award unit  104  awards the payout of the base game determined by the base game payout determination unit  105 . Further, the payout award unit  104  awards a payout of a JP game determined by a later-detailed JP game payout determining unit  227  of the center controller, in response to a signal from the JP game payout determining unit  227 . Note that the JP game is run when the number of JP chances of a gaming terminal  10 , which number is stored in a later-detailed center JP chance storage unit  225  of the center controller, equals or surpasses a predetermined number. Further, an amount of the payout is determined by the JP game payout determining unit  227 . 
     In response to the signal from the JP chance determination unit  106 , the rescue control unit  113  causes the rescue count unit  114  to increase/decrease a count value when a chance winning is not formed. At this time, when the count value decreased by the rescue count unit  114  is a count that is first reduced after the count value is reset, the rescue control unit causes the rescue time recorder  115  to record time. 
     In addition, the rescue control unit  113  outputs to the rescue JP chance determination unit  112  a signal to award a rescue JP chance, when the count value increased/decreased by the rescue count unit  114  reaches a predetermined value (for example, “0”). 
     In the meantime, in response to the signal from the JP chance determination unit  106 , the rescue control unit  113  causes the rescue count unit  114  to reset the count value, when a chance winning is formed. In addition, in response to the base game payout determination unit  105 , the rescue control unit  103  causes the rescue count unit  114  to reset the count value, when the winning formed is a combination including a “7.” Moreover, when the reset time recorded by the rescue time recorder  115  passes, the rescue control unit  115  causes the rescue count unit  114  to reset the count value. When the count value increased/decreased by the rescue count unit  114  is reset, the rescue control unit  113  causes the rescue time recorder  115  to stop recording the reset time, and to initialize the reset time recorded. 
     In response to the signal from the rescue control unit  113 , the rescue JP chance determination unit  112  determines the number of rescue JP chances and awards the determined number of JP chances. In addition, the rescue JP chance determination unit  112  outputs a JP chance signal to the JP chance storage unit  109  and a time recorder  228  of a later-detailed center controller  200 . 
     Meanwhile, each block of the terminal controller  100  may be realized with hardware or with software as needed. 
     (Operation of Terminal Controller  100 ) 
     The following describes an operation of the terminal controller  100  in the above structure. First, the BET unit  111  receives a BET entered through an operation by a player. Further, a game start signal is output from the game starting unit  110  in response to the player&#39;s operation, and a base game and a chance game are run at the same time by the game running unit  103 . When both of the games are run at the same time, the display control unit  102 , under the control of the game running unit  103 , displays base symbols  180  in the base symbol arrangement areas  150   a . The display control unit  102  also displays JP symbols  180 J in the JP symbol arrangement areas  150   b . As described, the terminal controller  100  performs the first process of running a base game and a chance game at the same time, at a predetermined timing. 
     Further, the base game payout determination unit  105  determines whether the base game has resulted in a winning, based on a relation among the base symbols  180  rearranged in the base symbol arrangement areas  150   a . If it is determined that the base game has resulted in a winning, the base game payout determination unit  105  determines an amount of a payout. The payout thus determined is awarded by the payout award unit  104 . As described, the terminal controller  100  performs the second process of determining and awarding a payout according to a result of the base game. 
     Further, the JP chance determination unit  106  determines whether the chance game has resulted in a chance winning, on the basis of a relation among the JP symbols  180  rearranged in the JP symbol arrangement areas  150   b . If it is determined that the chance game has resulted in the chance winning, the JP chance determination unit  106  determines the number of the JP chances and accumulatively stores the number in the JP chance storage unit  109 . Further, the display control unit  102  displays, in the JP chance display area  160 , the number of the JP chances stored in the JP chance storage unit  109 . As described, the terminal controller  100  performs a third process of determining the number of JP chances according to a result of the chance game, and awarding a resulting number of JP chances. 
     Further, when a chance winning is not formed in a chance game and a JP chance is not awarded, the rescue control unit  113  causes the rescue count unit  114  to reduce the count value. Like this, the terminal controller  100  performs the fourth process of causing the rescue count unit  114  to increase/decrease a count value, when a first condition is fulfilled. 
     In addition, when the count increased/decreased by the rescue count unit  114  reaches a predetermined value (for example, “zero”), the rescue JP chance determination unit  112  determines the number of rescue JP chances, and awards the determined number of JP chances. Like this, the terminal controller  100  performs the fifth process of awarding a JP chance when the count value reaches a predetermined value. 
     Further, when a gaming terminal  10  has at least a predetermined number of JP chances, the later-detailed JP game payout determining unit  227  of the center controller determines whether to award a payout of the JP game. In other words, the JP game payout determining unit  227  determines whether or not a jackpot is resulted. If it is determined that a jackpot is resulted, an amount of the payout is determined. The payout of the JP game thus determined is awarded by the payout award unit  104 . Like this, the terminal controller  100  performs the sixth process of awarding a payout determined according to a result of the JP game which is run when the number of the JP chances equals or surpasses a predetermined number. 
     Moreover, when a chance winning is formed in a chance game and a JP chance is awarded, the rescue control unit  113  causes the rescue count unit  114  to reset the count value. Likewise, when a winning is formed in a base game and the formed winning is a combination including a “7,” the rescue control unit  113  causes the rescue count unit  114  to reset the count value. In addition, when the reset time recorded by the rescue time recorder  115  has passed, the rescue control unit  113  causes the rescue count unit  114  to reset the count value. Like this, the terminal controller  100  performs the seventh process of causing the rescue count unit  114  to reset the count value when a second predetermined condition is fulfilled. 
     As is obvious from the above operations, the gaming terminal  10  realizes a playing method including the steps of: running a base game and a chance game at the same time; determining and awarding a payout according to a result of the base game; determining and awarding the number of JP chances according to a result of the chance game; causing a later-detailed rescue count unit  114  to increase/decrease a count value when a first predetermined condition is fulfilled; awarding a rescue JP chance when the count reaches a predetermined value; and awarding a payout determined according to a result of the JP game which is run when the number of the JP chances equals or surpasses a predetermined number. 
     Further, as clearly seen from the above operations, the gaming terminal  10  realizes a playing method including the steps of causing the rescue count unit  114  to reset the count value when a second predetermined condition is fulfilled. 
     In the playing method, the gaming terminal  10  runs a base game, and at the same time, runs a chance game offering a chance of obtaining a JP chance which qualifies a player to join a JP game offering a chance of winning a higher payout than the base game. Then, the player is awarded a payout according the result of the base game, and is given zero or more chance flags according to the result of the chance game. The player is further awarded a payout according to a result of the JP game which is run when the number of JP chances awarded equals or surpasses a predetermined number. This structure allows a player to play the chance game while he/she plays the base game, and allows the player to obtain zero or more JP chances which are given according to a result of the chance game. Accordingly, the player is able to know the result of the chance game while enjoying the base game. This realizes a higher level of gaming characteristic than a gaming machine which independently runs a chance game inside the gaming terminal  10  where a player is not able to see. In addition, when a first predetermined condition is fulfilled, a count value is increased/decreased. When the counted count value reaches a predetermined value, a JP chance is awarded to a player. Hence, for example, if the first condition is such that a player has not obtained a JP chance in a chance game, even when the player has not obtained any JP chance, a JP chance can be periodically awarded to the player. As a result, it is possible to enable the player to have expectations. 
     According to the above playing method, when a second predetermined condition is fulfilled, the count value is reset. Hence, for example, if the second condition is such that a player has obtained a JP chance in a chance game, a JP chance is awarded to the player only when the player has not successively obtained JP chances. Accordingly, it is possible to prevent the JP chances from being excessively awarded to a player, so that it is possible to enable the player to maintain their expectations. 
     (Operation of Center Controller  200 ) 
     The center controller  200  is structured to perform: a fifth process of obtaining JP chances from each of the gaming terminals  10 ; a sixth process of accumulatively storing the number of JP chances obtained in a later-detailed center JP chance storage unit  225 ; a seventh process of running a JP game at a predetermined timing when the number of JP chances stored in the center JP chance storage unit  225  equals or surpasses a predetermined number; and an eighth process of determining a payout according to a result of the JP game. In other words, the center controller  200  includes fifth to eighth processing units. 
     As illustrated in  FIG. 2 , the center controller  200  is connected to terminal controllers  100  respectively provided in gaming terminals  10 , and is in communication with each of the terminal controllers  110 . 
     The center controller  200  includes: a JP game running unit  224 , a JP game storage unit  223 , a JP game screen storage unit  222 , and a shared display control unit  221 . 
     The JP game running unit  224  refers to the later-detailed center JP chance storage unit  225  at a predetermined time, so as to determine whether there is a gaming terminal having obtained a JP chance. If there is a gaming terminal  10  having obtained a JP chance, the JP game running unit  224  runs a JP game only for that gaming terminal  10 . Further, the JP game running unit  224  outputs a JP game start signal only to a game running unit  103  of the terminal controller  100  provided in the gaming terminal  10  to run the JP game. Further, to end the JP game, the JP game running unit  224  outputs a JP game end signal to the game running unit  103  of the terminal controller  100  provided in the gaming terminal  10  having received the JP game start signal. 
     JP game storage unit  223  stores therein information regarding the JP game. The JP game screen storage unit  222  stores therein display information based on the information of the JP game stored in the JP game storage unit  223 . 
     The shared display control unit  221 , under the control of the JP game running unit  224 , reads out the display information in the JP game screen storage unit  222 , and causes the shared display  203  to perform displaying based on the display information. 
     Further, the center controller  200  includes: the time recorder  228 , the center JP chance storage unit  225 , and the a JP game payout determining unit  227 , and a progressive storage unit  226 . 
     The time recorder  228  records the time of receiving a JP chance signal from the JP chance determination unit  106  provided in the terminal controller  100  of the gaming terminal  10  or a JP chance signal from the rescue JP chance determination unit  112 , and then outputs a signal to the center JP chance storage unit  225 . 
     The center JP chance storage unit  225  then associates the time having been recorded by the time recorder  228  with the number of chances obtained by a gaming terminal  10 , and accumulatively stores therein the time and number. 
     The JP game payout determining unit  227  determines whether to award a payout of a JP game, under the control of the JP game running unit  224 . In other words, the JP game payout determining unit  227  determines whether the JP game has resulted in a jackpot. If the JP game payout determining unit  227  determines that the JP game has resulted in a jackpot, the JP game payout determining unit  227  determines an amount of payout based on a progressive value stored in the progressive storage unit  226 . Note that the process of determining whether a JP game has resulted in a jackpot is sequentially performed, in order of time associated with a JP chance, which is stored in the center JP chance storage unit  225 . That is, a payout of a JP game is determined, consuming JP chances obtained by one or more gaming terminals  10 , in order of the time of obtaining the JP chances. Further, when the payout of the JP game is determined, a signal is output to the payout award unit  104  provided in the terminal controller  100  of the gaming terminal  10 . 
     The progressive storage unit  226  stores and sums up a progressive value indicated by a progressive signal received from the terminal controller  100 . 
     Note that each block of the center controller  200  may be realized with hardware or with software as needed. 
     (Operation of Center Controller  200 ) 
     The following describes an operation of the center controller  200  in the above structure. First, the time recorder  228  receives a JP chance signal from the JP chance determination unit  106  provided in the terminal controller  100  of a gaming terminal  10 . That way, the center controller  200  obtains information related to the number of JP chances obtained by the gaming terminal  10 . Like this, the center controller  200  performs the fifth process of obtaining JP chances from the gaming terminals  10 . 
     Further, The time recorder  228  records a time upon receiving the information related to the number of the JP chances, and outputs a signal to the center JP chance storage unit  225 . Further, the center JP chance storage unit  225  having received the signal from the time recorder  228  associates the time recorded by the time recorder  228  with the number of JP chances obtained by the gaming terminal  10 , and accumulatively stores the time and the number, for each of the gaming terminals  10 . Like this, the center controller  200  performs the sixth process of accumulatively storing the number of JP chances obtained in the center JP chance storage unit  225 . 
     Meanwhile, the JP game running unit  224  checks the center JP chance storage unit  225  to determine if there is a gaming terminal  10  having obtained a JP chance after a predetermined time. When there is a gaming terminal  10  having obtained a JP chance, a JP game is run only for the gaming terminal  10  having obtained the JP chance. Like this, the center controller  200  performs the seventh process of running a JP game at a predetermined timing when the number of JP chances stored in the center JP chance storage unit  225  equals or surpasses a predetermined number. 
     Further, the JP game payout determining unit  227  determines whether a JP game has resulted in a jackpot based on the result of the JP game. This operation sequentially consumes at least one of JP chances obtained by a gaming terminal  10 , in order of the times of obtaining the JP chances. If it is determined that a JP game has resulted in a jackpot, the JP game payout determining unit  227  determines a payout according to a progressive value stored in the progressive storage unit  226 . Like this, the center controller  200  performs the eighth process of determining a payout according to a result of the JP game. 
     With the structure and the operation of the gaming machine  1  described with reference to  FIG. 2 , one or more gaming terminals  10  run a base game, and at the same time, run a chance game offering a chance of winning a JP chance which qualifies a player to join a JP game offering a chance of winning a higher payout than the base game. Then, the player is awarded a payout according the result of the base game, and is given zero or more chance flags according to the result of the chance game. The number of JP chances awarded is accumulatively stored in the center JP chance storage unit. When this number equals or surpasses a predetermined number, the center controller  200  runs the JP game. Further, the center controller  200  determines a payout according to a result of the JP game, and the payout determined by the center controller  200  is awarded by the terminal controller  100  of the targeted gaming terminal  10 . This structure allows a player to play the chance game while he/she plays the base game, and allows the player to obtain zero or more JP chances which are given according to a result of the chance game. Accordingly, the player is able to know the result of the chance game while enjoying the base game. This realizes a higher level of gaming characteristic than a gaming machine which independently runs a chance game inside the gaming terminal  10  where a player is not able to see. Further, the shared display  203  allows players to play the special game at the same time. With this, the players may be able to share the feeling while enjoying the special game. 
     In addition, with the structures and the operations of the gaming machine  1  with reference to  FIG. 2 , in each of the gaming terminals  10 , when a first predetermined condition is fulfilled, a count value is increased/decreased. When the counted count value reaches a predetermined value, a JP chance is awarded to a player. Hence, for example, if the first condition is such that a player has not obtained a JP chance in a chance game, even when the player has not obtained any JP chance, a JP chance can be periodically awarded to the player. As a result, it is possible to enable the player to have expectations. 
     In addition, with the structures and the operations of the gaming machine  1  with reference to  FIG. 2 , when a player obtains a JP chance in a chance game, the count value is reset. Hence, a JP chance is awarded to the player only when the player has not successively obtained JP chances. Accordingly, it is possible to prevent the JP flags from being excessively awarded to a player, so that it is possible to enable the player to maintain their expectations. 
     (Display State of Terminal Display  101 ) 
     The following details an exemplary display state of the terminal display  101  during the operations of the gaming machine  1  and the playing method thereof. Note that the following example deals with a case where the terminal display  101  adopts a video reel and arranges symbols on a video reel in the form of an image, as illustrated in  FIG. 3 . 
     As illustrated in  FIG. 3 , a matrix  156  is in the center of the terminal display  101 . The matrix  156  includes a symbol column having symbols  180  and a symbol column having JP symbols  180 , which columns overlap each other. Further display windows  151  to  155  are each divided into an upper stage  151   a , a middle stage  151   b , and a lower stage  151   c . The base symbols  180  and the JP symbols  180  are stopped (arranged) in each of the stages  151   a  to  151   c  so that a base symbol  180  overlaps a JP symbol  180 J. For example, in  FIG. 3 , a “Clownfish” which is a base symbol  180  is stopped in a base symbol arrangement area  150  in the upper stage  151   a  of the display window  151 , and a “GET” which is a JP symbol  180 J is stopped in the JP symbol arrangement area  150   b  so as to overlap the “Clownfish”. Further, a “Coelacanth” is stopped in the base symbol arrangement area  150   a  in the middle stage  151   b  of the display window  151 , and no symbol is stopped in the JP symbol arrangement area  150   b  overlapping the “Coelacanth”. Further, a “Clownfish” is stopped in the base symbol arrangement area  150   a  in the bottom stage  151   c  of the display window  151 , and no symbol is stopped in the JP symbol arrangement area  150   b  overlapping the “Clownfish”. In short, the matrix  156  is a symbol matrix including five columns/three rows. The matrix  156  however is not limited to the one with the five-columns/three-rows. 
     Further, the JP chance display area  160  is disposed upper right of the terminal display  101 , and displays thereon the number of JP chances having obtained. For example, in  FIG. 3 , the number of JP chances is “1”. As such, a player is able to join the JP game only once to be subjected to a process of determining whether a payout is awarded. 
     The base symbols  180  and the JP symbols  180 J are arranged on the terminal display  101  so that a base symbol overlaps a JP symbol  180 J as illustrated in the upper part of  FIG. 3 , when the base game and the chance game are run at the same time. A player usually plays a game, viewing a screen displayed according to the display state illustrated in the upper part of the figure. 
     At the lower left of the figure is provided an illustration of displayed elements related to a base game. In the base game are arranged base symbols  180 . In the case of  FIG. 3 , the matrix  156  includes a predetermined number (three in the present embodiment) or more of “Coelacanth” each of which is a scatter symbol of the base game in the present embodiment. Thus, the base game has resulted in a winning in the case of  FIG. 3 . Moreover, in  FIG. 3 , a winning of a combination including a “7” is formed. In this case, the rescue count unit  114  resets the count value. 
     At the lower right of the figure is provided an illustration of displayed elements related to a chance game. In a chance game are arranged JP symbols  180 J. In the case of  FIG. 3 , the matrix  156  presents a predetermined number (three in the present embodiment) or more of “GET”. The chance game in this case therefore has resulted in a winning, and “1” is added to the number of JP chance. As the result, the JP chance display area  160  displays “2”. 
     This displaying state allows allows the player to play the chance game while he/she plays the base game, and allows the player to obtain zero or more JP chances according to a result of the chance game. Accordingly, the player is able to know the result of the chance game while enjoying the base game. This realizes a higher level of gaming characteristic than a gaming machine which independently runs a chance game inside the gaming terminal  10  where a player is not able to see. Further, the number of JP chances obtained in a chance game is displayed in the JP chance display area  160  of the terminal display  101  during a base game. This may allow the player to play the base game while letting him/her know the number of JP chances. Thus, the above structure may motivate the player to continuously play games for a longer period of time. 
     (Display State of Shared Display  203 ) 
     The following details an exemplary display state of the shared display  203  during the operations of the gaming machine  1  and the playing method thereof. As illustrated in  FIG. 4 , JP game is viewed on the shared display  203  by players of gaming terminals  10  which are respectively given a terminal number A, a terminal number B, a terminal number C, and a terminal number D. JP game is run at a predetermined timing. The JP game however is not run for a gaming terminal  10  having no JP chances. For example, in the case of  FIG. 4 , a JP game is not run in the gaming terminal  10  with the terminal number C, and a base game is displayed on the terminal display  101  of the terminal number C. On the other hand, the JP game is run for other three gaming terminals  10  with the terminal numbers A, B, and D. Further, in  FIG. 4 , the gaming terminal  10  with the terminal number B has won a jackpot, and that win is displayed on the shared display  203 . 
     Further, the shared display  203  allows players to play the special game at the same time. With this, the players may be able to share the feeling while enjoying the special game. Further, the JP game is run only for the gaming terminal  10  having at least a predetermined number of JP chances. Thus, a player who has won a predetermined number or more of JP chances is able to play the JP game, and another player who has not earned the predetermined number of JP chances is able to continue the base game. This may be advantageous in that the other player is able to enjoy continuing the base game without his/her pace being interrupted. 
     (Symbol, Combination, or the Like) 
     A terminal display  101  has a matrix  156  including symbol columns each having twenty two base symbols  180  as illustrated in  FIG. 5 . To each of the symbols constituting the columns is given one of code numbers  0  to  21 . Each of the symbol columns has a combination of symbols including “Angelfish”, “Clownfish”, “7”, “Tuna”, “Coelacanth”, and “BONUS”. 
     Of the symbols in the symbol columns, the display windows  151  to  155  each displays (arranges) three successive symbols. The symbols arranged in the upper stage  151   a , the middle stage  151   b , and the lower stage  151   c  form a symbol matrix having five columns and three rows. When a BET button and a start button are sequentially pressed in this order to start a game, symbols constituting the symbol matrix start to scroll. This scrolling of the symbols stops (rearrangement) after a predetermined period from the beginning of the scrolling. 
     Further, for each symbol, a predetermined scatter symbol is determined in advance. Scatter symbols are such symbols that a player is put in an advantageous position when a predetermined number or more of them are displayed in the matrix  156 . For example, the advantages includes: a state where coins corresponding to the scatter symbols are paid out, a state where the number of coins to be paid out is added to a credit, a state where a bonus game is started. 
     To be more specific, when three or more symbols of “BONUS” are rearranged in the matrix  156 , a bonus is triggered and a gaming state shifts from a base game to a bonus game. Further, when four or more “BONUS” are displayed in the matrix  156 , twenty coins (game medium) are paid out for one bet. 
     Here, a bonus game is a gaming state which provides a larger advantage than a base game. In this embodiment, the bonus game is a free game. The free game is a game allowing a player to play a game a predetermined number of times without betting a coin. No particular limitation is put on the bonus game, as long as it is a gaming state advantageous to the player, that is, it is more advantageous than the base game. For example, the bonus game may include a state where more game media are obtainable than in the base game, a state where a game medium is obtainable with higher probability than in the base game, a state where a game medium is less consumed than in the base game, and the like. Specifically, a free game, a second game, a feature game, and the like may be mentioned as examples of the bonus game. 
     (Mechanical Structure of Gaming Machine  1 ) 
     Next, the following describes a specific example of mechanical and electrical structures of the gaming machine  1  thus structured. 
     A gaming machine  1  is placed in a gaming facility such as a casino. This gaming machine  1  runs a unit game which involves a game medium. The game medium is a coin, bill, or a value in the form of electronic information. However, the game medium in the present invention is not particularly limited. For example, a medal, token, electronic money, ticket or the like are also possible. Further, the ticket is not particularly limited and may be a later-detailed ticket with a barcode or the like ticket. 
     As illustrated in  FIG. 6 , the gaming machine  1  includes: gaming terminals  10  which run a base game independently from each other; a center controller  200  connected to the gaming terminals  10 , which is in communication with the gaming terminals  10  and runs a JP game; a shared display  203  which displays thereon an effect image related to the JP game; a rail  271  which supports the shared display  203  and allows the shared display  203  to move to a position immediately above one of the gaming terminals  10 ; and a not-illustrated drive motor  270  which causes the shared display  203  to move along the rail  271 . 
     As illustrated in  FIG. 7 , the gaming terminal  10  includes: a cabinet  11 , a top box  12  provided above the cabinet  11 , and a main door  13  provided on the front surface of the cabinet  11 . The main door  13  has a lower image display panel  16 . The lower image display panel  16  has a transparent liquid crystal panel for displaying various information. The lower image display panel  16  displays display windows  151  to  155  (matrix  156 ) for arranging therein base symbols  180 . Further, the lower image display panel  16  displays as needed various information and effect images related to a game. Further, at the upper right of the lower image display panel  16  is displayed a JP chance display area  160 . 
     The present embodiment deals with a case where the lower image display panel  16  electrically displays base symbols  180  and JP symbols  180 J arranged in five rows/three columns so that a base symbol  180  overlaps a JP symbol  180 J. However, the present invention is not limited to this. 
     The lower image display panel  16  displays a single activated pay line L. The “pay line L” is used for determining a combination of the base symbols  180 . That is, when base symbols  180  are rearranged on and out of the pay line L, a combination is determined for only the base symbols  180  rearranged on the pay line. When the combination is recognized as a winning combination. There is performed a process such as awarding of a coin according to the winning combination or the like. Note that the number of pay lines L may be two or more. When the number of pay lines L is two or more, the number of pay lines L activated may be determined according to a predetermined condition, such as the number of coins placed as a BET. 
     Note that the lower image display panel  16  may have a credit value indicator and a payout value indicator. The credit value indicator displays a total value (hereinafter also referred to as total credit value) which a gaming terminal  10  can pay out to a player. When symbols stopped along a pay line L form a winning combination, the payout value indicator displays the number of coins to be paid out. 
     Further, scatter symbols may be adopted, and the number of coins to be paid out may be determined, according to the number of scatter symbols displayed on the matrix  156 . Note that the pay line L does not necessarily have to be displayed. 
     Below the lower image display panel  16  provided are a control panel  20 , a coin insertion slot  21 , and a bill validator  22 . The control panel  20  is provided with various buttons  23  to  27 . These buttons  23  to  27  allow a player to input instructions related to a game played by the player. Through the coin insertion slot  21 , a coin is received in the cabinet  11 . 
     The control panel  20  includes: a spin button  23 , a change button  24 , a cashout button  25 , a 1-BET button  26 , and a maximum BET button  27 . The spin button  23  is for inputting an instruction to start symbol scrolling. The change button  24  is used to ask a staff person in the gaming facility for exchange of money. The cash out button  25  is for inputting an instruction to pay out coins corresponding to the total credit-value into the coin tray  18 , via a coin payout opening  19 . 
     The 1-BET button  26  is used for betting two coins out of those corresponding to the total credit value. The maximum BET button  27  is used for betting, out of those corresponding to the total credit value, a maximum number of coins (e.g., fifty coins) which can be bet in one game. 
     Of the two coins bet by pressing of the 1-BET button  26  once, one is placed as a bet for a base game, and the other serves as a source of a payout of a JP game. In short, the player is making a bet for the JP game while making a bet for the base game. 
     The bill validator  22  validates whether bill is genuine or not and receives the genuine bill into the cabinet  11 . Note that the bill validator  22  is capable of reading a barcode attached to the later-detailed ticket  39  having a barcode (hereinafter simply referred to as ticket  39 ). When the bill validator  22  reads the ticket  39 , it outputs to the main CPU  41  a read signal representing information having read from the barcode. 
     On the lower front surface of the main door  13 , that is, below the control panel  20 , a berry glass  34  is provided. On the belly glass  34 , a character of a gaming terminal  10  or the like is drawn. On the front surface of top box  12  is provided an upper image display panel  33 . The upper image display panel  33  has a liquid crystal panel and displays an effect image, introduction to the game, rules of the game, or the like. 
     Further, the top box  12  has a speaker  29  for performing an audio output and a lamp  30 . Below the upper image display panel  33  are provided a ticket printer  35 , a card reader  36 , a data displayer  37 , and a keypad  38 . The ticket printer  35  prints, on to a ticket, a barcode having encoded data containing credit-value, date and time, identification number of a gaming terminal  10  or the like, thereby issuing a ticket  39  having a barcode attached thereto. A player can play a game in another gaming terminal  10  with the ticket  39  having the barcode, or exchange the ticket  39  having the barcode with bill or the like at a change booth or the like of the game arcade. 
     The card reader  36  reads/writes data from/into a smart card. The smart card is carried by a player, and stores therein data for identifying the player, data relating to a history of games played by the player, or the like. 
     The data displayer  37  includes a fluorescent display or the like, and displays the data read by the card reader  36  and the data input by the player through the keypad  38 . The keypad  38  is for entering instructions or data relating to issuing of a ticket or the like. 
     (JP Chance Data Table) 
     The center controller  200  of the gaming machine  1  has a JP chance data table as illustrated in  FIG. 9 . As illustrated in  FIG. 8 , the JP chance data table stores information pieces obtained by the center controller  200 . Each of the information pieces includes the number of JP chances obtained in a chance game run in a gaming terminal  10  and a time of obtaining the JP chances. In the present embodiment, the table indicates that a gaming terminal  10  with the terminal number A has obtained one JP chance for the first time at 11:00, and two JP chances for the second time at 13:00. The table further indicates that that a gaming terminal  10  with the terminal number A has obtained one JP chance for the first time at 12:00, another JP chance for the second time at 15:00, and two JP chances for the third time at 15:30. The center controller  200  administrates the number of JP chances and time of obtaining the JP chances, for each of the gaming terminal  10 , thereby allowing the JP chances to be consumed at the time of determining a payout in order of obtaining the JP chances. Thus, by determining payouts for players in such a manner that a player who is entitled to a payout awarding earlier than another receives a higher payout, it may be possible to keep the enthusiasm of players to obtain JP chances earlier than the others. 
     (Electrical Structure of Gaming Machine  1 ) 
       FIGS. 10 and 11  are block diagrams each illustrating an electrical structure of the entire gaming machine  1 . 
     (Electrical structure of Gaming Terminal  10 ]  FIG. 10  is a block diagram illustrating an electrical structure of the gaming terminal  10 . As illustrated in  FIG. 10 , the cabinet  11  includes a control unit having a terminal controller  100 . The control unit includes a motherboard  40 , a main body PCB (Printed Circuit Board)  60 , a gaming board  50 , a door PCB  80 , various switches, sensors, or the like. 
     The gaming board  50  is provided with a CPU (Central Processing Unit)  51 , a ROM  55 , a boot ROM  52 , a card slot  53 S corresponding to a memory card  53 , and an IC socket  54 S corresponding to a GAL (Generic Array Logic)  54 . The CPU  51 , the ROM  55 , and the boot ROM  52  are connected to one another through an internal bus. 
     The memory card  53  stores therein a game program and a game system program. The game program contains a stop symbol determining program. The stop symbol determining program is a program for determining: base symbols  180  (code numbers corresponding to the symbols) to be stopped in the base symbol arrangement area  150   a ; and JP symbols  180 J (code numbers corresponding to the symbols) to be stopped in the JP symbol arrangement area  150   b . This stop symbol determining program contains sets of symbol weighting data respectively corresponding to various payout rates (e.g., 80%, 84%, 88%). Each set of the symbol weighting data indicates, for each of the display windows  151  to  155 , a code number of each symbol and at least one random numerical value allotted to the code number. The numerical value is a value within a predetermined range of 0 to 256 for example. 
     The payout rate is determined based on payout rate setting data output from the GAL  54 . Based on a set of the symbol weighting data corresponding to the payout rate determined, a symbol to be stopped is determined. 
     The memory card  53  stores therein various types of data for use in the game programs and the game system programs. For example, the memory card  53  stores a table listing combinations of a base symbol  180  to be displayed on the display windows  151  to  155  of  FIG. 1  and an associated range of random numerical values. This data is transferred to the RAM  43  of the motherboard  40 , at the time of running a game programs. 
     The card slot  53 S is structured so as to allow the memory card  53  to be attached/detached to/from the card slot  53 S. This card slot  53 S is connected to the motherboard  40  through an IDE bus. Thus, the type and content of a game run by a gaming terminal  10  can be modified by detaching the memory card  53  from the card slot  53 S, write a different game program and a different game system program into the memory card  53 , and inserting the memory card  53  back into the card slot  53 S. 
     Each of the game programs includes a program related to the progress of the game and/or a program for causing a transition to a bonus game. Each of the game programs includes image data and audio data output during the game. 
     The GAL  54  has input and output ports. When the GAL  54  receives data via the input port, it outputs data corresponding to the input data from its output port. This data from the output port is the payout rate setting data described above. 
     IC socket  54 S is structured so as to allow the GAL  54  to be attached/detached to/from the IC socket  54 S. The IC socket  54 S is connected to the motherboard  40 , via a PCI bus. Thus, the payout rate setting data to be output from GAL  54  can be modified by: detaching the GAL  54  from the IC socket  54 S, overwriting the program stored in the GAL  54 , and attaching the GAL  54  back to the IC socket  54 S. 
     The CPU  51 , the ROM  55  and the boot ROM  52  connected through an internal bus are connected to the motherboard  40  through the PCI bus. The PCI bus communicates signals between the motherboard  40  and the gaming board  50  and supplies power from the motherboard  40  to the gaming board  50 . The ROM  55  stores country identification information and an authentication program. The boot ROM  52  stores a preliminary authentication program and a program (boot code) for enabling the CPU  51  to run the preliminary authentication program. 
     The authentication program is a program (falsification check program) for authenticating the game program and the game system program. The authentication program is a program for confirming and verifying that the game program and the game system program are not falsified. In other words, the authentication program is described in accordance with a procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the authentication program. The preliminary authentication program is described in accordance with a procedure for verifying that the authentication program to be authenticated is not falsified. In short, the preliminary authentication program authenticates the authentication program. 
     The motherboard  40  is provided with a main CPU  41  (terminal controller  100 ), a ROM (Read Only Memory)  42 , and a RAM (Random Access Memory)  43 . 
     The main CPU  41  serves as a terminal controller  100  and has a function of controlling the entire gaming terminal  10 . In particular, the main CPU  41  controls the following operations: an operation of outputting a signal instructing variable-displaying of symbols  180  to the graphic board  68 , which is performed in response to pressing of the spin button  23  after betting of credit; an operation of determining symbols  180  to be stopped after the variable-displaying of symbols  180 ; and an operation of stopping the symbols  180  thus determined in the display window  151  to  155 . 
     In other words, the main CPU  41  serves as an arrangement controller which arranges symbols to form a new symbol matrix through scrolling of symbols displayed on the lower image display panel  16 . This main CPU  41  therefore determines symbols to be arranged in a symbol matrix by selecting symbols to be arranged from various kinds of symbols. Then, the main CPU  41  executes arrangement control to stop scrolling the symbols to present the symbols thus determined. 
     In addition, the main CPU  41  serves as a terminal controller  100  which performs a first process of running a base game and a chance game at the same time; a second process of determining and awarding a payout according to a result of the base game; a third process of determining and awarding the number of JP chances according to a result of the chance game; a fourth process of causing a rescue count unit  114  to increase/decrease a count value when a first predetermined condition is fulfilled; a fifth process of awarding a JP chance when the count reaches a predetermined value; a sixth process of awarding a payout determined according to a result of the JP game which is run when the number of the JP chances equals or surpasses a predetermined number; and a seventh process of causing the rescue count unit  114  to reset the count when a second predetermined condition is fulfilled. In short, the main CPU  41  serves as: the game running unit  103  of  FIG. 2 , the display control unit  102 , the base game payout determination unit  105 , the JP chance determination unit  106 , the payout award unit  104 , the rescue JP chance determination unit  112  and the rescue control unit  113 . 
     The ROM  42  stores a program such as BIOS (Basic Input/Output System) run by the main CPU  41 , and permanently-used data. When the BIOS is run by the main CPU  41 , each of peripheral devices is initialized and the game program and the game system program stored in the memory card  53  are read out through the gaming board  50 . 
     The RAM  43  stores data or a program used for the main CPU  41  to perform a process. For example, RAM  43  has the symbol storage unit  108  of  FIG. 2 , the JP chance storage unit  109 , and the display storage unit  107 , in the form of data area. Then, in the data area of the symbol storage unit  108  are stored base symbols  180  and JP symbols  180 J. In the data area of the JP chance storage unit  109  is stored an accumulated total of JP chances obtained. In the data are of the display storage unit  107  are stored base symbols  180  and JP symbols  180  to be displayed, and the number of the JP chances to be displayed. 
     Further, the main CPU  41  is connected to the rescue count unit  114 . In response to a signal from the main CPU  41 , the rescue count unit  114  reduces or resets the count value. 
     The main CPU  41  is also connected to the rescue time recorder  115 . In response to a signal from the main CPU  41 , the rescue time recorder  115  starts recording time or stops recording time to initialize the reset time. 
     Further, the main CPU  41  is connected to a communication interface  44 . The communication interface  44  is provided to communicate with a host computer and the like equipped in the gaming facility, through the network (communication line). The communication interface  44  is also for communicating with the center controller  200  through a communication line. Further, a main body PCB (Printed Circuit Board)  60  and a door PCB  80  are connected to the motherboard  40 , through a USB (Universal Serial Bus). Further, the motherboard  40  is connected to a power unit  45 . The power unit  45  supplies power to the motherboard  40  to boot the main CPU  41  thereof. Meanwhile, the power unit  45  supplies power to the gaming board  50  through the PCI bus to boot the CPU  51  thereof. 
     The main body PCB  60  and door PCB  80  are connected to various devices or units which generate signals to be input to the main CPU  41 , and various devices or units whose operations are controlled by signals from the main CPU  41 . Based on a signal input to the main CPU  41 , the main CPU  41  runs the game program and the game system program stored in the RAM  43 , to perform an arithmetic process. Then, the CPU  41  stores the result of the arithmetic process in the RAM  43 , or transmits a control signal to the various devices and units to control them based on the result. 
     The main body PCB  60 is connected with a lamp  30 , a hopper  66 , a coin sensor  67 , a graphic board  68 , a speaker  29 , a bill validator  22 , a ticket printer  35 , a card reader  36 , a key switch  38 S, and a data displayer  37 . 
     The lamp  30  is turned on/off on the basis of a control signal from the main CPU  41 . 
     The hopper  66  is mounted in the cabinet  11  and pays out a predetermined number of coins from a coin outlet  19  to the coin tray  18 , based on a control signal from the main CPU  41 . The coin sensor  67  is provided inside the coin outlet  19 , and outputs a signal to be input to the main CPU  41  upon sensing that a predetermined number of coins have been delivered from the coin outlet  19 . 
     The graphic board  68  controls image displaying of upper image display panel  33  and the lower image display panel  16 , based on a control signal from the main CPU  41 . Further, the graphic board  68  is provided with a VDP (Video Display Processor) for generating image data on the basis of a control signal from the main CPU  41 , a video RAM for temporarily storing the image data generated by the VDP, or the like. Note that image data used at the time of generating the image data by the VDP is in a game program which is read out from the memory card  53  and stored in the RAM  43 . 
     The bill validator  22  reads an image on the bill and takes only those recognized as to be genuine into the cabinet  11 . When taking in a genuine bill, the bill validator  22  outputs an input signal indicating the value of the bill to the main CPU  41 . The main CPU  41  stores into the RAM  43  a credit-value corresponding to the value of the bill indicated by the signal. 
     The ticket printer  35  prints a barcode on to a ticket to issue a ticket  39  having the barcode. The barcode contains encoded data such as credit-value stored in the RAM  43 , date and time, identification number of the gaming terminal  10 , or the like, based on a control signal from the main CPU  41 . 
     The card reader  36  reads out data from the smart card and transmits the data to the main CPU  41 . Further, the card reader  36  writes data into the smart card based on the control signal output from the main CPU  41 . The key switch  38 S is mounted to the keypad  38 , and outputs a signal to the main CPU  41  in response to an operation of the keypad  38  by the player. The data displayer  37  displays, based on a control signal from the main CPU  41 , the data read by the card reader  36  or the data input by the player through the key pad  38 . 
     The door PCB  80  is connected to a control panel  20 , a reverter  21 S, a coin counter  21 C, and a cold cathode tube  81 . The control panel  20  is provided with: a spin switch  23 S associated with the spin button  23 ; a change switch  24 S associated with the change button  24 ; a cashout switch  25 S associated with the cashout button  25 ; a 1-BET switch  26 S associated with the 1-BET button  26 ; and a maximum BET switch  27 S associated with the maximum BET button  27 . Each of the switches  23 S to  27 S outputs a signal to the main CPU  41 , when a player presses the associated one of buttons  23  to  27 . 
     The coin counter  21 C is provided within the coin insertion slot  21 , and identifies whether the coin inserted into the coin insertion slot  12  by the player is genuine. A coin except the genuine coin is discharged from the coin outlet  19 . In addition, the coin counter  21 C outputs an input signal to the main CPU  41  upon detection of a genuine coin. 
     The reverter  21 S is operated on the basis of the control signal output from the main CPU  41  and distributes a coin, which is recognized as a genuine coin by the coin counter  21 C, to a not-illustrated cash box or hopper  66  mounted in the gaming terminal  10 . In other words, when the hopper  66  is full of the coins, the genuine coin is distributed into the cash box by the reverter  21 S. On the other hand, when the hopper  66  is not yet full with the coins, the genuine coin is distributed into the hopper  66 . The cold cathode tube  81  functions as a backlight mounted to rear sides of the lower image display panel  16  and the upper image display panel  33 . This cold cathode tube  81  turns on according to a control signal from the main CPU  41 . 
     (Electrical Structure of Center Controller  200 ) 
       FIG. 11  is a block diagram illustrating an electrical structure of the center controller  200 . The center controller  200  is provided therein with a control unit. As illustrated in  FIG. 11 , the control unit includes a motherboard  240 , a gaming board  250 , an actuator, or the like. 
     The gaming board  250  has the same structure as that of the gaming board  50 . The motherboard  240  has the same structure as that of the motherboard  40 . 
     The motherboard  240  includes a main CPU  241 , a ROM  242 , and a RAM  243 . 
     The main CPU  241  has functions of performing a fifth process of obtaining JP chances from each of the gaming terminals  10 ; a sixth process of accumulatively storing the number of JP chances obtained in a later-detailed center JP chance storage unit  225 ; a seventh process of running a JP game at a predetermined timing when the number of JP chances stored in the center JP chance storage unit  225  equals or surpasses a predetermined number; and an eighth process of determining a payout according to a result of the JP game. That is the main CPU  241  serves as a time recorder  228  of  FIG. 2 , the JP game running unit  224 , the shared display control unit  221 , and the JP game payout determining unit  227 . 
     The ROM  242  stores a program run by the main CPU  241 , and permanently-used data. 
     The RAM  243  stores data or a program used for the main CPU  241  to perform a process. For example, the RAM  243  has the JP game storage unit  223  of  FIG. 2 , the JP game screen storage unit  222 , the center JP chance storage unit  225 , and the progressive storage unit  226 , in the form of data areas. In the data area of the JP game storage unit  223  is stored data related to a JP game. In the data area of the JP game screen storage unit  222  is stored display information which is based on the data related to the JP game. In the data area of the center JP chance storage unit  225  is stored the JP chance table of  FIG. 9 . In the data area of the progressive storage unit  226  is stored an accumulated total of the progressive value obtained from each of the gaming terminal  10 . 
     Further, the center controller  200  includes a graphic board  268  and a drive motor  270  which serve as main actuators. 
     The graphic board  268  has the same structure as that of the graphic board  68 , except in that the graphic board  268  controls image displaying of the shared display  203  based on a control signal from the main CPU  241 . 
     The drive motor  270  is a stepping motor and is connected to a not-illustrated drive wheel. The drive motor  270  is driven by a control signal from the main CPU  241 , and rotates the drive wheel to move the shared display  203 . 
     Further, the center controller  200  includes a power unit  245  and a communication interface  244 . 
     The power unit  245  serves as a power source for supplying power to the motherboard  240 . The communication interface  244  communicates with the terminal controller  100  provided in each of the gaming terminals  10 , through a communication line. 
     (Operation of Gaming Machine  1 : Boot Process) 
     The following describes a boot process routine which takes place in the gaming machine  1 . Upon powering on the gaming machine  1 , a boot process routine illustrated in  FIG. 12  starts in: the mother board  240  and gaming board  250  in the center controller  100 , and in the motherboard  40  and the gaming board  50  in the terminal controller  100 . The memory cards  53  and  263  are assumed to be inserted into the card slots  53 S and  253 S of the gaming boards  50  and  250 , respectively. Further, the GALs  54  and  254  are assumed to be attached to the IC sockets  54 S and  254 S, respectively. 
     First, turning on the power switch of (powering on) the power units  45  and  245  boots the motherboards  40  and  240 , and the gaming boards  50  and  260 . Booting the motherboards  40  and  240  and the gaming boards  50  and  250  starts separate processes in parallel. Specifically, in the gaming board  50  and  250 , the CPUs  51  and  251  read out preliminary authentication programs stored in the boot ROMs  52  and  252 , respectively. Then, preliminary authentication is performed according to the read out programs so as to confirm and authenticate that no modification is made to authentication programs, before reading them in the motherboards  40  and  240 , respectively (S  1 ) Meanwhile, the main CPUs  41  and  241  of the motherboards  40  and  240  run BIOS stored in the ROMs  42  and  242  to load into the RAMs  43  and  243  compressed data built in the BIOS, respectively (S  2 ). Then, the main CPUs  41  and  241  run a procedure of the BIOS according to the data loaded into the RAMs  43  and  243  so as to diagnose and initialize various peripheral devices (S  3 ). 
     The main CPUs  41  and  241 , which are respectively connected to the ROMs  55  and  255  of the gaming boards  50  and  250  via PCI buses, read out authentication programs stored in the ROMs  55  and  255  and stores them in the RAMs  43  and  243  (S  4 ). During this step, the main CPUs  41  and  241  each derives a checksum through ADDSUM method (a standard check function) which is adopted in a standard BIOS, and store the authentication programs into RAMs  43  and  243  while confirming if the operation of storing is carried out without an error. 
     Next, the main CPUs  41  and  241  each checks what connects to the IDE bus. Then, the main CPUs  41  and  241  access, via the IDE buses, to the memory cards  53  and  253  inserted into the card slots  53 S and  253 S, and read out game programs and game system programs from the memory cards  53  and  253 , respectively. In this case, the CPUs  41  and  241  each reads out four bytes of data constituting the game program and the game system program at one time. Next, with the authentication programs stored in the RAM  43  and  243 , the CPUs  41  and  241  authenticate the game program and the game system program read out to confirm and prove that these programs are not modified (S  5 ). 
     When the authentication properly ends, the main CPUs  41  and  241  write and store the authenticated game programs and game system programs in RAMs  43  and  243  (S  6 ). 
     Next, the main CPUs  41  and  241  access, via the PCI buses, to the GALs  54  and  254  attached to the IC socket  54 S  254 S, and read out payout rate setting data from the GALs  54  and  254 , respectively. The payout rate setting data read out is then written and stored in the RAMs  43  and  243  (S  7 ). 
     Next, the main CPUs  41  and  241  read out, via the PCI buses, country identification information stored in the ROMs  55  and  255  of the gaming boards  50  and  255 , respectively. The country identification information read out is then stored in the RAMs  43  and  243  (S  8 ). 
     After this, the main CPU  41  and  241  each performs an initial process of  FIG. 13 . 
     (Operation of Gaming Machine  1 : Initial Process) 
     The following describes an initial process which takes place in the gaming machine  1 . When the boot process of FIG.  12  is completed, the center controller  200  reads out from the RAM  243  a center side initial setting routine illustrated in  FIG. 13  and executes the routine. Meanwhile, the gaming terminal  10  reads out from the RAM  43  a terminal side initial setting routine illustrated in  FIG. 13  and executes the routine. The center side and terminal side initial setting routines are executed in parallel. 
     First, the main CPU  41  of the gaming terminal  10  checks operations of a work memory such as RAM  43 (A 1 ). Then, the main CPU  41  determines if all the check is fulfilled are normal (A 2 ). If the main CPU  41  determines that the check is fulfilled contains an error (A 2 : NO), the main CPU  41  outputs a signal notifying the error (hereinafter, error signal) to the center controller  100  (A 3 ). Further, the main CPU  41  reports the error in the form of illuminating the lamp  30  or the like (A 4 ), and then ends the routine. 
     On the other hand, if the main CPU  41  determines that the check is fulfilled are all normal (A 2 :YES), the main CPU  41  checks operations of various sensors (A 5 ). Then, the main CPU  41  determines if all the check is fulfilled are normal (A  6 ). If the main CPU  41  determines the check is fulfilled contain an error (A 6 : NO), the main CPU  41  executes A 3 . 
     On the other hand in A 6 , if the main CPU  41  determines that the check is fulfilled are all normal (A 6 :YES), the main CPU  41  checks operations of various drive mechanisms (A 7 ). Then, the main CPU  41  determines if all the check is fulfilled are normal (A 8 ). If the main CPU  41  determines the check is fulfilled contain an error (A 8 : NO), the main CPU  241  executes A 3 . 
     On the other hand in A 8 , if the main CPU  41  determines that the check is fulfilled are all normal (A 8 : YES), the main CPU  41  checks operations of various illuminations (A 9 ). Then, the main CPU  41  determines if all the check is fulfilled are normal (A 10 ). If the main CPU  41  determines the check is fulfilled contain an error (A 10 : NO), the main CPU  41  executes A 3 . 
     After the checking operations through the steps A 1  to A 10  for checking operations of various functions, if the main CPU  41  determines the check is fulfilled are all normal (A 10 : YES), the main CPU  41  outputs initial setting signal to the center controller  200  (A 11 ). Then, an initial setting signal is waited from the center controller  200  (A 12 , A 13 : NO). 
     The main CPU  241  of the center controller  200  receives signals from each of the terminals  10  (B 1 ). Then, the main CPU  241  determines whether a signal received is an error signal (B 2 ). If the main CPU  241  determines that the signal is an error signal (B 2 : YES), the main CPU  241  outputs the error signal to a server of a not-illustrated host computer or the like (B 3 ) to report the error (B 4 ), and ends the routine. 
     On the other hand in B 2 , if the main CPU  241  determines that the signal is not an error signal (B 2 :NO), the main CPU  241  determines whether a predetermined time (check time) has elapsed from the time of powering on (B 5 ). If the main CPU  241  determines that the check time has elapsed (B 5 : YES), B  3  is executed. On the other hand, if the main CPU  241  determines that the check time has not yet elapsed (B 5 :NO), it is determined whether an initial setting signal is received from each of the gaming terminals  10  (B 6 ). If the main CPU  241  determines that an initial setting signal from any one of the gaming terminals  10  is not received (B 6 : NO), the process returns to B 1 . 
     On the other hand, if the main CPU  241  determines that initial setting signals from all the gaming terminals  10  are received (B 6 : YES), the main CPU  241  checks operations of work memory such as the RAM  243 (B 7 ). Then, the main CPU  241  determines whether all the check is fulfilled are normal (B  8 ). If the main CPU  241  determines the check is fulfilled contain an error (B 8 : NO), the main CPU  241  executes B 3 . 
     On the other hand, if the main CPU  241  determines that the check is fulfilled are all normal (B 8 : YES), the main CPU  241  checks operations of various sensors (B 9 ). Then, the main CPU  241  determines whether all the check is fulfilled are normal (B 10 ). If the main CPU  241  determines the check is fulfilled contain an error (B 10 : NO), the main CPU  241  executes B 3 . 
     On the other hand in B 10 , if the main CPU  241  determines that the check is fulfilled are all normal (B 10 :YES), the main CPU  241  checks operations of various drive mechanisms (B 11 ). Then, the main CPU  241  determines whether all the check is fulfilled are normal (B 12 ). If the main CPU  241  determines the check is fulfilled contain an error (B 12 : NO), the main CPU  241  executes B 3 . 
     On the other hand in B 12 , if the main CPU  241  determines that the check is fulfilled are all normal (B 12 : YES), the main CPU  241  checks operations of various illuminations (B 13 ). Then, the main CPU  241  determines whether all the check is fulfilled are normal (B 14 ). If the main CPU  241  determines the check is fulfilled contain an error (B 14 : NO), the main CPU  241  executes B 3 . 
     After the checking operations through the steps B 7  to B 14 , if the main CPU  241  determines in B 14  that all the check is fulfilled are normal (B 14 : YES), the main CPU  241  outputs an initial setting signal to all the gaming terminals  10  (B  15 ), and causes the shared display  203  to display a demo-screen (B 16 ). Then, the main CPU  241  ends the routine. 
     In A 12 , the main CPU  41  of each of the gaming terminals  10  determines that an initial setting signal is received from the center controller  200  (A 13 : YES), and causes the terminal display  101  to display a demo-screen (A 14 ). The main CPU  41  then ends the routine. 
     (Operation of Gaming Terminal  10 : Game Running Process Routine) 
     After the terminal side initial setting routine of  FIG. 13 , the main CPU  41  of the gaming terminal  10  performs a game running process routine of  FIG. 14 . Through this game running process routine, a game is run. 
     As illustrated in  FIG. 14 , in the game running process routine, whether or not a JP game start signal is received from the center controller  200  is determined (C 1 ). In C 1 , if it is determined that no JP game start signal is received (C 1 :NO), whether a coin is bet or not is determined (C 2 ). In this step, it is determined whether a signal from the 1-BET switch  26 S entered by pressing of the 1-BET button  26  is received. Meanwhile, it is determined whether a signal from the maximum BET switch  27 S entered by pressing of the maximum BET button  27  is received. If no coin is BET (C 2 : NO), C 2  is repeated until a coin is bet. 
     On the other hand, if a coin is bet (C 2 : YES), the credit value stored in the RAM  43  is reduced according to the number of coins bet (C 3 ). When the number of coins bet surpasses the number of coins equivalent to the credit value stored in the RAM  43 , C 4  is repeated without the reduction of the credit value. When the number of coins bet exceeds the maximum number of coins bettable in one game (50 pieces in this embodiment), the process goes to a later-detailed step C 4  without the reduction of the credit value. 
     Then, it is determined whether a spin button  23  is pressed or not (C 4 ). If the spin button  23  is not pressed (C 4 : NO), the process returns to C 2 . Here, if the spin button  23  is not pressed (for example, the spin button  23  is not pressed but a command to end the game is input), the reduction of the credit value in C 3  is canceled. 
     On the other hand, when the spin button  23  is pressed (C 4 : YES), a progressive transmission process is executed (C  5 ). In other words, a progressive signal indicating a part of the game value bet is transmitted to the center controller  200 . 
     Next executed is a base symbol determining process (C  6 ). That is, the stop symbol determining program stored in the RAM  43  is run to determine base symbols  180  to be stopped in the matrix  156 . Through the steps is determined a combination of base symbols  180  to be stopped in the matrix  156 . 
     Next executed is a JP symbol determining process (C 7 ). That is, the stop symbol determining program stored in the RAM  43  is run to determine base symbols  180 J to be stopped in the matrix  156 . Through the steps is determined a combination of JP symbols  180 J to be stopped in the matrix  156 . 
     Then, the scrolling process is executed to scroll base symbols  180  and JP symbols  180 J at the same time, on the terminal display  101  (C 8 ). The scrolling process is a process in which the base symbols  180  and the JP symbols  180 J respectively determined in C 6  and C 7  are stopped (rearranged) in the matrix  156  after scrolling of symbols  180  and JP symbols  180 J in an upward/downward direction. 
     Next, there is determined whether JP symbols  180 J rearranged in the matrix  156  form a chance winning combination (C 8 ). When it is determined that a chance winning is not formed (C 9 : NO), “1” is subtracted from the count (C 10 ). 
     It is determined whether the count subtracted in C 10  is a count that is first subtracted after the reset (C 11 ). When it is determined that the count value is not a count value that is first subtracted (C 11 : NO), it is determined whether the count value is set as a predetermined initial value (“zero”) (C 12 ). On the other hand, when it is determined in C 11  that the count value is a count that is first subtracted (C 11 : YES), the gaming terminal starts a record of the reset time (C 12 ). Next, it is determined whether a combination of the base symbols  180  rearranged in the matrix  156  forms a winning (C 18 ). 
     When it is determined in C 12  that the count value is not set as a predetermined value (“zero”) (C 11 : NO), the gaming terminal runs the process of C 13 . On the other hand, when it is determined in C 12  that the count value is set as a predetermined value (“zero”) (C 11 : YES), a JP chance signal is transmitted to the center controller  200  (C 14 ). 
     On the other hand, when it is determined in C 9  that a chance winning is formed (C 9 : YES), a JP chance signal is transmitted to the center controller  200  (C 14 ). After the process of C 14 , the count value is set to a predetermined value (“five”) (C 15 ). Afterwards, the record of the reset time is stopped to initialize the reset time (C 16 ). 
     After C 16 , the number of JP chances is accumulatively stored in the RAM  43  (C 17 ). In this step, the accumulated total of the JP chances is displayed in the JP chance display area  160  of the terminal display  101 . 
     Next, when it is determined in C 18  that a winning is formed (C 18 :YES), a payout according to the winning formed is determined (C 19 ). After the payout is determined, a payout process is executed (C 20 ). On the other hand, when it is determined in C 18  that no winning is formed (C 18 : NO), this routine is ended. 
     On the other hand, when a JP game start signal is received from the center controller  200  (Cl:YES), a JP game is displayed on the terminal display  101 (C 21 ). 
     After the terminal display  101  displays thereon the JP game in C 21 , it is determined whether a JP game payout signal is received from the center controller  200 (C 22 ). When it is determined that no JP game payout signal is received (C 22 : NO), it is determined whether a JP game end signal is received from the center controller  200  (C 24 ). 
     On the other hand, when it is determined in C 22  that a JP game payout signal is received from the center controller  200  (C 22 :YES), a payout based on the JP game payout signal is awarded (C 23 ). A process of C 24  is executed thereafter. 
     When it is determined in C 24  that no JP game end signal is received (C 24 :NO), a JP game end signal is waited (C 24 ). 
     On the other hand, when it is determined in C 24  that a JP game end signal is received from the center controller  200  (C 24 :YES), the number of JP chances stored in the RAM  43  is set to an initial value (C 25 ). In this step, the number of JP chances displayed on the JP chance display area of the terminal display  101  is also set to the initial value. This routine ends thereafter. 
     Through the game running process routine, the gaming terminal  10  runs a base game, and at the same time, runs a chance game offering a chance of winning a JP chance which qualifies a player to join a JP game offering a chance of winning a higher payout than the base game. Then, the player is awarded a payout according the result of the base game, and is given zero or more chance flags according to the result of the chance game. Further, the number of JP chances awarded is accumulatively stored in the RAM  43  of the gaming terminal  10 . When this number equals or surpasses a predetermined number, the JP game is run. According to the result of the JP game is awarded a payout. This structure allows a player to play the chance game while he/she plays the base game, and allows the player to obtain zero or more JP chances which are given according to a result of the chance game. Accordingly, the player is able to know the result of the chance game while enjoying the base game. This realizes a higher level of gaming characteristic than a gaming machine which independently runs a chance game inside the gaming terminal  10  where a player is not able to see. 
     Like the game running process routine, when a player does not obtain a JP chance in a chance game, a count value is increased. Hence, even when the player has not obtained any JP chance, a JP chance can be periodically awarded to the player. As a result, it is possible to enable the player to have expectations. In addition, when a player obtains a JP chance in a chance game, the count value is reset. Hence, a JP chance is awarded to the player only when the player has not successively obtained JP chances. Accordingly, it is possible to prevent the JP chances from being excessively awarded to a player, so that it is possible to enable the player to maintain expectations. 
     (Process Operation of Gaming Machine  1 : Count Value Resetting Process Routine) 
       FIG. 15  shows a count value resetting process routine that is executed in the terminal controller  100 . When a count resetting process routine is executed, the main CPU  41  determines whether the reset time has passed (G 1 ). When it is determined that the reset time has not passed (G 1 : NO), the main CPU determines whether a winning including a “7” is formed or not (G 2 ). When it is determined in G 2  that no winning including a “7” is formed (G 2 : NO), this routine is ended. 
     On the other hand, when it is determined in G 2  that a winning including “7” is formed (G 2 : YES), the count value is set as a predetermined value (“five”) (G 3 ). Afterwards, the record of the reset time is stopped to initialize the reset time (G 5 ), and this routine is ended. 
     On the other hand, when it is determined in G 1  that the reset time has passed (G 1 : YES), the count value is set to a predetermined initial value (“five”) (G 4 ). Afterwards, the reset time is initialized (G 5 ) and this routine is ended. 
     (Operation of Center Controller  200 : Progressive Addition Process Routine) 
       FIG. 16  is a diagram illustrating a progressive addition process routine that is executed in the center controller  200 . When the progressive addition process is executed, the center controller  200  determines whether a progressive signal from a terminal controller  100  of a gaming terminal  10  is received (D  1 ). If the center controller  200  determines that no progressive signal is received (D  1 :NO), the center controller  200  waits for a progressive signal (D  1 ). 
     On the other hand, if the center controller  200  determines that a progressive signal is received from a terminal controller  100  (D  1 :YES), the center controller  200  accumulatively stores a progressive value indicated by the progressive signal in the RAM  243 (D  2 ). This routine ends thereafter. 
     (Operation of Center Controller  200 : JP Chance Addition Process Routine) 
       FIG. 17  is a diagram indicating a JP chance addition process routine that is executed in the center controller  200 . When the JP chance addition process routine is executed, the center controller  200  determines whether a JP chance signal is received from the terminal controller  100  of a gaming terminal  10  (E  1 ). If the center controller  200  determines that no JP chance signal is received (E  1 : NO), the center controller waits for the JP chance signal (E  1 ). 
     On the other hand, if the center controller  200  determines that a JP chance signal is received from the terminal controller  100  (E  1 :YES), the center controller records the time of obtaining the JP chance (E  2 ). 
     After E  2 , the center controller  200  determines, based on the JP chance signal, the terminal number given to the gaming terminal  10  having transmitted the JP chance signal received (E  3 ). Then, a set of data containing “time” recorded in E  2 , “terminal number” determined in E  3 , and “the number of JP chances” indicated by the JP chance signal are stored in the RAM  243  and are updated (E  4 ). This routine ends thereafter. 
     (Operation of Center Controller  200 : JP Game Running Process Routine) 
       FIG. 18  is a diagram illustrating a JP game running process routine that is executed in the center controller  200 . When the JP game running process routine is executed, the center controller  200  determines whether a JP game starting time has come (F  1 ). If the center controller  200  determines the JP game starting time has not come, the JP game starting time is waited (F  1 ). 
     On the other hand in F  1 , if the center controller  200  determines the JP game starting time has come (F  1 :YES), the center controller  200  determines if there is a gaming terminal  10  to participate in the JP game, by referring to the JP chance data table stored in RAM  243  (F  2 ). If the center controller  200  determines that there is no gaming terminal  10  to participate in the JP game (F  2 :NO), the center controller  200  waits for the next JP game starting time (F  3 ). The process then returns to F  1 . 
     On the other hand in F  2 , if there is a gaming terminal  10  to participate in the JP game (F 2 :YES), the center controller  200  determines the terminal number of the gaming terminal  10  (F  4 ). Then, a JP game start signal is transmitted to the terminal controller  100  provided in the gaming terminal  10  whose terminal number has been determined in F  4  (F  5 ). This transmission of the JP game start signal in F  5  triggers the JP game to start (F  6 ). 
     When the JP game starts in F  6 , there is determined a gaming terminal  10  to be subjected to a process of determining whether or not a jackpot is awarded. (F  7 ). The order of subjecting gaming terminals  10  to the process of determining is determined by referring to the JP chance data table in the RAM  243  so that the JP chances having obtained are sequentially consumed in order of time of obtaining the JP chances. Then, a process of determining whether or not a jackpot is awarded is performed with respect to a gaming terminal  10  with the terminal number determined in F  7  (F  8 ). If it is determined that a jackpot will not be awarded (F  8 :NO), the number of JP chances obtained by the gaming terminal  10  with the determined terminal number, which number is stored in the RAM  243 , is reduced by “1” (F  12 ). 
     On the other hand, if it is determined that a jackpot will be awarded (F  8 :YES), an amount of the payout of the JP game is determined (F  9 ). After F  9 , a JP game payout signal is transmitted to the terminal controller  100  of the gaming terminal with the determined terminal number (F  10 ). Next, a progressive value corresponding to the amount of the payout determined in F  9  is subtracted from the accumulated progressive value in the RAM  243  (F  11 ). After F  11  is played F  12 . 
     After F  12 , there is determined whether JP chances of all the gaming terminals  10  stored in the RAM  243  are consumed (F  13 ). If it is determined that there is a JP chance yet to be consumed (F  13 : NO),it is determined a gaming terminal  10  which determines whether a jackpot is formed again (F 7 ). 
     On the other hand, if it is determined in F  13  that all JP chances are consumed (F  13 :YES), a JP game end signal is transmitted to the terminal controller  100  of the gaming terminal  10  to which a JP game start signal have been transmitted (F  14 ). This routine ends thereafter. 
     Through the JP game running process routine, the JP game is run only for a gaming terminal  10  having at least a predetermined number of JP chances. Thus, a player who has won a predetermined number or more of JP chances is able to play the JP game, and another player who has not earned the predetermined number of JP chances is able to continue the base game. This may be advantageous in that the other player is able to enjoy continuing the base game without his/her pace being interrupted. Further, for each of the gaming terminals  10 , the center controller  200  records a time of obtaining a JP chance, associates the time of obtaining the JP chance with the number of the JP chances, and accumulatively stores the time and number in RAM  243 . Further, the center controller  200  determines a payout of the JP game, sequentially consuming JP chances in order of the time associated therewith Thus, a payout is determined for a player who obtained one or more JP chances earlier than another. By determining payouts for players in such a manner that a player who is entitled to a payout awarding earlier than another receives a higher payout, it may be possible to keep the enthusiasm of players to obtain JP chances earlier than the others. 
     Note that the present embodiment deals with a case where the JP game is run for a gaming terminal  10  having one JP chance; however, the present invention is not limited to this. For example, the JP game may be run for a gaming terminal  10  having three JP chances. 
     Further, the present embodiment deals with a case where one JP chance is awarded for a chance winning when three JP symbols  180 J are arranged in the matrix  156 ; however, the present invention is not limited to this. For example, two JP chances may be awarded when three JP symbols  180 J are arranged in the matrix  156 . 
     Further, the present embodiment deals with a case where the number of JP chances obtained by a gaming terminal  10  is displayed on the terminal display of the gaming terminal  10 ; however, the present invention is not limited to this. For example, it is possible to collectively display the numbers of obtained JP chances of all the gaming terminals  10  on the shared display  203 . 
     In the present embodiment, when the count value is reduced to reach a predetermined value (for example, “zero”), a JP chance is awarded to a player in rescue measures. However, the invention is not limited thereto. For example, when the count value is added to reach a predetermined value (for example, “five”), a JP chance may be awarded to a player. 
     In addition, in the present embodiment, regarding the predetermined combination in the base game, which is one of the “second predetermined condition,” the predetermined combination is a combination including “ 7 .” However, the invention is not limited thereto. For example, “Angelfish” or “BONUS” may be also possible. In addition, well-known symbols such as a “BELL” may be used. 
     The detailed description of the present invention provided hereinabove mainly focused on characteristics thereof for the purpose of easier understanding; however, the scope of the present invention shall be construed as broadly as possible, encompassing various forms of other possible embodiments, and therefore the present invention shall not be limited to the above description. Further, the terms and phraseology used in the present specification are adopted solely to provide specific illustration of the present invention, and in no case should the scope of the present invention be limited by such terms and phraseology. Further, it will be obvious for those skilled in the art that the other structures, systems, methods or the like are possible, within the spirit of the invention described in the present specification. The description of claims therefore shall encompass structures equivalent to the present invention, unless otherwise such structures are regarded as to depart from the spirit and scope of the present invention. Further, the abstract is provided to allow, through a simple investigation, quick analysis of the technical features and essences of the present invention by an intellectual property office, a general public institution, or one skilled in the art who is not fully familiarized with patent and legal or professional terminology. It is therefore not an intention of the abstract to limit the scope of the present invention which shall be construed on the basis of the description of the claims. To fully understand the object and effects of the present invention, it is strongly encouraged to sufficiently refer to disclosures of documents already made available. 
     The detailed description of the present invention provided hereinabove includes a process executed on a computer or computer network. The above descriptions and expressions are provided to allow the one skilled in the art to most efficiently understand the present invention. A process performed in or by respective steps yielding one result or blocks with a predetermined processing function described in the present specification shall be understood as a process with no self-contradiction. Further, the electrical or magnetic signal is transmitted/received and written in the respective steps or blocks. It should be noted that such a signal is expressed in the form of bit, value, symbol, text, terms, number, or the like solely for the sake of convenience. Although the present specification occasionally personifies the processes performed in the steps or blocks, these processes are essentially executed by various devices. Further, the other structures necessary for the steps or blocks are obvious from the above descriptions.