Patent Publication Number: US-2007123332-A1

Title: Gaming machine

Description:
CROSS REFERENCE TO RELATED APPLICATION  
      This application is based upon the prior Japanese Patent Applications No. 2005-346363 filed on Nov. 30, 2005 and No. 2005-346365 filed on Nov. 30, 2005 the entire contents of which are incorporated herein by reference.  
     BACKGROUND OF THE INVENTION  
      1. Field of the Invention  
      The present invention relates to a gaming machine.  
      2. Description of Related Art  
      A slot machine, so-called pachi-slot machine having a stop button comprises a variable display device having plural mechanical rotation reels for displaying symbols in a front display window, or an electrical variable display device for displaying symbols arranged on a reel on a screen. Control means drives the variable display device in accordance with a start operation of a player to rotate each of the reels, thereby variably displaying the symbols. After a predetermined time period, the control means sequentially stops the rotations of the reels automatically or in accordance with a stop operation of the player. At this time, when the symbols of the respective reels displayed in the display window form a specific combination (winning symbols), a game medium such as coin, medal, etc. is paid out to award a payout the player.  
      At present, the machine forming a mainstream has plural types of winning modes. In particular, when a winning of a predetermined combination is made (determined), a gaming state is provided in which a condition is better than a base state during a predetermined time period, in addition to the payout of the coin of one time. As the combination, there are a combination allowing a game, in which a relatively large payout is awarded to a player, to be carried out for the predetermined number of times (which is referred to as “big bonus” and abbreviated to “BB”), and a combination allowing a game, in which a relatively small payout is awarded to a player, to be carried out for the predetermined number of games (which is referred to as “regular bonus” and abbreviated to “RB”).  
      In addition, in the machine forming a mainstream, it is required that a winning of a combination should be determined (hereinafter, referred to as “internal winning”) by an internal lottery process (hereinafter, referred to as “internal lottery”) and a player should carry out a stop operation at a timing at which a combination of symbols representing a winning establishment of the combination internally won (hereinafter, referred to as “internal winning combination”) can be stopped on an activated pay line (hereinafter, referred to as “activated line”) so that a combination of predetermined symbols is arranged along the activated line and a winning enabling a coin, medal and the like to be paid out is made. Accordingly, even though the internal winning is determined, a winning cannot be made unless the player carries out the stop operation at the proper timing. In other words, in the gaming machine forming a mainstream, it is required an experienced skill with regard to the timing of the stop operation (i.e., it is high a portion of a technique intervention characteristic called as an “observation push”).  
      Regarding the above machine, it has been suggested a gaming machine wherein the control device  20  comprises combination lottery means  110  for carrying out a lottery determining whether a winning of a combination is made or not, stop control means  180  for carrying out a stop control of a rotating reel, based on a lottery result of the combination lottery means  110  and means  200  for determining whether a winning is made or not, through a stop position of a symbol at the time when all rotating reels  40  are stopped and the combination lottery means  110  is structured such that plural combinations can be won in one game (for example, a Japanese Unexamined Patent Publication No. 2004-113292). According to this gaming machine, the plural combinations can be won in one game. As a result, types of the combination can be diversified, so that the game is not monotonous, thereby increasing a player&#39;s interest in the game.  
      However, according to the above gaming machine, since the plural combinations are won just in the one game, the player derives little pleasure from the game.  
     SUMMARY OF THE INVENTION  
      An object of the invention is to provide a gaming machine capable of increasing an interest in the game through expectations that a winning of a predetermined combination will be made.  
      In order to achieve the above object, there is provided a gaming machine wherein the stop control means selects a first stop control so that a symbol constituting a symbol combination corresponding to a specific combination is stopped at a symbol stop position predetermined for each row of the symbol display means and stops a variable display of a symbol carried out by the symbol display means, based on a second stop control for stopping a symbol constituting a symbol combination corresponding to a predetermined combination at the symbol stop position, on condition that the symbol constituting the symbol combination corresponding to the specific combination is not allowed to be stopped at the symbol stop position, when the internal winning combination determining means determines the specific combination and the predetermined combination as an internal winning combination; the identification information determining means determines, among the plural identification information, the identification information to be effected by the effect means, based on whether the internal winning combination determining means determines the predetermined combination as an internal winning combination or not; the automatic storing means stores the information of a specific game value in the game value information storing means, on condition that the internal winning combination determining means determines the specific combination as an internal winning combination and the symbol combination corresponding to the specific combination is displayed by the symbol display means; the means for operating an advantage state operates an advantage state which is relatively advantageous to a player, on condition that the internal winning combination determining means determines the predetermined combination as an internal winning combination and the symbol combination corresponding to the predetermined combination is displayed by the symbol display means; and the effect control means controls the effect means, based on a determination result of the corresponding identification information determining means.  
      More specifically, the invention provides the following gaming machines.  
      (1) There is provided a gaming machine comprising: means (for example, means for updating a bet number, main control circuit  71 ) for storing information (for example, a bet number and the like) of a game value (for example, medal); means (for example, start switch  6 S, main control circuit  71 ) for detecting a start operation (for example, start operation, operation of a start lever  6 ) of a unit game (for example, one game) by a player; symbol display means (for example, reels  3 L,  3 C,  3 R, symbol display areas  21 L,  21 C,  21 R) for displaying symbols in plural rows (for example, three rows), on condition that the start operation detection means detects the start operation and the information of the game value is stored in the game value information storing means; means (for example, means for carrying out an internal lottery process, main control circuit  71 ) for determining a combination corresponding to a numerical range including a random number value sampled by a random number lottery (for example, random number value sampled in a process of a step S 5  in  FIG. 23 ) as an internal winning combination (for example, an internal carryover combination), based on internal winning combination determining information (for example, internal lottery table) having information (for example, the lowest limit “0” corresponding to a winning number “1”, the upper limit “1023” corresponding to a winning number “1”) of numerical ranges (for example, a numerical range expressed by the lowest and upper limits) corresponding to each of plural combinations preset (for example, BB1, BB2, Replay, Cherry, Bell, Watermelon, Small Win of Red 7, Small Win of Blue 7, etc.), on condition that the start operation detection means detects the start operation; symbol varying means (for example, stepping motors  49 L,  49 C,  49 R, main control circuit  71 ) for varying (for example, variably displaying) symbols to be displayed in the plural rows by the symbol display means, on condition that the start operation detection means detects the start operation; means (for example, stop switches  7 LS,  7 CS,  7 RS) for detecting a stop operation (for example, operation of stop buttons  7 L,  7 C,  7 R) by the player; stop control means (for example, means for carrying out processes of steps S 16 ˜S 19  in  FIG. 24 , main control circuit  71 ) for carrying out a stop control of the symbol variation carried out by the symbol varying means, based on the detection of the stop operation carried out by the stop operation detection means and an internal winning combination determined by the internal winning combination determining means; automatic storing means (for example, means for carrying out a process of a step S 102  in  FIG. 31 ) for storing information (for example, insertion number of a game value inserted to play this game) of a specific game value in the game value information storing means, on condition that the internal winning combination determining means determines a specific combination (for example, Replay) as an internal winning combination and a symbol combination (for example, “Replay-Replay-Replay”) corresponding to the specific combination is displayed by the symbol display means; means (for example, means for carrying out a bonus operation checking process) for operating an advantage state (for example, RB gaming state) which is relatively advantageous to a player, on condition that the internal winning combination determining means determines the predetermined combination (for example, BB1, BB2 and the like) as an internal winning combination and a symbol combination (for example, “Red 7-Red 7-Red 7” or “Blue 7-Blue 7-Blue 7”) corresponding to the predetermined combination is displayed by the symbol display means; effect means (for example, liquid crystal panel  134 ) for carrying out an effect; identification information determining means (for example, means for determining a display mode (effect identifier) in a liquid crystal panel  134  at the time of the start operation, based on an effect determining table for a base section and an effect determining table for a carryover section, means for carrying out a step S 135  in  FIG. 34 , sub-control circuit  72 ) for determining, among plural identification information (for example, an enemy character  203  comes down or a hero character  202  comes down), identification information to be effected by the effect means, based on whether the internal winning combination determining means determines the predetermined combination as an internal winning combination or not, on condition that the start operation is detected by the start operation detection means; and effect control means (for example, sub-control circuit  72 ) for controlling the effect means, based on a determination result of the identification information determining means (for example, based on an effect identifier), wherein the stop control means stops the variable display of the symbols carried out by the symbol varying means, based on a first stop control for stopping a symbol constituting a symbol combination (for example, “Replay-Replay-Replay”) corresponding to the specific combination at a symbol stop position predetermined for each row of the symbol display means, when the internal winning combination determining means determines the specific combination (for example, Replay) and the predetermined combination (for example, BB1, BB2, etc.) as an internal winning combination (for example, when one of a step S 63  and step S 68  in  FIG. 28  is carried out, when Replay and BB1 are determined as an internal winning combination), and stops the variable display of the symbol carried out by the symbol display means, based on a second stop control for stopping a symbol constituting a symbol combination (for example, “Red 7-Red 7-Red 7,” “Blue 7-Blue 7-Blue 7”) corresponding to the predetermined combination (for example, BB1, BB2, etc.) at the symbol stop position, on condition that the first stop control is selected and the symbol constituting the symbol combination corresponding to the specific combination is not allowed to be stopped at the symbol stop position (for example, in case of referring to a priority attraction-in ranking table in a step S 17  of  FIG. 24 , the symbol constituting a symbol combination “Replay-Replay-Replay” corresponding to Replay is not allowed to be stopped at the symbol stop position when referring to a priority ranking 1).  
      According to the gaming machine described in the above (1), when the internal winning combination determining means determines a specific combination and a predetermined combination as an internal winning combination, the stop control means selects a first stop control for stopping the symbol constituting a symbol combination corresponding to the specific combination at the symbol stop position predetermined for each row of the symbol display means, and stops the variable display of the symbol carried out by the symbol display means, based on a second stop control for stopping the symbol constituting a symbol combination corresponding to the predetermined combination at the symbol stop position, on condition that the symbol constituting the symbol combination corresponding to the specific combination is not allowed to be stopped at the symbol stop positions.  
      Herein, the automatic storing means stores the information of a specific game value in the game value information storing means, on condition that the internal winning combination determining means determines a specific combination as an internal winning combination and a symbol combination corresponding to the specific combination is displayed by the symbol display means, and the advantage state operating means operates an advantage state which is relatively advantageous to a player, on condition that the internal winning combination determining means determines a predetermined combination as an internal winning combination and a symbol combination corresponding to the predetermined combination is displayed by the symbol display means.  
      In addition, the identification information determining means determines, among the plural identification information, the identification information to be effected by the effect means, based on whether the internal winning combination determining means determines the predetermined combination as an internal winning combination or not, and the effect control means controls the effect means, based on a determination result of the identification information determining means.  
      Thereby, in a unit game at the time when the internal winning combination determining means determines both the predetermined combination and the specific combination as an internal winning combination, it is awarded a payout that the information of the specific game value is stored in the game value information storing means, and the symbol combination corresponding to the predetermined combination cannot be displayed by the symbol display means.  
      Accordingly, in a next unit game of the game in which both the predetermined combination and the specific combination are determined as an internal winning combination, it is positively carried out an effect relating to the identification information which is determined on the basis of whether or not the predetermined combination is determined as an internal winning combination. Therefore, since it is possible to surely provide the effect capable of increasing the expectations that a winning of a predetermined combination will be made and an advantage state, which is relatively advantageous to the player, will be operated while awarding the payout that the information of the specific game value is stored in the game value information storing means, it is possible to a gaming machine capable of increasing the interest in the game.  
      (2) In the gaming machine described in the above (1), when the internal winning combination determining means determines the predetermined combination (for example, BB1, BB2, etc.) as an internal winning combination, a probability (for example, a probability that one of “11,” “16,” “21,” “26” and “31” will be selected as an effect identifier) that the identification information determining means will determine predetermined identification information (for example, an effect of displaying that an enemy character  203  comes down) included in the plural identification information as the identification information to be effected by the effect means may be higher than a probability that the identification information determining means will determine the predetermined identification information as the identification information to be effected by the effect means when the internal winning combination determining means does not determine the predetermined combination as an internal winning combination.  
      According to the gaming machine described in the above (2), the probability that the predetermined identification information will be determined as the identification information to be effected by the effect means is higher in the case where the predetermined combination is determined as an internal winning combination, as compared to the case where the predetermined combination is not determined as an internal winning combination. When it is carried out an effect in accordance with the predetermined identification information, the player can play the game while expecting that the predetermined combination will be an internal winning combination. In the mean time, even though it is carried out an effect in accordance with the predetermined identification information, the predetermined combination may not be an internal winning combination. Otherwise, even though it is not carried out an effect in accordance with the predetermined identification information, the predetermined combination may be an internal winning combination. Like this, since the various effects can be positively provided, it is possible to provide a gaming machine capable of increasing the interest in the game.  
      In addition, the gaming machine of the invention comprises changing means for changing the internal winning combination determining information from first internal winning combination determining information to second internal winning combination determining information and internal winning combination determining means for determining a combination corresponding to a numerical range including a random number value sampled by a random number lottery as an internal winning combination, based on the internal winning combination determining information changed by the changing means, wherein the first internal winning combination determining information includes information of a first numerical range corresponding to the predetermined combination and information of a second numerical range corresponding to the specific combination and not comprising the numerical range constituting the first numerical range, and the second internal winning combination determining information includes information of a third numerical range corresponding to the predetermined combination and information of a fourth numerical range corresponding to the specific combination and comprising all or a part of the numerical range constituting the third numerical range.  
      More specifically, the invention provides the following gaming machines.  
      (1) There is provided a gaming machine comprising: symbol display means (for example, reels  3 L,  3 C,  3 R, symbol display areas  21 L,  21 C,  21 R) for displaying symbols in plural rows (for example, three rows); means (for example, start switch  6 S, main control circuit  71 ) for detecting a start operation (for example, start operation, operation of a start lever  6 ) by a player; changing means (for example, CPU  31 , main control circuit  71 , etc.) for changing internal winning combination determining information (for example, internal lottery table, etc.) having information (for example, the lowest limit “0” corresponding to a winning number “1”, the upper limit “1023” corresponding to a winning number “1”, etc.) of numerical ranges (for example, numerical ranges expressed by the lowest and upper limits) corresponding to each of plural combinations preset (for example, BB1, BB2, Replay, Cherry, Bell, Watermelon, Small Win of Red 7, Small Win of Blue 7, etc.); internal winning combination determining means (for example, means for carrying out an internal lottery process, main control circuit  71 , etc.) for determining a combination corresponding to a numerical range including a random number value sampled by a random number lottery (for example, random number value sampled in a process of a step S 5  in  FIG. 15 , etc.) as an internal winning combination (for example, internal carryover combination, etc.), based on the internal winning combination determining information changed by the changing means, on condition that the start operation is detected by the start operation detection means; symbol varying means (for example, stepping motors  49 L,  49 C,  49 R, main control circuit  71 , etc.) for varying (for example, variably displaying) symbols to be displayed in the plural rows by the symbol display means, on condition that the start operation is detected by the start operation detection means; means (for example, stop switches  7 LS,  7 CS,  7 RS) for detecting a stop operation (for example, operation of stop buttons  7 L,  7 C,  7 R, etc.) by the player; stop control means (for example, means for carrying out processes of steps S 16 ˜S 19  in  FIG. 16 , main control circuit  71 , etc.) for carrying out a stop control of the symbol variation carried out by the symbol varying means, based on the detection of the stop operation carried out by the stop operation detection means and an internal winning combination determined by the internal winning combination determining means; and means (for example, main control circuit  71 , means for carrying out a process of a step S 22  in  FIG. 16 , means for carrying out processes of steps S 102  and S 104  in  FIG. 23 , etc.) for awarding a corresponding predetermined payout (for example, payout of a medal, shift to an advantage gaming state, etc.) or specific payout (for example, automatic insertion of a medal, etc.) to the player, on condition that a symbol combination corresponding to a predetermined combination (for example, BB1, BB2, etc.) or specific combination (for example, Replay) is displayed by the symbol display means, wherein the changing means comprises means for changing the internal winning combination determining information from first internal winning combination determining information (for example, an internal lottery table for a normal gaming state of when a RT game-number counter is 0) to second internal winning combination determining information (for example, an internal lottery table for a normal gaming state of when a RT game-number counter is 1 or more) different from the first internal winning combination determining information, wherein the first internal winning combination determining information includes information of a first numerical range (for example, a numerical range expressed by the lowest limit “16000” and the upper limit “16095” corresponding to a winning number “7”, a numerical range expressed by the lowest limit “16096” and the upper limit “16191” corresponding to a winning number “8”) corresponding to the predetermined combination (for example, BB1, BB2, etc.) and information of a second numerical range (for example, a numerical range expressed by the lowest limit “6049” and the upper limit “15028” corresponding to a winning number “6”) corresponding to the specific combination (for example, Replay) and not comprising the numerical range constituting the first numerical range, and wherein the second internal winning combination determining information includes information of a third numerical range (for example, a numerical range expressed by the lowest limit “16000” and the upper limit “16095” corresponding to a winning number “7”, a numerical range expressed by the lowest limit “16096” and the upper limit “16191” corresponding to a winning number “8”, etc.) corresponding to the predetermined combination and information of a fourth numerical range (for example, a numerical range expressed by the lowest limit “6049” and the upper limit “65535” corresponding to a winning number “6”) corresponding to the specific combination and comprising all or a part of the numerical range constituting the third numerical range.  
      According to the gaming machine described in the above (1), the changing means changes the internal winning combination determining information from the first internal winning combination determining information to the second internal winning combination determining information, and the internal winning combination determining means determines a combination corresponding to the numerical range including a random number value sampled by a random number lottery as an internal winning combination, based on the internal winning combination determining information changed by the changing means. The first internal winning combination determining information includes the information of a first numerical range corresponding to the predetermined combination and the information of a second numerical range corresponding to the specific combination and not comprising the numerical range constituting the first numerical range. In addition, the second internal winning combination determining information includes the information of a third numerical range corresponding to the predetermined combination and the information of a fourth numerical range corresponding to the specific combination and comprising all or a part of the numerical range constituting the third numerical range. Accordingly, in case that the specific combination is an internal winning combination when the internal winning combination determining information is the first internal winning combination determining information, there is no case where the predetermined combination is determined as an internal winning combination. Regarding this, in case that specific combination is an internal winning combination when the internal winning combination determining information is changed into the second internal winning combination determining information by the changing means, there may be a case where the predetermined combination is determined as an internal winning combination. Thereby, since it is possible to make a difference between the player&#39;s expectations that the predetermined combination will be an internal winning combination when a symbol combination corresponding to the specific combination is displayed, the interest in the game can be increased.  
      (2) In the gaming machine described in the above (1), it is provided means (for example, means for updating a bet number, main control circuit  71 , etc.) for storing information (for example, bet number, etc.) of a game value (for example, medal), the symbol display means displays the symbols in the plural rows, on condition that the start operation detection means detects the start operation and the information of the game value is stored in the game value information storing means, the awarding means comprises automatic storing means (for example, means for carrying out a process of a step S 102  in  FIG. 23 ) for storing information (for example, insertion number of medals inserted to play this game) of a specific game value, on condition that a symbol combination (for example, “Replay-Replay-Replay”) corresponding to a predetermined specific combination (for example, Replay) is displayed by the symbol display means, and the information of the fourth numerical range (for example, a numerical range expressed by thy lowest limit “6049” and the upper limit “65535” corresponding to a winning number “6”) is structured such that the numerical range thereof is greater than the numerical range (for example, a numerical range expressed by thy lowest limit “6049” and the upper limit “15028” corresponding to a winning number “6”) constituting the second numerical range.  
      According to the gaming machine described in the above (1), the awarding means comprises automatic storing the means for storing the information of a specific game value, on condition that a symbol combination corresponding to a predetermined specific combination is displayed by the symbol display means. In addition, the information of the fourth numerical range is structured such that the numerical range thereof is greater than the numerical range constituting the second numerical range  
      Accordingly, a probability that a symbol combination corresponding to a specific combination will be displayed by the symbol display means and the information of a specific game value will be stored in the game value information storing means is different depending on whether or not the internal winning combination determining information is changed into the second internal winning combination determining information by the changing means. At this time, although the symbol combination corresponding to the specific combination is displayed by the symbol display means and the information of a specific game value is stored in the game value information storing means, in a state that the corresponding probability is low, there is no case where the predetermined combination is determined as an internal winning combination.  
      To the contrary, when the symbol combination corresponding to the specific combination is displayed by the symbol display means and the information of a specific game value is stored in the game value information storing means, in a state that the corresponding probability is high, there may be a case where the predetermined combination is determined as an internal winning combination. Thereby, when the symbol combination corresponding to the specific combination is displayed in a state that the corresponding probability is high, it is possible to increase the player&#39;s expectations that the predetermined combination will be an internal winning combination, as well as to obtain a payout that the information of a specific game value is stored in the game value information storing means. Accordingly, it is possible to increase an attractiveness of a game having a high probability that the information of a specific game value will be stored in the game value information storing means, thereby increasing an interest in the game.  
      (3) In the gaming machine described in the above (2), it is provided internal winning combination determining information storing means (for example, ROM  32 , RAM  33 , main control circuit  71 , etc.) for storing the first internal winning combination determining information and the second internal winning combination determining information in advance, and the information of the third numerical range (for example, a numerical range expressed by the lowest limit “16000” and the upper limit “16095” corresponding to a winning number “7”, a numerical range expressed by the lowest limit “16096” and the upper limit “16191” corresponding to a winning number “8”, etc.) is structured so that the numerical range constituting the third numerical range is same as the numerical range constituting the first numerical range (for example, a numerical range expressed by the lowest limit “16000” and the upper limit “16095” corresponding to a winning number “7”, a numerical range expressed by the lowest limit “16096” and the upper limit “16191” corresponding to a winning number “8”, etc.).  
      According to the gaming machine described in the above (3), the fourth numerical range is structured such that the numerical range thereof is greater than the numerical range constituting the second numerical range. Accordingly, it is possible to obtain the effects described in the above (2), even though the information of the numerical range corresponding to the predetermined combination is not changed. As a consequence, as compared to a case where both the information of the numerical range corresponding to the specific combination and the information of the numerical range corresponding to the predetermined combination are stored in advance, it is possible to reduce a load relating to the internal winning combination determining information storing means, thereby improving an efficiency of the gaming machine.  
      (4) In the gaming machine described in one of the above (1) to (3), the awarding means comprises means (for example, means for carrying out a bonus operation checking process) for operating an advantage state (for example, RB gaming state) which is relatively advantageous to the player, on condition that the symbol combination (for example, “Red 7-Red 7-Red 7” or :Blue 7-Blue 7-Blue 7”) corresponding to the predetermined combination is displayed by the symbol display means, and carryover means (for example, means for carrying out processes of steps S 64 ˜S 65  in  FIG. 20 , means for carrying out processes of steps S 69 ˜S 70  in  FIG. 20 , main control circuit  71 , etc.) for carrying over the predetermined combination as an internal winning combination during a period of until the symbol combination corresponding to the predetermined combination is displayed by the symbol display means, on condition that the internal winning combination determining means determines the predetermined combination as an internal winning combination.  
      According to the gaming machine described in the above (4), in case that the specific combination is an internal winning combination when the internal winning combination determining information is the first internal winning combination determining information, there is no case where the predetermined combination is carried over by the carryover means. To the contrary, in case that the specific combination is an internal winning combination when the internal winning combination determining information is changed into the second internal winning combination determining information by the changing means, there may be a case where the predetermined combination is carried over by the carryover means. Thereby, since it is possible to make a difference between the player&#39;s expectations that the predetermined combination will be carried over by the carryover means when the symbol combination corresponding to the specific combination is displayed, depending on whether or not the internal winning combination determining information is changed into the second internal winning combination determining information by the changing means, the interest in the game can be increased. Accordingly, since there is a difference between the expectations that the predetermined combination will be carried over and the symbol combination corresponding to the predetermined combination will be displayed by the symbol display means, so that the advantage state will be operated, the player can sufficiently enjoy the game. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
      Other and further objects, features and advantages of the invention will appear more fully from the following description taken in connection with the accompanying drawings, in which:  
       FIG. 1  is a perspective view showing an external appearance of a gaming machine according to an embodiment of the invention;  
       FIG. 2  shows a panel display unit, a liquid crystal display unit and a fixed display unit of a liquid crystal display device;  
       FIG. 3  is a perspective view showing a schematic structure of a liquid crystal display device;  
       FIG. 4  is a view showing an example of symbols arranged on reels;  
       FIG. 5  is a block diagram of an electric circuit;  
       FIG. 6  is a block diagram of a sub-control circuit according to an embodiment of the invention;  
       FIG. 7A  shows a display example of a display screen;  
       FIG. 7B  shows a display example of a display screen;  
       FIG. 8  shows a symbol arrangement table;  
       FIG. 9  shows a symbol combination table;  
       FIG. 10  shows an internal lottery table determining table;  
       FIG. 11A  shows an internal lottery table;  
       FIG. 11B  shows an internal lottery table;  
       FIG. 12  shows an internal winning combination determining table;  
       FIG. 13  shows a reel stop beginning determination table;  
       FIG. 14  shows a stop table;  
       FIG. 15  shows a priority attraction-in ranking table;  
       FIG. 16  shows a table on bonus operation;  
       FIG. 17A  shows various storing areas;  
       FIG. 17B  shows various storing areas;  
       FIG. 17C  shows various storing areas;  
       FIG. 18  shows an effect determining table on game start;  
       FIG. 19  shows an effect table;  
       FIG. 20  shows an effect determining table for a base section;  
       FIG. 21  shows an effect determining table for a carryover section;  
       FIG. 22  shows an effect table;  
       FIG. 23  is a main flow chart of a main control circuit;  
       FIG. 24  is a flow chart following  FIG. 23 ;  
       FIG. 25  is a flow chart showing a bonus operation supervisory process;  
       FIG. 26  is a flow chart showing a gaming status supervisory process;  
       FIG. 27  is a flow chart showing an internal lottery process;  
       FIG. 28  is a flow chart following  FIG. 27 ;  
       FIG. 29  is a flow chart showing a reel stop initialization process;  
       FIG. 30  is a flow chart showing a bonus end checking process;  
       FIG. 31  is a flow chart showing a bonus operation checking process;  
       FIG. 32  is a flow chart showing a RESET-intervention process for gSub;  
       FIG. 33  is a flow chart showing a command input process of a sub-control circuit;  
       FIG. 34  is a flow chart showing a game start process of a sub-control circuit;  
       FIG. 35A  shows an internal lottery table;  
       FIG. 35B  shows an internal lottery table;  
       FIG. 36  is a main flow chart of a main control circuit;  
       FIG. 37  is a flow chart following  FIG. 36 ;  
       FIG. 38  is a flow chart showing a RT ending process; and  
       FIG. 39  is a flow chart showing a RT operation process. 
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS  
     Embodiment 1  
       FIG. 1  is a perspective view showing an external appearance of a gaming machine  1  according to an embodiment of the invention. The gaming machine  1  is a so-called pachi-slot machine. The gaming machine  1  is a gaming machine which is played with a game medium such as coin, medal, gaming ball, token, and card memorizing the information about a game value awarded or to be awarded to a player. In the followings, it is described that a medal is used to play the game.  
      A front door  2  is provided at a front surface thereof with a panel display unit  2   a  having an approximate vertical surface, a liquid crystal display unit  2   b  and a fixed display unit  2   c . In addition, three reels  3 L,  3 C,  3 R having plural symbols drawn on peripheries thereof are rotatably mounted horizontally in a row at the rear of the front door  2 . Each of the reels  3 L,  3 C,  3 R is rotated at a constant speed (for example, 80 revolutions/min).  
      A base portion  4  having an approximate horizontal surface is provided below the panel display unit  2   a , the liquid crystal display unit  2   b  and the fixed display unit  2   c . A medal insertion slot  10  for inserting a medal is formed at a right side of the base portion  4 . The inserted medal is credited or bet per a game. The base portion  4  is provided at a left side thereof with a 1-BET switch  11 , a 2-BET switch  12  and a MAX-BET switch  13  for betting medals credited through a push operation.  
      When the 1-BET switch  11  is pushed one time,  1  piece of medals credited is bet per a game, when the 2-BET switch  12  is pushed one time, 2 pieces of medals credited is bet per a game, and when the MAX-BET switch  13  is pushed one time, the maximum medals which can be bet per a game are bet.  
      When the BET-switches  11  to  13  are pushed, a display line is activated (which will be specifically described later). Hereinafter, the operation of the BET-switches  11  to  13  and an operation of inserting a medal into the medal insertion slot  10  (operation of inserting a medal so as to play a game) are referred to as “bet operation.” An operating unit  17  is mounted above the BET switches  11  to  13 . The operating unit  17  is manipulated so as to display the information such as game history on a liquid crystal display device  131  (see  FIG. 3 ).  
      The base portion  4  is provided at the frontal left side with a C/P switch  14  for switching credits/payouts of medals, which are obtained by a player in the game, through the push operation of a button. When the C/P switch  14  is operated, the medals are paid out from a medal payout slot  15  at a frontal lower side and the paid out medals are stacked in a medal tray  5 . Speakers  9 L,  9 R for producing an effect sound regarding the game effect are provided at the upper left and right sides of the medal tray  5 .  
      A start lever  6  for rotating the reels to variably display the symbols in symbol display areas  21 L,  21 C,  21 R by a manipulation of the player is mounted at the right side of the C/P switch  14  to be rotatable within a predetermined range of angles.  
      Three stop buttons  7 L,  7 C,  7 R for stopping the rotation of the reels  3 L,  3 C,  3 R are provided at the right side of the start lever  6  in the frontal center of the base portion  4 . In addition, in one embodiment, a one game (unit game) is basically started by the operation of the start lever  6  and is over when all the reels  3 L,  3 C,  3 R are stopped.  
      Herein, in one embodiment, a stop operation of the reel (i.e., operation of the stop button) carried out while all the reels are being rotated is referred to as a first stop operation, a stop operation which is carried out following the first stop operation is referred to as a second stop operation, and a stop operation which is carried out following the second stop operation is referred to as a third stop operation. In addition, stop switches  7 LS,  7 CS,  7 RS are arranged at the rear of the stop buttons  7 L,  7 C,  7 R, which will be described with reference to  FIG. 5 . The stop switches detect the operations (i.e., stop operations) of the corresponding stop buttons.  
      Hereinafter, the panel display unit  2   a , the liquid crystal display unit  2   b  and the fixed display unit  2   c  are described with reference to  FIG. 2 .  
      The panel display unit  2   a  consists of a bonus game information display unit  16 , BET lamps  17   a  to  17   c , a payout display unit  18  and a credit display unit  19 . The bonus game information display unit  16  consists of 7 segment LEDs and displays the game information under bonus game. The 1-BET lamp  17   a , the 2-BET lamp  17   b  and the MAX-BET lamp  17   c  are turned on in accordance with the number of medals bet so as to play a one game (hereinafter, referred to as “bet number”).  
      The 1-BET lamp  17   a  is turned on when the bet number is 1. The 2-BET lamp  17   b  is turned on when the bet number is 2. The MAX-BET lamp  17   c  is turned on when the bet number is 3. The payout display unit  18  and the credit display unit  19  consist of 7 segment LEDs, respectively, and display the payout number of medals at the time when a winning is made and the number of medals credited.  
      The liquid crystal display unit  2   b  consists of symbol display areas  21 L,  21 C,  21 R, frame display areas  22 L,  22 C,  22 R and an effect display area  23 . The display contents of the liquid crystal display unit  2   b  are adapted to vary in accordance with the rotation and stop modes of the reels  3 L,  3 C,  3 R and an operation of the liquid crystal display device  131  which will be described later.  
      Each of the symbol display areas  21 L,  21 C,  21 R is provided to correspond to each of the reels  3 L,  3 C,  3 R and carries out the display of symbols arranged on the reels  3 L,  3 C,  3 R or various displays for effects.  
      The symbol display areas  21 L,  21 C,  21 R are provided with display lines, i.e., top line  8   b , center line  8   c  and bottom line  8   d  which are horizontally directed and cross-up line  8   a  and cross-down line  8   e  which are diagonally directed. When the player pushes the BET-switches  11  to  13  or inserts medals into the medal insertion slot  10 , these display lines are activated (hereinafter, activated display line is referred to as “activated line”). Each of the display lines  8   a  to  8   e  is activated when the bet number is 1 or more, irrespective of the bet number.  
      Herein, each of the symbol display areas  21 L,  21 C,  21 R is provided with symbol stop positions at three (upper, central, lower) places in a longitudinal direction (vertical direction). When the variable display (moving display) of the symbols in the respective symbol display areas  21 L,  21 C,  21 R is stopped, the symbols are stopped at each of the symbol stop positions provided to the respective symbol display areas  21 L,  21 C,  21 R. Each of the display lines connects the symbol stop positions in the respective symbol display areas  21 L,  21 C,  21 R.  
      The symbol display areas  21 L,  21 C,  21 R are under transmissive state so that the player can see the symbols on the reels  3 L,  3 C,  3 R, at least when the corresponding reels  3 L,  3 C,  3 R are being rotated and when the corresponding stop buttons  7 L,  7 C,  7 R can be pushed.  
      The frame display areas  22 L,  22 C,  22 R are provided to surround each of the symbol display areas  21 L,  21 C,  21 R, and display the frames of the symbol display areas  21 L,  21 C,  21 R arranged on the front of the reels  3 L,  3 C,  3 R.  
      The effect display area  23  is an area except the symbol display areas  21 L,  21 C,  21 R and the frame display areas  22 L,  22 C,  22 R of the liquid crystal display unit  2   b . The fixed display unit  2   c  is an area in which a predetermined figure, picture and the like are drawn. It may be such structured that the figure, picture and the like drawn on the fixed display unit  2   c  and the image displayed on the effect display area  23  are correlated to display one still image or moving image.  
       FIG. 3  is a perspective view of schematically showing a structure of the liquid crystal display device  131 . First, an inside structure of the reels  3 L,  3 C,  3 R is described. In the reels  3 L,  3 C,  3 R, LED receiving circuit boards are mounted at the rear of the three rows of symbols (i.e., 9 symbols) which are displayed in each of the symbol display areas  21 L,  21 C,  21 R when the rotation of reels  3 L,  3 C,  3 R are stopped. The LED receiving circuit boards include three LED receiving units (i.e., total nine), respectively, and plural LED lamps are mounted therein.  
      The LED lamps illuminate rear surfaces of reel sheets mounted along the peripheries of the reels  3 L,  3 C,  3 R with a white light. More specifically, they illuminate areas corresponding to the symbol display areas  21 L,  21 C,  21 R. The reel sheet is structured to have a transparent property and the lights emitted from the LED lamps pass through the front surface of the reel sheet.  
      In addition, the left reel  3 L consists of a cylindrical frame structure formed by spacing two ring-shaped frames having a same shape at a predetermined interval (for example, reel width) and connecting them with plural connection members, and a transfer member for transferring a driving force of a stepping motor  49 L mounted at a center of the frame structure to the ring-shaped frames. In addition, the reel sheet is mounted along the periphery of the left reel  3 L.  
      The LED receiving circuit board arranged in the reel  3 L includes three LED receiving units for receiving plural LED lamps. The LED receiving circuit board is mounted in such a way that the LED receiving units are respectively located at the rears of symbols (total 3 symbols) that a player can see through the symbol display area  21 L. In addition, the center reel  3 C and the right reel  3 R have also the same structure as the left reel  3 L and comprise the LED receiving circuit boards therein, respectively.  
      Next, the transmissive liquid crystal display device  131  is described. The liquid crystal display device  131  consists of a protecting glass  132 , a display plate  133 , a liquid crystal panel  134 , a light guide plate  135 , a reflecting film  136 , fluorescent lamps  137   a ,  137   b ,  138   a ,  138   b  which are white light sources (for example, means for generating all wavelengths of lights, with a proportion that a specific color is unnoticeable), lamp holders  139   a ˜ 139   h  and a flexible board (not shown) consisting of a table carrier package having an IC for driving the liquid crystal panel mounted thereon and connected to a terminal unit of the liquid crystal panel  134 .  
      The liquid crystal display device  131  is mounted at the front (i.e., in front of a display surface) of the display areas of the reels  3 L,  3 C,  3 R, viewing from the front face. In addition, the reels  3 L,  3 C,  3 R and the liquid crystal display device  131  are separately (for example, at an interval) mounted.  
      The protecting glass  132  and the display plate  133  are made of transmissive members. The protecting glass  132  is provided to protect the liquid crystal panel  134 . In the display plate  133 , a figure, a picture and the like are drawn on areas corresponding to the panel display unit  2   a  and the fixed display unit  2   c  (see  FIG. 2 ).  
      Herein, in  FIG. 3 , it is not shown an electric circuit provided to operate the various display units (the bonus game information display unit  16 , the payout display unit  18 , the credit display unit  19 ) and the BET lamps  17   a  to  17   c  arranged at the rear of the area of the display plate  133  corresponding to the panel display unit  2   a.    
      In the liquid crystal panel  134 , liquid crystals are sealingly injected in a gap between a transparent board such as glass plate having a thin film transistor layer formed thereon and a transparent board opposite to the board. A display mode of the liquid crystal panel  134  is set as a normally white. The normally white is such a structure that it becomes a white display under state that the liquid crystal is not driven (i.e., state that a voltage is not applied to the liquid crystal panel  134 ). In other words, the light travels to the display surface, so that the transmitted light is visible from the outside.  
      Accordingly, by adopting the liquid crystal panel  134  structured with the normally white, even when there occurs a state at which the liquid crystal cannot be driven, it is possible to see the symbols arranged on the reels  3 L,  3 C,  3 R through the symbol display areas  21 L,  21 C,  21 R and to continuously play the game. In other words, even when there occurs such state that the liquid crystal cannot be driven, it is possible to play the game in relation to the rotation and stop of the reels  3 L,  3 C,  3 R.  
      The light guide plate  135  is provided at the rear of the liquid crystal panel  54  so as to guide the light from the fluorescent lamps  137   a ,  137   b  into the liquid crystal panel  134  (i.e., to illuminate the liquid crystal panel  134 ) and consists of a transmissive member (i.e., a member having a light guide function) such as acryl-based resin having about 2 cm thickness, for example.  
      For the reflecting film  136 , it is possible to use a material having silver deposition film formed on a white polyester film or aluminum thin film, for example. The reflecting film reflects the light, which is introduced into the light guide plate  135 , toward the front. Thereby, the liquid crystal panel  134  is illuminated. The reflecting film  136  consists of a reflecting area  136 A and non-reflecting areas (i.e., transmissive areas)  136 BL,  136 BC,  136 BR. The non-reflecting areas  136 BL,  136 BC,  136 BR are formed as light-transmitting units which are made of transparent materials, so that they transmit the incident light without reflecting it.  
      In addition, the non-reflecting areas  136 BL,  136 BC,  136 BR are provided at front positions of the symbols which are displayed when the rotation of reels  3 L,  3 C,  3 R is stopped. In the mean time, sizes and positions of the non-reflecting areas  136 BL,  136 BC,  136 BR are structured to be matched to the symbol display areas  21 L,  21 C,  21 R (see  FIG. 2 ). Further, in the reflecting film  136 , an area except the non-reflecting areas  136 BL,  136 BC,  136 BR is the reflecting area  136 A which reflects the light introduced to the light guide plate  135  toward the front.  
      The fluorescent lamps  137   a ,  137   b  are arranged along upper and lower ends of the light guide plate  135  and supported at their both ends by the lamp holders  139   a ,  139   b ,  139   g ,  139   h . The fluorescent lamps  137   a ,  137   b  generate the light to be introduced into the light guide plate  135 .  
      The fluorescent lamps  138   a ,  138   b  are arranged at upper and lower parts of the rear of the reflecting film  136 . The lights generated from the fluorescent lamps  138   a ,  138   b  are reflected at the surfaces of the reels  3 L,  3 C,  3 R and then incident on the non-reflecting area  136 BL,  136 BC,  136 BR. The incident lights pass through the non-reflecting area  136 BL,  136 BC,  136 BR to illuminate the liquid crystal panel  134 .  
      Hereinafter, functions of the LED lamps and the fluorescent lamps  137   a ,  137   b ,  138   a ,  138   b  are described.  
      First, it is described a function of each lamp when the liquid crystals of the symbol display areas  21 L,  21 C,  21 R are not driven (i.e., voltage is not applied to places corresponding to the symbol display areas  21 L,  21 C,  21 R of the liquid crystal panel  134 ).  
      Some of the lights emitted from the fluorescent lamps  138   a ,  138   b  are reflected by the reel sheet. In addition, some of the lights emitted from the LED lamps mounted at the LED receiving circuit board transmit the reel sheet. Since these lights transmit the non-reflecting areas  136 BL,  136 BC,  136 BR, and the light guide plate  135  and the liquid crystal panel  135  which constitute the liquid crystal display device  131 , the player can see the symbols arranged on the reels.  
      In addition, the lights, which are emitted from the fluorescent lamps  137   a ,  137   b  and introduced toward the light guide plate  135 , pass through the liquid crystal panel  134  and are incident to the player&#39;s eyes. In other words, the areas of the liquid crystal panel  134  corresponding to the frame display areas  22 L,  22 C,  22 R and the effect display area  23  are illuminated by the fluorescent lamps  137   a ,  137   b.    
      Next, it is described a function of each lamp when the liquid crystals of the symbol display areas  21 L,  21 C,  21 R are driven (i.e., voltage is applied to the places corresponding to the symbol display areas  21 L,  21 C,  21 R of the liquid crystal panel  134 ).  
      Some of the lights emitted from the fluorescent lamps  138   a ,  138   b  are reflected by the reel sheet. In addition, some of the lights emitted from the LED lamps transmit the reel sheet. Since some of these lights are reflected, absorbed or transmitted in the liquid crystal driven area of the areas of the liquid crystal panel  134 , the player can see an effect image and the like displayed in the symbol display areas  21 L,  21 C,  21 R.  
       FIG. 4  shows symbol rows displayed on the reels  3 L,  3 C,  3 R, in each of which 21 symbols are arranged. Each of the symbols is given with code numbers of “00”˜“20”, and stored (memorized) as a data table in a ROM  32  (see  FIG. 5 ) which will be described later. Each of the reels  3 L,  3 C,  3 R is arranged with the symbol row consisting of “Red 7 (symbol  91 )”, “Blue 7 (symbol  92 )”, “BAR (symbol  93 )”, “Bell (symbol  94 )”, “Watermelon (symbol ( 95 )”, “Red Cherry (symbol  96 )”, “Replay (symbol  97 )” and “Blue Cherry (symbol  98 )”. Each of the reels  3 L,  3 C,  3 R is rotated so that the symbol rows are moved in an arrow direction of  FIG. 4 .  
      “Blank” is a symbol which is not directly related to establishment of a combination. In other words, even though “Blank” is displayed along one activated line, the payout such as payout of a medal, automatic insertion of a medal, shift of gaming state, etc. is not awarded to the player  
      Herein, in one embodiment, BB1, BB2, Cherry, Bell, Watermelon, Small Win of Red 7, Small Win of Blue 7 and Replay are provided as a combination. In addition, BB is a single bonus-continuous operation device relating to a first type special single bonus. Additionally, BB1 and BB2 are collectively referred to as “bonus.” BB1 and BB2 are collectively referred to as “BB.” The symbols constituting a symbol combination corresponding to BB, i.e., “Red 7” or “Blue 7” are collectively referred to as “7.” 
      The combination (combination data) is the control information in which a payout to be awarded to the player is matched to a symbol combination in advance, and is used for the stop control of the reels  3 L,  3 C,  3 R, the switch (shift) of the gaming state, the award of the game value and the like. In a complex combination, plural combinations of a payout to be awarded to the player and a symbol combination are matched (i.e., it is a set of plural combinations). A symbol combination to be displayed (payout to be awarded to a player) is determined in accordance with an operation timing of the stop buttons  7 L,  7 C,  7 R by the player.  
      In addition, in one embodiment, the gaming state includes a normal gaming state, a RB gaming state and a challenge bonus gaming state (hereinafter, abbreviated to “CB gaming state”). Basically, the gaming state can be identified by a kind of an internal lottery table used to determine an internal winning combination and a mode of the stop control of the reel (so-called “the maximum number of sliding symbols”). Specifically, the gaming state can be identified by a kind of a combination which may be internally won, a probability that an internal winning will be made, the maximum number of sliding symbols and the like.  
      The normal gaming state consists of a base section having no internal carryover combination and a carryover section having an internal carryover combination. In the carryover section, there is no case where an internal winning of the bonus is made. In the base section, an internal winning of the bonus may be made.  
      Accordingly, the base section and the carryover section are gaming states different from each other. The internal carryover combination is a combination which permits a corresponding symbol combination to be arranged along the activated line over one or more games (i.e., it is a combination to be permitted depending on the internal winning combination). The internal carryover combination is included in the internal winning combination.  
      It is possible to determine whether or not it is under carryover section, depending on whether or not there is the internal carryover combination. In case that there is an internal carryover combination, it is under carryover section. In case that there is no internal carryover combination, it is under base section.  
      The RB gaming state is a gaming state consisting of a game in which “the first type special single bonus” operates and is a gaming state which is relatively advantageous as compared to the normal gaming state. The RB gaming state can be identified, depending on whether a flag under RB operation is ON or OFF. The flag under RB operation is the information for identifying whether or not a gaming state is the RB gaming state. When a flag under BB operation is ON, the flag under RB operation is updated to ON.  
      When a possible game-number is 0, when a possible winning-number is 0 or when the flag under BB operation is updated to OFF, the flag under RB operation is updated to OFF. The possible game-number is the number of unit games which can be carried out in the RB gaming state. The possible winning-number is the number of cases where a winning can be made in the RB gaming state.  
      The flag under BB operation is the information for identifying whether or not it is under advantage state which occurs when BB is made. With regard to a unit game value (for example, 1 medal bet per a game) used to play a game in the advantage state, an expected value of a game value to be awarded to a player is relatively higher than in the normal gaming state (i.e., the extent of advantage is relatively higher). When BB is made, the flag under BB operation is updated to ON. When the number of medals paid out exceeds a possible payout-number (i.e., when bonus ending-number counter becomes 0), the flag under BB operation is updated to OFF. The possible payout-number is the number of medals which can be paid out in a game from after the flag under BB operation is updated to ON until the flag under BB operation is updated to OFF. When BB is made,  350  is set as an initial value of the bonus ending-number counter.  
      Herein, it is described a relationship of the flag under RB operation and the flag under BB operation from after the flag under BB operation is updated to ON until it is updated to OFF. When BB is made, the flag under BB operation is updated to ON. As the flag under BB operation is updated to ON, the flag under RB operation is updated to ON. Then, when the possible game-number becomes 0 or when the possible winning-number becomes 0, the flag under RB operation is updated to OFF. If the flag under BB operation is ON the flag under RB operation is again updated to ON.  
      If the condition that the flag under BB operation is updated to OFF is satisfied, the flag under BB operation is updated to OFF. At this time, with the flag under BB operation being updated to OFF, the flag under RB operation is updated to OFF. Accordingly, when the flag under BB operation is ON, the flag under RB operation is updated to ON. In other words, after BB is made, the RB gaming state is maintained until the flag under BB operation is updated to OFF.  
       FIG. 5  shows a circuit structure comprising a main control circuit  71  controlling a game process operation of the gaming machine  1 , a peripheral device (i.e., actuator) electrically connected to the main control circuit  71 , and a sub-control circuit  72  controlling the liquid crystal display device  131 , the speakers  9 L,  9 R, the LED  100   a  and the lamp  100   b  on the basis of control commands transmitted from the main control circuit  71 . In addition, a sound volume of the speakers  9 L,  9 R can be adjusted by a manipulation of a sound volume adjusting unit  103 .  
      The main control circuit  71  comprises a micro computer  30  arranged on a circuit board as a main constituting element and is further provided with a circuit for sampling random numbers. The micro computer  30  includes a CPU  31  for carrying out the control operations in accordance with preset programs (see FIGS.  23  to  31 ), and a ROM  32  and a RAM  33  which are memory means.  
      To the CPU  31  is connected a clock pulse generating circuit  34  and a frequency divider  35  for generating a reference clock pulse, and a random number generator  36  and a sampling circuit  37  for generating a random number to be sampled. In the mean time, as means for the random number sampling, it may be structured such that the random number sampling is carried out in the micro computer  30 , i.e., on an operating program of the CPU  31 . In this case, the random number generator  36  and the sampling circuit  37  may be omitted. Alternatively, they may be also held for a backup of the random number sampling operation.  
      The ROM  32  of the micro computer  30  stores an internal lottery table (see  FIG. 11 ) used to determine the random number sampling which is carried out whenever the start lever  6  is operated (the start operation is carried out), a stop table group for determining a stop mode of the reel in accordance with the operation of the stop button, and the like. In addition, various control commands for being transmitted to the sub-control circuit  72  and the like are stored therein. In the mean time, a command, information and the like are not transmitted from the sub-control circuit  72  to the main control circuit  71 . In other words, it is carried out a one-way communication from the main control circuit  71  to the sub-control circuit  72 . Various information is stored in the RAM  33  which is provided with various storage areas. The RAM  33  stores an internal winning combination, an internal carryover combination, the information about a current gaming state, and the like.  
      In the circuit shown in  FIG. 5 , main actuators controlled by control signals from the micro computer  30  include display units such as BET lamps (1-BET lamp  17   a,  2-BET lamp  17   b , MAX-BET lamp  17   c ), bonus game information display unit  16 , payout display unit  18 , credit display unit  19  and the like, a hopper  40  (including a driving unit for payout) receiving a medal and paying out the predetermined number of medals by a command of a hopper driving circuit  41 , and stepping motors  49 L,  49 C,  49 R for rotating the reels  3 L,  3 C,  3 R.  
      In addition, to the outputs of the CPU  31  are connected a motor driving circuit  39  for controlling the stepping motors  49 L,  49 C,  49 R, the hopper driving circuit  41  for controlling the hopper  40 , a lamp driving circuit  45  for controlling the BET lamps  17   a ,  17   b ,  17   c  and a display unit driving circuit  48  for controlling the display units, such as bonus game information display unit  16 , payout display unit  18 , credit display unit  19  and the like. These driving circuits receive the control signals outputted from the CPU  31  to control the operations of the actuators, respectively.  
      In addition, as means for generating an input signal required so that the micro computer  30  generates a control signal, there are provided the start switch  6 S, the stop switches  7 LS,  7 CS,  7 RS, the 1-BET switch  11 , the 2-BET switch  12 , the MAX-BET switch  13 , the C/P switch  14 , a medal sensor  10 S, a reel position detection circuit  50  and a payout completion signal circuit  51 .  
      The start switch  6 S detects a manipulation of the start lever  6  and outputs a game start command signal (signal for commanding a game start). The medal sensor  10 S detects a medal inserted into the medal insertion slot  10 S. The stop switches  7 LS,  7 CS,  7 RS generate a stop command signal (signal for commanding a stop of the symbol variation) in accordance with the operations of the corresponding stop buttons  7 L,  7 C,  7 R. The reel position detection circuit  50  receives a pulse signal from reel rotating sensors and supplies a signal for detecting a position of the respective reels  3 L,  3 C,  3 R to the CPU  31 . The payout completion signal circuit  51  generates a signal for detecting a payout completion of the medal when a value counted by a medal detection unit  40 S (i.e., the number of medals paid out from the hopper  40 ) reaches the data of a predetermined value.  
      In the circuit of  FIG. 5 , the random number generator  36  generates random numbers within a predetermined range, and the sampling circuit  37  samples one random number at an appropriate timing after the start lever  6  is manipulated. The random number value sampled is used to determine an internal winning combination and the like on the basis of the internal lottery table (see  FIG. 11 ) stored in the ROM  32 , for example. The internal winning combination (internal winning combination data) is the information for identifying a mode of the stop control or identifying a combination which can be a display combination (a combination which can be allowed as a display combination). It can be said that an internal winning combination is indirectly matched to a corresponding symbol combination and a payout to be awarded to the player, through a mode of stop control corresponding to the internal winning combination.  
      After the reels  3 L,  3 C,  3 R start to rotate, it is counted the number of driving pulses supplied to the respective stepping motors  49 L,  49 C,  49 R and the counted value is written in a predetermined area of the RAM  33 . In the mean time, a reset pulse is obtained from the reels  3 L,  3 C,  3 R every one revolution and then inputted to the CPU  31  through the reel position detection circuit  50 . The counted value of the driving pulses stored in the RAM  33  is cleared to “0” by the reset pulse obtained. Thereby, the counted value corresponding to a rotating position within a range of one revolution is stored in the RAM  33 , with regard to each of the reels  3 L,  3 C,  3 R.  
      In order to match the rotating positions of the reels  3 L,  3 C,  3 R to the symbols arranged on the peripheries of the reels, a symbol arrangement table (see  FIG. 8 ) is stored in the ROM  32 . In this symbol table, on the basis of the rotating positions generated by the reset pulse, code numbers sequentially given every rotation pitch of the respective reels  3 L,  3 C,  3 R are matched to symbol codes representing symbols provided to correspond to each of the code numbers.  
      In addition, a symbol combination table (see  FIG. 9 ) is stored in the ROM  32 . In the symbol combination table, it is matched a combination of symbols (a combination of symbols corresponding to a display combination) in which a combination is made (winning), the payout number of medals corresponding to a display combination and a winning determining code (establishment determining code) (not shown) representing that the winning is made. The symbol combination table is referred to when it is carried out the stop control of the left reels  3 L, the center reel  3 C and the right reel  3 R, when it is carried out a winning confirmation (confirmation of a display combination) after all the reels  3 L,  3 C,  3 R are stopped and when it is carried out a determination of the payout number. The display combination (display combination data) is a combination (establishment combination) corresponding to a symbol combination arranged along the activated line. A payout corresponding to the display combination is awarded to the player.  
      In case that an internal winning combination is determined by a lottery process (for example, internal lottery process) based on the random number sampling, the CPU  31  transmits a signal for performing the control for stopping the rotations of the reels  3 L,  3 C,  3 R to the motor driving circuit  39 , on the basis of the signals transmitted from the stop switches  7 LS,  7 CS,  7 RS at the timing at which the player operates the stop buttons  7 C,  7 L,  7 R and the determined stop table.  
      When it is made a stop mode (winning mode) representing a winning of a determined combination, the CPU  31  supplies a payout command signal to the hopper driving circuit  41  to pay out the predetermined number of medals from the hopper  40 . At this time, the medal detection unit  40 S counts the number of medals paid out from the hopper  40 , and the medal payout completion signal is inputted to the CPU  31  when the counted value reaches a predetermined value. Thereby, the CPU  31  stops the driving of the hopper  40  through the hopper driving circuit  41  and ends the medal payout process.  
       FIG. 6  is a block diagram showing a structure of a sub-control circuit  72 . The sub-control circuit  72  comprises an image control circuit (gSub)  72   a  and a sound lamp control circuit (mSub)  72   b . The image control circuit (gSub)  72   a  and the sound lamp control circuit (mSub)  72   b  are formed on separate circuit boards different from the circuit board constituting the main control circuit  71 .  
      The communication between the main control circuit  71  and the image control circuit (gSub)  72   a  is carried out in a one-way manner, from the main control circuit  71  to the image control circuit (gSub)  72   a . In other words, a control command or information is not transmitted to the main control circuit  71  from the image control circuit (gSub)  72   a . In addition, the communication between the image control circuit (gSub)  72   a  and the sound lamp control circuit (mSub)  72   b  is carried out in a one-way manner, from the image control circuit (gSub)  72   a  to the sound lamp control circuit (mSub)  72   b . That is, a control command or information is not transmitted to the image control circuit (gSub)  72   a  from the sound lamp control circuit (mSub)  72   b.    
      The image control circuit (gSub)  72   a  comprises an image control MICOM  81 , a serial port  82 , a program ROM  83 , a work RAM  84 , a calendar IC  85 , an image control IC  86 , a control RAM  87 , an image ROM (character ROM)  88  and a video RAM  89 .  
      The image control MICOM  81  comprises a CPU, an intervention controller and an I/O port (serial port is shown). The CPU provided to the image control MICOM  81  executes various processes in accordance with control programs stored in the program ROM  83 , based on the control command transmitted from the main control circuit  71 . In the mean time, the image control circuit (gSub)  72   a  is not provided with a clock pulse generating circuit, a frequency divider, a random number generator and a sampling circuit. However, it is adapted to carry out a random number sampling on an operating program of the image control MICOM  81 .  
      The serial port  82  is a port receiving the control command and the like transmitted from the main control circuit  71 . The program ROM  83  memorizes control programs to be executed in the image control MICOM  81  (for example, FIGS.  32  to  34  in a second embodiment which will be described later).  
      The work RAM  84  is used as means for temporarily memorizing the information used when the image control MICOM  81  executes the control program. Various information is stored in the work RAM  84 .  
      The calendar IC  85  memorizes date data. The image control MICOM  81  is connected with the operating unit  17 . In one embodiment, an employee in a game arcade operates the operating unit  17  to set a date. The image control MICOM  81  memorizes the set date information in the calendar IC  85  based on the input signal transmitted from the operating unit  17 . The date memorized in the calendar IC  85  is backed up.  
      In addition, the work RAM  84  and the calendar IC  85  are backup targets. In other words, even though the power supplied to the image control MICOM  81  is cutoff, the power is continuously supplied to them, so that the memorized information is not erased.  
      The image control IC  86  produces and outputs an image corresponding to contents of effect determined by the image control MICOM  81  to the liquid crystal display device  131  (see  FIG. 7 ).  
      The control RAM  87  is included in the image control IC  86 . The image control MICOM  81  carries out a process of writing or reading the information and the like to and from the control RAM  87 . In addition, the control RAM  87  is developed with a register, a sprite attribute table and a color palette table of the image control IC  86 . The image control MICOM  81  updates the register and the sprite attribute table of the image control IC  86  at every timing predetermined.  
      The image control IC  86  is connected with the liquid crystal display device  131 , the image ROM  88  and the video RAM  89 . In the mean time, the image ROM  88  may be connected to the image control MICOM  81 . In this case, such structure may be effective in processing mass image data such as three dimensional image data, etc. The image ROM  88  stores image data, dot data for producing an image and the like. The video RAM  89  serves as temporary memory means when the image control IC  86  produces an image. In addition, the image control IC  86  transmits a signal to the image control MICOM  81  whenever the data transmission of the video RAM  89  to the liquid crystal display device  131  is completed.  
      In addition, in the image control circuit (gSub)  72   a , the image control MICOM  81  carries out the control of the effects of the sound lamp, too. The image control MICOM  81  determines a type and output timing of the sound lamp, based on the effect determined. The image control MICOM  81  transmits a command to the sound lamp control circuit (mSub)  72   b  via the serial port  82  every timing predetermined. The sound lamp control circuit (mSub)  72   b  mainly carries out only the output of the sound lamp in accordance with the command transmitted from the image control circuit (gSub)  72   a  (except the control for adjusting the sound volume).  
      The sound lamp control circuit (mSub)  72   b  comprises a sound lamp control MICOM  111 , a serial port  112 , a program ROM  113 , a work RAM  114 , a sound source IC  115 , a power AMP  116  and a sound source ROM  117 .  
      The sound lamp control MICOM  111  comprises a CPU, an intervention controller and an I/O port (serial port is shown). The CPU in the sound lamp control MICOM  111  executes a process of controlling the output of the sound lamp in accordance with control programs stored in the program ROM  113 , based on the command transmitted from the image control circuit (gSub)  72   a . In addition, the sound lamp control MICOM  111  is connected with the LED  100   a  and the lamp  100   b . The sound lamp control MICOM  111  transmits an output signal to the LED  100   a  and the lamp  100   b , in accordance with the command transmitted from the image control circuit (gSub)  72   a  at the timing predetermined. Thereby, the LED  100   a  and the lamp  100   b  emit lights with a predetermined mode in correspondence with the effects.  
      The serial port  112  receives the command and the like transmitted from the image control circuit (gSub)  72   a . The program ROM  113  stores the program to be executed in the sound lamp control MICOM  111  and the like. The work RAM  94  is means for temporarily memorizing the information when the sound lamp control MICOM  111  executes the program described above.  
      The sound source IC  115  produces a sound source based on the command transmitted from the image control circuit (gSub)  72   a , and outputs the produced sound source to the power AMP  116 . The power AMP  116  is an amplifier and connected with the speakers  9 L,  9 R. The power AMP  116  amplifies the sound source outputted from the sound source IC  115 , and outputs the amplified sound source from the speakers  9 L,  9 R. The sound source ROM  117  stores sound source data (phrase) for producing the sound source.  
      To the sound lamp control MICOM  111  is also connected a sound volume adjusting unit  103 . The sound volume adjusting unit  103  is such structured that it can be manipulated by an employee in a game arcade, and adjusts the sound volume to be outputted from the speakers  9 L,  9 R. Based on the input signal transmitted from the sound volume adjusting unit  103 , the sound lamp control MICOM  111  carries out the control for adjusting the sound outputted from the speakers  9 L,  9 R to the inputted sound volume in accordance with the transmitted input signal.  
      In the followings, it is described a display example of the liquid crystal display unit  2   b  (see  FIG. 2 ).  
       FIG. 7A  shows a display example when a game section is a normal game section and an effect identifier is  15 . In this display example, it is shown that an enemy character  203  kicks a hero character  202  who in turn comes down due to the kick.  
       FIG. 7B  shows a display example when a game section is a carryover section and an effect identifier is  31 . In this display example, it is shown that the hero character  202  deals the enemy character  203  a deadly blow (continuous kicks) and the enemy character  203  comes down due to the deadly blow.  
      Like this, the effect mode is changed by the game section, so that the player can expect a game section from the effect mode. In particular, when it is carried out the effect display that the hero character  202  is superior to the enemy character  203 , it is possible to increase the player&#39;s expectations that the game section will be a carryover section. As a consequence, the interest in the game is increased.  
      In the followings, it is described a symbol arrangement table with reference to  FIG. 8 .  
      The symbol arrangement table includes the information about the symbols arranged on the reel peripheries corresponding to the symbol positions (code numbers) of the reels  3 L,  3 C,  3 R. Based on the symbol arrangement table and a symbol combination table which will be described later, it is possible to perceive the combinations of symbols arranged along the respective activated lines.  
      In the followings, it is described a symbol combination table with reference to  FIG. 9 .  
      The symbol combination table includes the information about a display combination corresponding to a combination of symbols stopped at each of the three symbol stop positions connected by the one activated line and the information about the payout number for each of the insertion numbers (bet numbers) corresponding to the display combination. The symbol combination table is referred to when the payout number is determined in accordance with the combination of symbols displayed along the activated line after all the reels  3 L,  3 C,  3 R are stopped.  
      When a winning number, which will be described later, is 1 (Cherry), Cherry may be a display combination. Cherry comprises a corner cherry and an inner cherry. One of the corner cherry and the inner cherry becomes a display combination, depending on the operation timing of the left stop button  7 L. When a so-called “reckless push operation” for “Cherry” is carried out at the center line  8   c , the inner cherry becomes a display combination.  
      When “Cherry (corner)-Any-Any” are arranged along the activated line, the corner cherry becomes a display combination. At this time, when the insertion number is 1 or 2, 15 medals are paid out, and when the insertion number is 3, 8 medals are paid out. “Cherry (corner)” represents “Cherry” which is stopped at the upper or lower position of the left symbol display area  21 L. “Any” represents any symbol.  
      When “Cherry (inner)-Any-Any” are arranged along the activated line, the inner cherry becomes a display combination. At this time, when the insertion number is 1 or 2, 15 medals are paid out, and when the insertion number is 3, 4 medals are paid out. “Cherry (inner)” represents “Cherry” which is stopped at the central position of the left symbol display area  21 L.  
      When “Bell-Bell-Bell” are arranged along the activated line, Bell becomes a display combination. At this time, when the insertion number is 1 or 2, 15 medals are paid out, and when the insertion number is 3, 10 medals are paid out. When “Watermelon-Watermelon-Watermelon” are arranged along the activated line, Watermelon becomes a display combination and 8 medals are paid out irrespective of the insertion number.  
      When “BAR-Red 7-Red 7” are arranged along the activated line, Small Win of Red 7 becomes a display combination, and 1 medal is paid out irrespective of the insertion number. When “BAR-Blue 7-Blue 7” are arranged along the activated line, Small Win of Blue 7 becomes a display combination, and 1 medal is paid out irrespective of the insertion number. When “Replay-Replay-Replay” are arranged along the activated line, Replay becomes a display combination and medals are automatically inserted.  
      When “Red 7-Red 7-Red 7” are arranged along the activated line, BB1 becomes a display combination and the flag under BB operation becomes ON, so that the gaming state is shifted to the RB gaming state. When “Blue 7-Blue 7-Blue 7” are arranged along the activated line, BB2 becomes a display combination and the flag under BB operation becomes ON, so that the gaming state is shifted to the RB gaming state.  
      In the followings, it is described an internal lottery table determining table with reference to  FIG. 10 .  
      The internal lottery table determining table includes the information about an internal lottery table (see  FIG. 11 ) and the number of lotteries corresponding to the gaming state.  
      Herein, in case of the normal gaming state, an internal lottery table for a normal gaming state (see  FIG. 11A ) is selected and 8 is basically determined as the number of lotteries (see a step S 51  of  FIG. 27 ). The number of lotteries indicates the number of processes carried out to determine an internal winning combination. Specifically, the number of lotteries is the (maximum) number of calculations of “random number value (R)−lower limit (L)” and “random number value (R)-upper limit (U)”. However, in the case of the carryover section, the number of lotteries determined to be 8 is updated to 6 (see a step S 53  of  FIG. 27 ). In addition, in case of the RB gaming state, an internal lottery table (see  FIG. 11B ) for a RB gaming state is selected and 5 is determined as the number of lotteries (see S 51  in  FIG. 51 ).  
      In the followings, it is described an internal lottery table with reference to  FIG. 11 . The internal lottery table is provided every gaming state and includes the information about the numerical range expressed by the lowest and upper limits corresponding to a winning number, for each of the insertion numbers.  FIG. 11A  shows an internal lottery table for a normal gaming state.  FIG. 11B  shows an internal lottery table for a RB gaming state.  
      In the determination (lottery) of a winning number based on the internal lottery table, it is determined whether a random number value is within a numerical range expressed by the lowest and upper limits corresponding to the winning number, from the same winning number as the number of lotteries determined every gaming state to the winning number 0, in descending power. When the random number value is within a numerical range expressed by the lowest and upper limits, a corresponding winning number is determined. In addition, the number of cases where it is determined whether the random number value is within a numerical range expressed by the lowest and upper limits corresponding to a winning number is same as the number of lotteries determined in the internal lottery table determining table of  FIG. 10 .  
      In addition, in case that the random number value is never within a numerical range expressed by the lowest and upper limits until the winning number becomes “0,” the winning number becomes 0 (i.e., losing). The losing of the internal winning combination represents that it is not determined a combination matched to a payout to be awarded to the player in the internal lottery. In addition, in one embodiment, the losing is not a combination matched to a game value. Additionally, it may be thought that a symbol combination corresponding to the losing as an internal winning combination is any symbol combination different from the symbol combinations corresponding to the plural combinations preset. However, in one embodiment, it is such structured that a symbol combination corresponding to the losing is not provided.  
      In addition, it is determined whether or not a winning is made, from a winning number, in descending power, until the winning number becomes 0, and it is set that the numerical ranges defined by the lowest and upper limits corresponding to each of the plural combinations are duplicated. Accordingly, plural combinations may be determined as an internal winning combination. An internal winning combination is determined on the basis of the winning number determined, the gaming state, the insertion number and an internal winning combination determining table (see  FIG. 12 ).  
      For example, in case that the gaming state is the normal gaming state, the insertion number is 3 and the random number value sampled from the range of 0˜65535 is 7050, “the random number value (R) (7050)−the lowest limit (L) (7096)” is calculated for the winning number 8 first of all. The calculation result is less than 0. Accordingly, since the random number value is not within the numerical range (L R U) expressed by the lowest and upper limits corresponding to the winning number, when the random number value sampled is 7050, the winning number 8 is not determined.  
      Next, “the random number value (R) (7050)−the lowest limit (L) (7000)” is calculated for the winning number 7. Then, it is calculated the random number value (7050)−the upper limit (U) (7095). Accordingly, since the random number value is within the numerical range (L R U) expressed by the lowest and upper limits corresponding to the winning number, when the random number value sampled is 7050, the winning number 7 is determined. When the winning number 7 is determined, BB1 corresponding to the winning number 7 becomes an internal winning combination, based on an internal winning combination determining table which will be described later.  
      Like this, the calculations of “random number value (R) (7050)−lowest limit (L)” and “random number value (R) (7050)−upper limit (U)” are repeated until the winning number becomes 0 so as to determine whether each of the winning numbers 6˜1 is determined or not. As a result, the winning number 6 is also determined since the upper limit (L) is 6049 and the upper limit (U) is 15028. However, the winning numbers 1˜5 are not determined. Accordingly, in this case, the winning numbers 6 and 7 are determined and both Replay and BB1 are determined as an internal winning combination, based on an internal winning combination determining table which will be described later.  
      In addition, in the carryover section, since the number of lotteries is updated to 6 (see a step S 53  of  FIG. 27 ), there is no case where the winning numbers 7 and 8 are determined. Accordingly, in the carryover section, there is no case where the bonus is determined as an internal winning combination on the basis of the internal winning combination determining table which will be described later.  
      In the followings, it is described an internal winning combination determining table with reference to  FIG. 12 .  
      The internal winning combination determining table includes the information (data) about an internal winning combination (flag) corresponding to a winning number. The flag is expressed by a binary number. An internal winning combination expressed to correspond to the winning number is the information for identifying an internal winning combination and consists of 1 byte.  
      When the winning number is 0 and the information representing the internal winning combination is “00000000,” the losing is determined as an internal winning combination. When the winning number is 1 and the information representing the internal winning combination is “00000001,” an internal winning combination is Small Win of Cherry. When the winning number is 2 and the information representing the internal winning combination is “00000010,” an internal winning combination is Small Win of Bell.  
      When the winning number is 3 and the information representing the internal winning combination is “00000100,” an internal winning combination is Small Win of Watermelon. When the winning number is 4 and the information representing the internal winning combination is “00001000,” an internal winning combination is Small Win of Red 7. When the winning number is 5 and the information representing the internal winning combination is “00010000,” an internal winning combination is Small Win of Blue 7.  
      When the winning number is 6 and the information representing the internal winning combination is “00100000,” an internal winning combination is Replay. When the winning number is 7 and the information representing the internal winning combination is “01000000,” an internal winning combination is RB1. When the winning number is 8 and the information representing the internal winning combination is “10000000,” an internal winning combination is BB2.  
      The internal winning combination is the information for identifying a mode of the stop control or identifying a combination which can be a display combination (a combination which can be allowed as a display combination). It can be said that an internal winning combination is indirectly matched to a corresponding symbol combination and a payout to be awarded to the player, through a mode of stop control corresponding to the internal winning combination.  
      In the followings, it is described a reel stop beginning determination table with reference to  FIG. 13 .  
      The reel stop beginning determination table includes the information of stop tables corresponding to the respective values 0 to 8 of a select counter for stop. The winning numbers are set in the select counter for stop (see a step S 74  in  FIG. 29 ).  
      The stop table includes the information defining a mode of the stop control of the reels  3 L,  3 C,  3 R. Specifically, the stop table includes the information (for example, information of a stop position of a symbol, information about the number of sliding symbols, etc.) of the stop mode of the reels  3 L,  3 C,  3 R corresponding to the operation timing of the stop buttons  7 L,  7 C,  7 R by the player. Each of the stop tables is structured such that a corresponding internal winning combination can be made.  
      Specifically, the stop table (not shown) is structured such that a predetermined symbol combination (symbol combination of a corresponding combination) can be arranged along a predetermined display line (activated line). However, the stop table corresponding to the losing is structured such that a predetermined symbol combination cannot be arranged along a predetermined display line.  
      In the stop table, it is indicated a stop operation position and a stop control position of the respective reels  3 L,  3 C,  3 R. The stop operation position represents a code number of a symbol located on the center line  8   c  (specifically, a symbol whose center is above the center line  8   c  and nearest at the position of the center line  8   c ) when the stop buttons  7 L,  7 C,  7 R mounted to correspond to the respective reels  3 L,  3 C,  3 R are operated. The stop control position represents a code number of a symbol stopped at the position of the center line  8   c  when the reel for which the stop operation is carried out is stopped.  
      In one embodiment, the number of sliding symbols is set to be maximum “4 symbols.” For example, if the stop button  7 R is operated at the time when “Watermelon” of the code number “09” reaches the position of the center line  8   c  while the right reel  3 R is being rotated, it is possible to stop-control the right reel  3 R so that “Cherry” of the code number “13” is stopped at the position of the center line  8   c    
      In the followings, it is described an example of a stop table for Replay which is used when an internal winning combination is Replay.  
      The stop table is structured such that a predetermined symbol combination (symbol combination of a corresponding combination) can be arranged along a predetermined display line (activated line). However, the stop table corresponding to the losing is structured such that a predetermined symbol combination cannot be arranged along a predetermined display line.  
      In addition, the five stop tables are provided for each of the combinations. The five stop tables corresponding to one combination correspond to the cross-up line  8   a , the top line  8   b , the center line  8   c , the bottom line  8   d  and the cross-down line  8   e , respectively.  
      In the stop table, it is indicated a stop operation position and a stop control position of the respective reels  3 L,  3 C,  3 R. The stop operation position represents a code number of a symbol located on the center line  8   c  (specifically, a symbol whose center is above the center line  8   c  and nearest at the position of the center line  8   c ) when the stop buttons  7 L,  7 C,  7 R mounted to correspond to the respective reels  3 L,  3 C,  3 R are operated. The stop control position represents a code number of a symbol stopped at the position of the center line  8   c  when the reel for which the stop operation is carried out is stopped.  
      In one embodiment, the number of sliding symbols is set to be maximum “4 symbols.” For example, if the stop button  7 C is operated at the time when “BAR” of the code number “11” reaches the position of the center line  8   c  while the center reel  3 R is being rotated, it is possible to stop-control the center reel  3 C so that “Replay” of the code number “14” is stopped at the position of the center line  8   c.    
      In  FIG. 14 , the stop control position of the left reel  3 L is one of the code numbers “03,” “06,” “11,” “15” and “19.” In the symbol arrangement shown in  FIG. 4 , the symbol corresponding to the code numbers is “Replay.” Accordingly, “Replay” is stopped at the central symbol stop position of the left symbol display area  21 L.  
      In  FIG. 14 , the stop control position of the center reel  3 C is one of the code numbers “ 02 ,” “05,” “09,” “14” and “18.” In the symbol arrangement shown in  FIG. 4 , the symbol corresponding to the code numbers is “Replay.” Accordingly, “Replay” is stopped at the central symbol stop position of the central symbol display area  21 C.  
      In  FIG. 14 , the stop control position of the right reel  3 R is one of the code numbers “01,” “05,” “10,” “14” and “18.” In the symbol arrangement shown in  FIG. 4 , the symbol corresponding to the code numbers is “Replay.” Accordingly, “Replay” is stopped at the central symbol stop position of the right symbol display area  21 R.  
      Like this, in case that an internal winning combination is Replay, except a case where an automatic stop timer is operated (a determination result in a S 16  of  FIG. 24  is YES), the stop table shown in  FIG. 14  is used, so that the symbol combination of “Replay-Replay-Replay” corresponding to Replay is stopped on the center line without fail, in any case of the timing (stop operation position) and the order (for example, sequential push, irregular push, etc.) of the stop operation by the player.  
      In the followings, a priority attraction-in ranking table is described with reference to  FIG. 15 .  
      The priority attraction-in ranking table includes the information of the priority ranking in which “attraction-in” of the symbol combinations corresponding to the combinations (internal winning combinations) is relative. A priority ranking 1 is Replay. A priority ranking 2 is BB1 and BB2. A priority ranking 3 is Cherry and Bell. A priority ranking 4 is Watermelon, Small Win of Red 7 and Small Win of Blue 7.  
      The reason that Replay is set to be the priority ranking 1 and the bonus is set to be the priority ranking 2 is to preferentially attract-in the bonus while preventing the passion for gambling of the player from being aroused. The reason the priority ranking of Bell is higher than that of Watermelon is because the payout number corresponding to Bell is greater than that of Watermelon. In case that the plural internal winning combinations are determined, the attraction-in of an internal winning combination having a higher priority ranking is carried out. When such attraction-in cannot be carried out, the attraction-in of an internal winning combination having a next priority ranking is carried out. In addition, it may be used a preset stop table for the stop control of the reel.  
      In case that the plural internal winning combinations are determined in one game, the priority rankings of the respective internal winning combinations are different. For example, although there is a case where Replay (priority ranking 1) and BB1 (priority ranking 2) are determined as an internal winning combination, the priority rankings thereof are different. In addition, in the carryover section, although both the bonus carried over and a combination (for example, Replay) determined by the random number lottery become the internal winning combination, there is no case where an internal winning of the bonus is determined in the carryover section. Accordingly, the priority rankings of the respective internal winning combinations are different in the carryover section.  
      Herein, referring to the internal lottery table ( FIG. 11 ), when BB is determined as an internal winning combination, Replay is also determined as an internal winning combination without fail. Accordingly, in a game (unit game) in which at least BB and Replay are determined as an internal winning combination, the symbol combination of “Red 7-Red 7-Red 7” corresponding to BB is not displayed on the activated line. Therefore, in a next game in which BB and Replay are determined as an internal winning combination, it is possible to positively carry out an effect as shown in  FIG. 7 , thereby providing a gaming machine capable of increasing an interest in the game.  
      Basically, the “attraction-in” is meant by a control for stopping the rotation of reel (i.e., a reel corresponding to a stop operation), which is a target of the stop operation, so that a symbol (hereinafter, referred to as “attraction-in target symbol”) constituting a symbol combination corresponding to an internal winning combination within a range of the maximum number of sliding symbols (i.e., 4) is displayed in the symbol stop position (hereinafter, referred to as “active symbol stop position”) connected by the activated line.  
      In case of the second stop operation, the “attraction-in” is meant as follows: as the first stop operation is carried out, when the symbol constituting a symbol combination corresponding to the internal winning combination is displayed in the active symbol stop position together with the attraction-in target symbol in the second stop operation, the attraction-in target symbol is displayed at an active symbol stop position in the symbol display areas  21 L,  21 C,  21 R corresponding to the second stop operation, which are connected by the activated line connecting the active symbol stop positions.  
      In case of the third stop operation, the “attraction-in” is meant as follows: when the attraction-in target symbol is arranged along the one activated line in the two symbol display areas  21 L,  21 C,  21 R corresponding to the first and second stop operations (when it is the “Check”), the attraction-in target symbol is displayed at the active symbol stop positions connected by the activated line.  
      In the followings, it is described a table on bonus operation with reference to  FIG. 16 .  
      The table on bonus operation includes the information of a flag under operation to be updated to ON, a value to be set in the bonus ending-number counter, the possible game-number and the possible winning-number, for each of display combinations. The table on bonus operation is referred to in a process of a S 33  in  FIG. 25 , and a process of a S 104  in  FIG. 31  which will be described later.  
      The flag under operation is the information for identifying a gaming state being operated (i.e., current gaming state). The flag under operation includes a flag under BB operation and a flag under RB operation in correspondence with a display combination.  
      The bonus ending-number counter is a counter for counting the number of medals paid out in a game from after the flag under BB operation is updated to ON until it is updated to OFF.  
      In the followings, it is described areas (memory areas) for storing an internal winning combination, an internal carryover combination and a random number value, with reference to  FIG. 17 .  
       FIG. 17A  shows an internal winning combination storing area. The information (data) of an internal winning combination is stored (memorized) in the internal winning combination storing area consisting of 1 byte. In the internal winning combination storing area, a bit  0  (first bit) is a storing area corresponding to Cherry. A bit  1  (second bit) is a storing area corresponding to Bell.  
      A bit  2  (third bit) is a storing area corresponding to Watermelon. A bit  3  (fourth bit) is a storing area corresponding to Small Win of Red 7. A bit  4  (fifth bit) is a storing area corresponding to Small Win of Blue 7. A bit  5  (sixth bit) is a storing area corresponding to Replay. A bit  6  (seventh bit) is a storing area corresponding to BB1. A bit  7  (eighth bit) is a storing area corresponding to BB2. In the internal winning combination storing area, a combination corresponding to a bit which is 1 is an internal winning combination. For example, when “00000010” is stored in the internal winning combination storing area (i.e., when the bit  1  (second bit) is 1), an internal winning combination is Bell.  
       FIG. 17B  shows an internal carryover combination storing area. The information of an internal carryover combination is stored in the internal carryover combination storing area consisting of 1 byte. In the internal carryover combination storing area, a bit  6  (seventh bit) is a storing area (memory area) corresponding to BB1 and a bit  7  (eighth bit) is a storing area (memory area) corresponding to BB2. A bit  0  (first bit) to a bit  5  (sixth bit) are unused storing areas. When there is an internal carryover combination (when it is under carryover section), 1 is stored in the bit  6  (seventh bit) or the bit  7  (eighth bit) corresponding to BB1 or BB2 of the internal carryover combination storing area (“01000000,” or “10000000” is stored in the internal carryover combination storing area).  
       FIG. 17C  shows a random number value storing area (memory area). The random number value storing area is provided in the RAM  33 . In the random number value storing area, it is stored the numerical information about the random number for lottery which is sampled in a step S 5  of  FIG. 23 . In a step S 5  of  FIG. 23 , it is sampled the numerical information of one of 0˜65535 as a random number for lottery and the sampled numerical information is stored in the random number value storing area.  
      In the followings, it is described an effect determining table on game start with reference to  FIG. 18 .  
      The table shown in  FIG. 18  is used when it is not shown in the liquid crystal display unit  2   b  that the hero character  202  fights with the enemy character  203  (when a fight flag is OFF). In addition, the table shown in  FIG. 18  is used when it is shown in the liquid crystal display unit  2   b  that the hero character  202  fights with the enemy character  203  (when a fight flag is ON).  
      The effect determining table on game start includes the information about a lottery value corresponding to an effect identifier for each of the fight flags. The fight flag is the information for identifying whether or not it is shown in the liquid crystal display unit  2   b  that the hero character  202  fights with the enemy character  203 . The effect identifier is the information for directly defining the contents of effect. The effect identifier is matched to the effect data one to one.  
      In addition, the lottery value is a value which is subtracted from the random number value sampled. When a value obtained by subtracting the lottery value from the random number value is negative, the information corresponding to the lottery value is selected. For example, in case that the random number value, which is sampled when the fight flag is OFF, is “350,” the lottery value “200” corresponding to the effect identifier 1 is subtracted from “350.” The value resulting from the subtraction is “150 (positive value).” Next, the lottery value “200” corresponding to the effect identifier 2 is subtracted from “150.” The value resulting from the subtraction is negative. Accordingly, 2 is selected (determined) as an effect identifier.  
      Herein, when the fight flag is OFF, a probability that 3 will be selected as an effect identifier is higher, as compared to a probability that 1 or 2 will be selected as an effect identifier. To the contrary, when the fight flag is ON, 1 or 2 is selected as an effect identifier without fail. In other words, there is no case where 3 is selected as an effect identifier.  
      In the followings, it is described an effect table A with reference to  FIG. 19 .  
      The effect table A is provided with the contents (information) of the effect data corresponding to the effect identifier. The effect data corresponding to the respective effect identifier, which is selected in the effect determining table on game start used when a game is started, can be basically identified by a main body that gets ready for an attack at the time of a start operation. More specifically, when 1 is selected as an effect identifier, it is shown in the liquid crystal display unit  2   b  that the hero character  202  gets ready for an attack against the enemy character  203 , as the player manipulates the start lever  6 . When 2 is selected as an effect identifier, it is shown in the liquid crystal display unit  2   b  that the enemy character  203  gets ready for an attack against the hero character  203 , as the player manipulates the start lever  6 . When 3 is selected as an effect identifier, it is not shown in the liquid crystal display unit  2   b  that the attack is ready, as the player manipulates the start lever  6 .  
      In the followings, it is described an effect determining table for a base section with reference to  FIG. 20 . This table is used, in case that the game section is the base section when it is carried out a game start process in  FIG. 34 .  
      The effect determining table for a base section includes the information of lottery values corresponding to each of the effect identifiers 1, 2 and 3, for each of current effect identifiers (it is not shown the cases where the effect identifier is 2 and 3). The current effect identifier represents an effect identifier which is selected at the current time. In addition, the current effect identifier represents an effect identifier which is selected in a step S 131  of  FIG. 34 .  
      According to the effect determining table for a base section, when the current effect identifier is 1, 11˜30 are selected as the effect identifier and 31 is not selected as the effect identifier. In addition, as compared a probability that 11, 16, 21 and 26 will be selected as the effect identifier, it is higher a probability that the other effect identifiers (12˜15, 17˜20, 22˜25, 27˜30) will be selected.  
       FIG. 21  shows an effect determining table for a carryover section. This table is used, in case that the game section is the carryover section when it is carried out a game start process in  FIG. 34 .  
      The effect determining table for a carryover section includes the information of lottery values corresponding to each of the effect identifiers 1, 2 and 3 (it is not shown the cases where the effect identifier is 2 and 3). Regarding this, it is same as the effect determining table for a base section. In the mean time, in the effect determining table for a carryover section, when the current effect identifier is 1, 11˜31 are selected as the effect identifier. This is different from the effect determining table for a base section in which 31 is not selected as an effect identifier. In addition, it is different from the effect determining table for a base section, in that it is higher a probability that the effect identifiers 11, 16, 21 and 26 will be selected, as compared a probability that 12˜15, 17˜20, 22˜25, 27˜30 will be selected as the effect identifier.  
      In the followings, it is described an effect table B with reference to  FIG. 22 .  
      The effect table B includes the information about the effect data corresponding to the effect identifier. The effect data corresponding to the respective effect identifier, which is selected in the effect determining table for a base section (see  FIG. 20 ) or the effect determining table for a carryover section (see  FIG. 21 ), can be basically identified by the contents displayed in the liquid crystal display unit  2   b  at the time of the first to third stop operations. More specifically, when 11 is selected as an effect identifier, it is shown in the liquid crystal display unit  2   b  that the hero character  202  takes a punch at the enemy character  203  and the enemy character  203  gets the punch, as the player conducts the first stop operation. In addition, it is shown in the liquid crystal display unit  2   b  that the hero character  202  takes a punch at the enemy character  203  and the enemy character  203  gets the punch, as the player conducts the second and third stop operations. In addition, in accordance with the third stop operation, after it is shown that the enemy character  203  gets the punch of the hero character  202 , it is shown that the enemy character  203  comes down and it is shifted to a definite screen. The definite screen is a screen for definitely notifying that the bonus (RB) can be made.  
      Accordingly, according to the tables shown in FIGS.  20  to  22 , it is possible to display the different effects in the liquid crystal display unit  2   b , based on the types of the game section. Specifically, when the game section is the carryover section, it is shown in the liquid crystal display unit  2   b  that the hero character  202  knocks down the enemy character  203 , after the third stop operation. In the mean time, when the game section is the base section, it is not shown that the hero character  202  knocks down the enemy character  203 . As a result, when it is shown in the liquid crystal display unit  2   b  that the hero character  202  knocks down the enemy character  203 , the player can conduct the observation push so that the symbol combination corresponding to “Red 7-Red 7-Red 7” is arranged along the activated line, while expecting that the game section is the carryover section. Accordingly, viewing from the player&#39;s point, since the decision criterion for acquiring the payout is increased, the interest in the game is correspondingly increased.  
      In the followings, it is described a control operation of the main control circuit  71 , with reference to flow charts shown in  FIGS. 23 and 24 .  
      First, the CPU  31  carries out an initialization process (step S 1 ). Specifically, the CPU initializes the memory contents and communication data of the RAM  33 , and then proceeds to a step S 2 . In the step S 2 , the CPU erases (clears) predetermined memory contents of the RAM  33 . Specifically, the CPU erases the data of the writable area of the RAM  33  used in a previous game, writes a parameter necessary for a next game into the writable area of the RAM  33  and indicates a start address of a sequence program for the next game, etc.  
      In a step S 3 , the CPU carries out a bonus operation supervisory process which will be described with reference to  FIG. 25 , and then proceeds to a step S 4 . In this process, in case that the flag under BB operation is ON, the CPU carries out a process of updating the flag under RB operation to ON so that the RB gaming state is continued even though the RB gaming state is over. In the step S 4 , the CPU carries out a medal insertion start checking process, and then proceeds to a step S 5 . In this process, the CPU updates the bet number, based on the inputs from the start switch  6 S, the medal sensor  10 S or the BET switches  11  to  13 . In addition, the information of the bet number is stored in a predetermined memory area of the RAM  33  (game value information storing means). Herein, in the step S 4 , when Replay is made in the previous game, the bet number same as the bet number in the previous game is automatically stored.  
      In the step S 5 , the CPU samples a random number value for lottery, and proceeds to a step S 6 . The random number value sampled in this process is used for an internal lottery process which will be described later. In the step S 6 , the CPU carries out a gaming status supervisory process which will be described with reference to  FIG. 26 , and then proceeds to a step S 7 . In the step S 7 , the CPU carries out an internal lottery process which will be described with reference to  FIGS. 27 and 28 , and then proceeds to a step S 8 . In the step S 8 , the CPU carries out a reel stop initialization process which will be described with reference to  FIG. 29 , and then proceeds to a step S 9 .  
      In the step S 9 , the CPU transmits a start command and then proceeds to a step S 10 . The start command contains the information of a gaming state, an internal winning combination, etc., and is transmitted to the sub-control circuit  72 . In the step S 10 , the CPU determines whether “4.1 seconds” have elapsed after the reel has started to rotate in the previous game. When a result of the determination is YES, the CPU proceeds to a step S 12 , otherwise proceeds to a step S 11 . In the step S 11 , the CPU consumes a game start waiting time (waiting process) and then proceeds to a step S 12 . Specifically, the CPU annuls an input related to a game start operation by a player during the period from after the previous game has started until a predetermined time (for example, 4.1 seconds) has elapsed.  
      In the step S 12 , the CPU sets a game supervisory timer in the register of CPU  31  and then proceeds to a step S 13 . The game supervisory timer includes an automatic stop timer for stopping the reels  3 L,  3 C,  3 R without relying on the stop operation of the stop buttons  7 L,  7 C,  7 R by the player. In the step S 13 , the CPU requests the rotation start of all reels, and then proceeds to a step S 14 . In the step S 14 , the CPU sets a reel stop permission command to the register of the CPU  31 , and then proceeds to a step S 15  of  FIG. 24 .  
      In the step S 15  of  FIG. 24 , the CPU determines whether the stop switch is “ON” or not, i.e., whether any one of the stop buttons  7 L,  7 C,  7 R is pushed or not. When a result of the determination is YES, the CPU proceeds to a step S 17 , otherwise proceeds to a step S 16 . In the step S 16 , the CPU determines whether a value of the automatic stop timer is “0” or not. When a result of the determination is YES, the CPU proceeds to a step S 17 , otherwise proceeds to the step S 15 .  
      In the step S 17 , the CPU carries out a sliding-symbol-number deciding process, and then proceeds to a step S 18 . In this process, based on the stop operation order (how many stop operations is it?) and the stop operation position, the CPU refers to the priority attraction-in table ranking table and the stop table stored in the RAM  33  in a step S 86  of  FIG. 30  to determine and set the number of sliding symbols in the register of the CPU  31 . In the step S 18 , the CPU waits for the reels  3 L,  3 C,  3 R, which corresponds to the stop buttons  7 L,  7 C,  7 R for which the stop operation is carried out, to rotate as the number of sliding symbols determined in the step S 17 , and then proceeds to a step S 19 .  
      In the step S 19 , the CPU transmits a reel stop command for requesting the rotation stop of any one of the reels  3 L,  3 C,  3 R corresponding to the any one of the pushed stop buttons  7 L,  7 C,  7 R to the motor driving circuit  39 , and then proceeds to a step S 20 . The motor driving circuit  39  stops the corresponding reels  3 L,  3 C,  3 R, based on the reel stop command transmitted from the CPU  31 . In the step S 20 , the CPU determines whether or not all the reels are stopped. When a result of the determination is YES, the CPU proceeds to a step S 21 , otherwise proceeds to the step S 15 .  
      In the step S 21 , the CPU carries out a display combination retrieving process and then proceeds to a step S 22 . In this process, the CPU sets a flag for identifying a display combination (established combination), based on the stop mode of the symbols in the symbol display areas  21 L,  21 C,  21 R.  
      In the step S 22 , the CPU carries out a medal payout process, and then proceeds to a step S 23 . In this process, the CPU refers to the symbol combination table, based on the flag which is set in the register of the CPU  31  in the display combination retrieving process, and deposits (credits) or pays out the medals of the corresponding payout number. In the step S 23 , the CPU updates the bonus ending-number counter, based on the corresponding payout number, and then proceeds to a step S 24 . Herein, when the bonus ending-number counter is 1 or more, the CPU subtracts the counter depending on the payout number of the medal.  
      In the step S 24 , the CPU determines whether the flag under RB operation or the flag under BB operation is ON or not. When a result of the determination is YES, the CPU proceeds to a step S 25 , otherwise proceeds to a step S 26 . In the step S 25 , the CPU carries out a bonus end checking process which will be described with reference to  FIG. 30 , and then proceeds to a step S 26 . In the step S 26 , the CPU carries out a bonus operation checking process which will be described with reference to  FIG. 31 , and then proceeds to the step S 2  in  FIG. 23 .  
      In the followings, it is described a bonus operation supervisory process with reference to  FIG. 25 .  
      First, the CPU  31  determines whether the flag under BB operation is ON or not (step S 31 ). When a result of the determination is YES, the CPU proceeds to a step S 32 , otherwise proceeds to the step S 4  in  FIG. 23 . In the step S 32 , the CPU determines whether the flag under RB operation is ON or not. When a result of the determination is YES, the CPU proceeds to the step S 4  in  FIG. 23 , otherwise proceeds to a step S 33 .  
      In the step S 33 , the CPU carries out a process on RB operation, based on the table on bonus operation (see  FIG. 16 ), and then proceeds to the step S 4  in  FIG. 23 . Specifically, the CPU updates the flag under RB operation to ON, and stores the possible game-number and the possible winning-number in the RAM  33 .  
      In the followings, it is described a gaming status supervisory process with reference to  FIG. 26 .  
      First, the CPU  31  determines whether the flag under RB operation is ON or not (step S 41 ). When a result of the determination is YES, the CPU proceeds to a step S 42 , otherwise proceeds to a step S 43 . In the step S 42 , the CPU stores an identifier of the RB gaming state and then proceeds to the step S 7  in  FIG. 23 . In the step S 43 , the CPU stores an identifier of the normal gaming state and then proceeds to the step S 7  in  FIG. 23 . Like this, in the gaming status supervisory process, the CPU supervises the gaming state, based on the flag under operation (flag under RB operation), and stores the information for selecting a type of an internal lottery table determining table relating to the gaming state in a step S 51  of  FIG. 27  in the RAM  33  (gaming state storing area).  
      In the followings, it is described an internal lottery process with reference to  FIGS. 27 and 28 .  
      First, the CPU  31  determines the type of the internal lottery table (see  FIG. 11 ) and the number of lotteries relating to the gaming state, based on the internal lottery table determining table (see  FIG. 10 ) (step S 51 ), and then proceeds to a step S 52 . In the step S 52 , the CPU determines whether the data (information) stored in the internal carryover combination storing area is 0 or not (i.e., whether or not there is an internal carryover combination). When a result of the determination is YES, the CPU proceeds to a step S 54 , otherwise proceeds to a step S 53 . Herein, a result of the determination in the step S 72  is NO in case of the carryover section. In the step S 53 , the CPU changes the number of lotteries into 6, and then proceeds to a step S 54 .  
      In the step S 54 , the CPU  31  sets a value same as the number of lotteries in the register of the CPU  31 , as a winning number, and then proceeds to a step S 55 . Thereby, as the winning number, “8” is set in case of the base section of the normal gaming state, “5” is set in case of the RB gaming state and “6” is set in case of the internal winning state (carryover section). In the step S 55 , the CPU refers to the internal lottery table determined in the step S 51  to obtain the lowest limit (U), based on the winning number and the insertion number, and then proceeds to a step S 56 . In the step S 56 , the CPU subtracts the lowest limit (L) from the random number value (R) stored in the random number value storing area of the RAM  33  (R−L), and then proceeds to a step S 57 .  
      In the step S 57 , the CPU determines whether or not it is carried out an underflow. Specifically, the CPU determines whether the calculation result of R-L is negative or not. When a result of the determination is YES, the CPU proceeds to a step S 66  in  FIG. 28 , otherwise proceeds to a step S 58 . The result of determination becomes YES when the random number value is smaller than the lowest limit (L&gt;R). In addition, the result of determination becomes NO when the random number value is equal to or greater than the lowest limit (L R).  
      In the step S 58 , the CPU refers to the internal lottery table determined in the step S 51  to obtain the upper limit (U), based on the winning number and the insertion number, and then proceeds to a step S 59 . In the step S 59 , the CPU subtracts the upper limit (U) from the random number value (R) stored in the random number value storing area of the RAM  33  (R−U), and then proceeds to a step S 60 .  
      In the step S 60 , the CPU determines whether a value resulting from the subtraction, i.e., the calculation result of R−U is “0” or not. When a result of the determination is YES, the CPU proceeds to a step S 62  in  FIG. 28 , otherwise proceeds to a step S 61 . The result of determination becomes YES when the random number value is equal to the upper limit (R=U). In addition, the result of determination becomes NO when the random number value is not equal to the upper limit (L R).  
      In the step S 61 , the CPU determines whether or not it is carried out an underflow. Specifically, the CPU determines whether the calculation result of R-U is negative or not. When a result of the determination is YES, the CPU proceeds to a step S 62  in  FIG. 28 , otherwise proceeds to a step S 66  in  FIG. 28 . The result of determination becomes YES when the random number value is smaller than the upper limit (R&lt;U). In addition, the result of determination becomes NO when the random number value is greater than the upper limit (R&gt;U).  
      In the step S 62 , the CPU stores the winning number in an area for storing internal lottery result information of the RAM  33 , and then proceeds to a step S 63 . In the step S 63 , the CPU refers to the internal winning combination determining table to determine internal winning combination, based on the winning number, and then proceeds to a step S 64 .  
      In the step S 64 , the CPU takes a logical product of the internal winning combination and the bonus check data, stores a logical sum of a result thereof and the internal carryover combination storing area in the internal carryover combination storing area, and then proceeds to a step S 65 . Thereby, BB1 or BB2 determined is stored in the internal carryover combination storing area. In addition, the bonus check data is “11000000.” In the step S 65 , the CPU stores a logical sum of the internal winning combination and the internal carryover combination storing area in the internal winning combination storing area, and then proceeds to a step S 66 . As a result, the data relating to the type of the determined internal winning combination is stored in the internal winning combination storing area.  
      In the step S 66 , the CPU subtracts 1 from the number of lotteries and then proceeds to a step S 67 . In the step S 67 , the CPU determines whether or not the number of lotteries is 0. When a result of the determination is YES, the CPU proceeds to a step S 68 , otherwise proceeds to the step S 54  in  FIG. 27 . The result of determination becomes YES when the number of cases where it is determined whether or not the random number value (R) is within the numerical range defined by the upper limit (U) and the lowest limit (L) is 8 times in base section during the normal gaming state, 5 times in the RB gaming state and 6 times in the internal winning state (carryover section). In the mean time, the result of determination becomes NO when the number of determination cases is less than 8 times in the base section, less than 5 times in the RB gaming state and less than 6 times in the internal winning state (carryover section).  
      In the step S 68 , the CPU refers to the internal winning combination determining table to determine the internal winning combination based on the winning number, and then proceeds to a step S 69 . In the step S 69 , the CPU takes a logical product of the internal winning combination and the bonus check data, stores a logical sum of a result thereof and the internal carryover combination storing area in the internal carryover combination storing area, and then proceeds to a step S 70 . Thereby, the internal carryover combination is stored in the internal carryover combination storing area. In the step S 70 , the CPU stores a logical sum of the internal winning combination and the internal carryover combination storing area in the internal winning combination storing area and then proceeds to the step S 8  in  FIG. 23 . As a result, when the random number value (R) is not within any numerical ranges of the internal lottery table in  FIG. 11  and thus the processes in the steps S 62 ˜S 65  are not carried out, the losing or internal carryover combination is stored in the internal winning combination storing area.  
      In the followings, a reel stop initialization process is described with reference to  FIG. 29 .  
      First, the CPU  31  determines whether or not the winning number is 0 (step S 71 ). When a result of the determination is YES, the CPU proceeds to a step S 72 , otherwise proceeds to a step S 74 . In the step S 72 , the CPU takes a logical product of the data of the internal winning combination storing area and the operation combination check data (“11000000”), and then proceeds to a step S 73 . In the step S 73 , the CPU determines whether the logical product is 0 or not. When a result of the determination is YES (when there is no internal carryover combination), the CPU proceeds to a step S 74 , otherwise (i.e., when there is an internal carryover combination) proceeds to a step S 75 .  
      In the step S 74 , the CPU stores the winning number in the select counter for stop, and then proceeds to a step S 76 . In the step S 75 , the CPU numbers the data of the internal winning combination storing area, stores it in the select counter for stop and then proceeds to a step S 76 . Specifically, when the data of the internal winning combination storing area represents BB1 or BB2, 7, and 8 are stored in the select counter for stop, in the respective cases. In the step S 76 , the CPU determines a stop table, based on the reel stop initialization table, stores it in the RAM  33 , and then proceeds to the step S 9  in  FIG. 23 .  
      In the followings, a bonus end checking process is described with reference to  FIG. 30 .  
      First, the CPU  31  determines whether the flag under RB operation is ON or not (step S 81 ). When a result of the determination is YES, the CPU proceeds to a step S 84 , otherwise proceeds to a step S 82 . In the step S 82 , the CPU determines whether the bonus ending-number counter is 0 or not. When a result of the determination is YES, the CPU proceeds to a step S 83 , otherwise proceeds to the step S 26  in  FIG. 24 . In the step S 83 , the CPU carries out a process on bonus ending, and then proceeds to the step S 26  in  FIG. 24 . Specifically, the CPU clears the flag under RB operation, the bonus ending-number counter and the like.  
      In the step S 84 , the CPU determines whether or not the winning is made. When a result of the determination is YES, the CPU proceeds to a step S 85 , otherwise proceeds to a step S 90 . In the step S 85 , the CPU determines whether or not the bonus ending-number counter is 0. When a result of the determination is YES, the CPU proceeds to a step S 86 , otherwise proceeds to a step S 88 . In the step S 86 , the CPU carries out a process on RB ending, and then proceeds to a step S 87 . Specifically, the CPU clears the flag under RB operation, the possible winning-number, the possible game-number and the like. In the step S 87 , the CPU carries out the process on bonus ending, and then proceeds to the step S 26  in  FIG. 24 .  
      In the step S 88 , the CPU subtracts 1 from the possible winning-number, and then proceeds to a step S 89 . In the step S 89 , the CPU determines whether the possible winning-number is 0 or not. When a result of the determination is YES, the CPU proceeds to a step S 92 , otherwise proceeds to a step S 90 . In the step S 90 , the CPU subtracts 1 from the possible game-number, and then proceeds to a step S 91 . In the step S 91 , the CPU determines whether the possible game-number is 0 or not. When a result of the determination is YES, the CPU proceeds to a step S 92 , otherwise proceeds to the step S 26  in  FIG. 24 . In the step S 92 , the CPU carries out the process on RB ending, and then proceeds to the step S 26  in  FIG. 24 .  
      In the followings, a bonus operation checking process is described with reference to  FIG. 31 .  
      First, the CPU  31  determines whether or not the display combination is Replay (step S 101 ). When a result of the determination is YES, the CPU proceeds to a step S 102 , otherwise proceeds to a step S 103 . In the step S 102 , the CPU copies the insertion number counter to the automatic insertion counter and then proceeds to the step S 27  in  FIG. 24 . Specifically, in the step S 102 , the CPU sets (automatically inserts) the number same as the insertion number inserted to play this game to the automatic insertion counter.  
      In the step S 103 , the CPU determines whether the display combination is BB1 or BB2. When a result of the determination is YES, the CPU proceeds to a step S 104 , otherwise proceeds to the step S 27  in  FIG. 24 . In the step S 104 , the CPU carries out a process on BB operation, based on the table on bonus operation, and then proceeds to a step S 105 . In the process on BB operation, the CPU updates the flag under BB operation to ON, and sets  350  in the bonus ending-number counter. In the step S 105 , the CPU clears the internal carryover combination and then proceeds to the step S 27  in  FIG. 24 .  
      Hereinafter, it is described a control operation of the image control circuit  72   a  with reference to flow charts shown in FIGS.  32  to  34 .  
      In the followings, it is described a RESET-intervention process for gSub with reference to  FIG. 32 .  
      First, the image control MICOM  81  is structured to generate a RESET-intervention and to sequentially carry out a RESET-intervention process for gSub memorized in the program ROM  83 , based on the generated intervention, as the power is inputted and the voltage is applied to the reset terminal.  
      First, the image control MICOM  81  initializes the work RAM  84 , the control RAM  87 , the video RAM  89  and the like (step S 111 ), and then proceeds to a step S 112 . In the step S 112 , the image control MICOM carries out an input supervisory process of supervising whether or not there is an input from the operating unit  17  and the like, and then proceeds to a step S 113 . In the step S 113 , the MICOM carries out a command receiving process which will be described with reference to  FIG. 33 , and then proceeds to a step S 114 . In the step S 114 , the MICOM carries out a command output process for outputting a command to the sound lamp control circuit (mSub) ( 72   b ) and then proceeds to a step S 115 . In the step S 115 , the MICOM carries out an image control process, and then proceeds to the step S 111 .  
      In the followings, it is described a command input process with reference to  FIG. 33 .  
      First, the image control MICOM  81  determines whether or not there is the data in a command buffer, i.e., whether or not a command is received (S 121 ). The command buffer is a memory area for storing the command (for example, start command, etc.) transmitted from the main control circuit  71 . When a result of the determination is YES, the MICOM proceeds to a step S 122 , otherwise proceeds to the step S 114  in  FIG. 32 .  
      In the step S 122 , the MICOM determines whether or not a jump place is OK. Specifically, the MICOM determines whether a process of the jump place corresponding to the received command can be executed or not. When a result of the determination is YES, the MICOM proceeds to a step S 123 . When it is received the data which cannot be processed due to the noise and the like, or when it is determined that the data is the illegal data, viewing from the history of the command previously received, a result of the determination becomes NO, so that the MICOM proceeds to the step S 114  in  FIG. 32 .  
      In the step S 123 , the MICOM sets a return address and then proceeds to a step S 124 . The address set in the step S 123  is an address corresponding to a process of a step S 125  which will be described later. In the step  124 , the MICOM jumps to the determined process. Specifically, the MICOM carries out a process of the jump place corresponding to the leading data of the received command, based on a jump table, and then proceeds to a step S 125 . Specifically, the MICOM carries out a process of the jump place corresponding to the leading data of the received command, based on a jump table (not shown), and then proceeds to a step S 125 . The process of the jump place includes a game start process which will be described with reference to  FIG. 34 . In the step S 125 , the MICOM clears the command buffer and then proceeds to the step S 114  in  FIG. 32 .  
      In the followings, it is described a game start process with reference to  FIG. 34 . The game start process is carried out when the start command is received from the main control circuit  71 .  
      First, the image control MICOM  81  carries out the lottery (determination) of the effect identifier, based on the fight flag, the hero identifier and the effect determining table on game start (see  FIG. 18 ) (step S 131 ), and then proceeds to as step S 132 . In the step S 132 , the MICOM determines whether or not the fight flag is ON. When a result of the determination is YES, the MICOM proceeds to a step S 135  because the fight flag has been already updated to ON, otherwise proceeds to a step S 133 .  
      In the step S 133 , the MICOM determines whether the effect identifier is 1 or 2. When a result of the determination is YES, the MICOM proceeds to a step S 134 , otherwise proceeds to the step S 125  in  FIG. 33 . In the step S 134 , the MICOM updates the fight flag to ON, and then proceeds to a step S 135 . In the step S 135 , the MICOM carries out the lottery (determination) of the effect identifier, based on the gaming state (including the game section), the current effect identifier and the effect determining table ( FIG. 20, 21  and the like), and then proceeds to a step S 136 . In the step S 136 , the MICOM sets the image data, based on the effect identifier and the effect table ( FIGS. 19 and 22 ), and then proceeds to the step S 125 .  
      The invention has been described with reference to the embodiment. However, the invention is not limited thereto.  
      In the embodiment, when BB is determined as an internal winning combination, Replay is also determined without fail. Thereby, it is not displayed the symbol combination corresponding to BB in the unit game in which BB and Replay are determined as an internal winning combination. However, the invention is not limited thereto. For example, it may be structured as follows: when BB is determined as an internal winning combination, a predetermined Small Win is determined without fail and the gaming state is shifted to a Replay time (a game in which it is higher a probability that an internal winning of Replay will be made, as compared to the base section) during the plural games as the corresponding Small Win is made. As a consequence, since it is possible to provide the effect as shown in  FIG. 7  for a longer time period, it is possible to increase the player&#39;s expectations that an internal winning of BB will be made. Accordingly, the interest in the game is increased.  
      In the embodiment, when BB is determined as an internal winning combination, Replay is also determined without fail. However, the invention is not limited thereto. For example, it may be structured as follows: when BB1 is determined as an internal winning combination, Replay is also determined without fail. However, when BB2 is determined as an internal winning combination, Replay is not determined.  
      In the embodiment, when it is used the internal winning combination determining information (internal lottery table for a normal gaming state), the predetermined combination (for example, BB1, BB2, etc.) and the specific combination (for example, Replay) are determined as an internal winning combination by the lottery of one time. However, the invention is not limited thereto. For example, Small Win such as Cherry and Bell and the specific combination (for example, Replay) may be determined as an internal winning combination by the lottery of one time.  
      In the embodiment, the random number range (numerical range) corresponding to the combination consists of the continuous values. However, the invention is not limited thereto. For example, the numerical range may include plural non-continuous values.  
      In addition, the invention can be applied to another gaming machine such as pachinko gaming machine, pachi-slot and the like, in addition to the gaming machine  1  of the above embodiment. In addition, the invention can be applied to a game program which pseudo-executes the operations in the gaming machine  1  described above as a home gaming machine. In this case, a medium for recording the game program may include a CD-ROM, FD (flexible disk) and the other recording media.  
      Hereinafter, it is specifically described an embodiment 2 of the gaming machine according to the invention. In addition, the same structure and operation as the embodiment 1 will be omitted.  
      The gaming machine  1  of the embodiment 2 is different from the embodiment 1 with regard to the normal gaming state. Specifically, the normal gaming state consists of a base section having no internal carryover combination, a replay time section (hereinafter, referred to as “RT section”) in which a probability that an internal winning of Replay will be made is higher than in the base section and a carryover section having an internal carryover combination. In the carryover section, an internal winning of the bonus is not made. In the base and RT sections, an internal winning of the bonus may be made. In the RT section, the probability that an internal winning of Replay will be made is higher than in the base and carryover sections.  
      Accordingly, the base section, the RT section and the carryover section are gaming states different from each other. The internal carryover combination is a combination which permits a corresponding symbol combination to be arranged along the activated line over one or more games (i.e., it is a combination to be permitted depending on the internal winning combination). The internal carryover combination is included in the internal winning combination. A game section of the normal gaming state except the RT section is referred to as “non-RT section.” 
      It is possible to determine whether or not it is under RT section, depending on whether or not a RT game-number counter is 1 or more. When it is determined that “Bell-Replay-Replay” are arranged along the activated line (when it is determined that a result of determination in a step T 122  of  FIG. 39  is YES), 100 is set in the RT game-number counter. The value of the RT game-number counter is subtracted by 1 in one game (see a step T 112  in  FIG. 38 ). In addition, when the process on RB operation is carried out and the flag under BB operation is updated to ON (when it is determined that a result of determination in a step T 114  of  FIG. 38  is YES), the value of the RT game-number counter is updated (cleared) to 0.  
      It is possible to determine whether or not it is under carryover section, depending on whether or not there is the internal carryover combination. In case that there is no internal carryover combination and the value of the RT game-number counter is 0, it is under base section.  
      In addition, the gaming machine  1  of the embodiment 2 is different from the embodiment 1 with regard to the internal lottery table. Specifically, the internal lottery table is provided for each of the gaming states and includes the information about a numerical range expressed by the lowest and upper limits corresponding to a winning number every insertion number.  FIG. 35A  shows an internal lottery table for a normal gaming state.  FIG. 35B  shows an internal lottery table for a RB gaming state.  
      In the determination (lottery) of a winning number based on the internal lottery table, it is determined whether a random number value is within a numerical range expressed by the lowest and upper limits corresponding to the winning number, from the same winning number as the number of lotteries determined every gaming state to the winning number 0, in descending power. When the random number value is within a numerical range expressed by the lowest and upper limits, a corresponding winning number is determined. In addition, the number of cases where it is determined whether the random number value is within a numerical range expressed by the lowest and upper limits corresponding to a winning number is same as the number of lotteries determined in the internal lottery table determining table.  
      In addition, in case that the random number value is never within a numerical range expressed by the lowest and upper limits until the winning number becomes “0,” the winning number becomes 0 (i.e., losing). The losing of the internal winning combination represents that it is not determined a combination matched to a payout to be awarded to the player in the internal lottery. In addition, in one embodiment, the losing is not a combination matched to a game value. Additionally, it may be thought that a symbol combination corresponding to the losing as an internal winning combination is any symbol combination different from the symbol combinations corresponding to the plural combinations preset. However, in one embodiment, it is such structured that a symbol combination corresponding to the losing is not provided.  
      In addition, it is determined whether or not a winning is made, from a winning number, in descending power, until the winning number becomes 0, and it is set that the numerical ranges defined by the lowest and upper limits corresponding to each of the plural combinations are duplicated. Accordingly, plural combinations may be determined as an internal winning combination. An internal winning combination is determined on the basis of the winning number determined, the gaming state, the insertion number and an internal winning combination determining table.  
      For example, in case that the gaming state is the base section of the normal gaming state (the RT game-number is 0), the insertion number is 3 and the random number value sampled from the range of 0˜65535 is 16050, “the random number value (R) (16050)−the lowest limit (L) (16096)” is calculated for the winning number 8 first of all. The calculation result is less than 0. Accordingly, since the random number value is not within the numerical range (L R U) expressed by the lowest and upper limits corresponding to the winning number, when the random number value sampled is 16050, the winning number 8 is not determined.  
      Next, “the random number value (R) (16050)−the lowest limit (L) (16000)” is calculated for the winning number 7. Then, it is calculated the random number value (16050)−the upper limit (U) (16095). The calculation result is 0 or less. Accordingly, since the random number value is within the numerical range (L R U) expressed by the lowest and upper limits corresponding to the winning number, when the random number value sampled is 16050, the winning number 7 is determined. When the winning number 7 is determined, BB1 corresponding to the winning number 7 becomes an internal winning combination, based on an internal winning combination determining table which will be described later.  
      Like this, the calculations of “random number value (R) (16050)−lowest limit (L)” and “random number value (R) (16050)−upper limit (U)” are repeated until the winning number becomes 0 so as to determine whether each of the winning numbers 6˜1 is determined or not. When the gaming state is the base section of the normal gaming state, the insertion number is 3 and the random number value is 16050, the winning numbers 1˜6 are not determined. Accordingly, in this case, the winning number 7 is determined, and BB1 is determined as an internal winning combination, based on an internal winning combination determining table which will be described later.  
      In addition, in case that the gaming state is the RT section of the normal gaming state (the RT game-number counter is 1 or more), the insertion number is 3 and the random number value sampled from the range of 0˜65535 is 16050, the calculations of “random number value (R) (16050)−lowest limit (L)” and “random number value (R) (16050)−upper limit (U)” are repeated until the winning number becomes 0 so as to determine whether each of the winning numbers 8˜1 is determined or not. At this time, the winning number 7 is determined because the lowest limit (L) is 16000 and the upper limit (U) is 16095. In addition, the winning number 6 is also determined because the lowest limit (L) is 6049 and the upper limit (U) is 65535 (rather than 15028). However, the winning numbers 1˜5 and 8 are not determined. Accordingly, when the gaming state is the RT section of the normal gaming state, the insertion number is 3 and the random number value is 16050, both Replay and BB1 are determined as an internal winning combination, based on an internal winning combination determining table which will be described later.  
      Like this, the internal lottery table for a normal gaming state of when the RT game-number counter is 0 is a separate table from the internal lottery table for a normal gaming state of when the RT game-number counter is 1 or more. Specifically, when it is used the internal lottery table for a normal gaming state of when the RT game-number counter is 0, in case that Replay is the internal winning combination, BB is not determined as an internal winning combination. To the contrary, when it is used the internal lottery table for a normal gaming state of when the RT game-number counter is 1 or more, in case that Replay is the internal winning combination, BB may be determined as an internal winning combination. Thereby, since it is possible to make a difference between the player&#39;s expectations that BB will be an internal winning combination when the symbol combination corresponding to Replay is displayed, depending on the types of the internal lottery table for a normal gaming state (i.e., depending on whether or not it is the RT section), it is possible to increase the interest in the game.  
      In addition, when it is used the internal lottery table for a normal gaming state of when the RT game-number counter is 1 or more, the numerical range corresponding to the winning number 6 is wider (i.e., the probability that Replay will be determined as an internal winning combination is higher), as compared to the case where it is used the internal lottery table for a normal gaming state of when the RT game-number counter is 0. Accordingly, when the symbol combination corresponding to “Replay-Replay-Replay” is displayed in the RT section, it is possible to increase the player&#39;s expectations that BB will be an internal winning combination as well as to acquire the payout such as automatic insertion of a medal. Therefore, it is possible to increase an attractiveness of a game in the RT section, thereby increasing the interest in the game.  
      In addition, the internal lottery table for a normal gaming state of when the RT game-number counter is 0 is same as the internal lottery table for a normal gaming state of when the RT game-number counter is 1 or more, except the numerical range corresponding to the winning number 6. In addition, the same effects as described above can be obtained. Accordingly, as compared to the case where the numerical ranges corresponding to the plural winning numbers are structured to be different from each other, it is possible to reduce the load relating to the ROM  32 , the RAM  33 , the main control circuit  71  and the like, thereby improving an efficiency of the gaming machine.  
      In addition, in the carryover section, since the number of lotteries is updated to 6, there is no case where the winning numbers 7 and 8 are determined. Accordingly, in the carryover section, there is no case where the bonus is determined as an internal winning combination, based on the internal winning combination determining table. In addition, the internal lottery table for a normal gaming state includes the different information in case that the RT game-number counter is 0 and in case that the RT game-number counter is 1 or more. Specifically, it is different the information of the upper limits corresponding to a case where the insertion number is 3 and the winning number is 6.  
      In the above structure, it is described a control operation of the main control circuit  71  with reference to main flow charts shown in  FIGS. 36 and 37 .  
      Similarly to the embodiment 1, the CPU carries out steps S 1 ˜S 26 , a RT ending process which will be described with reference to  FIG. 38  in a step S 27  and then proceeds to a step S 28 . In the step S 28 , the CPU carries out a RT operation process which will be described with reference to  FIG. 39 , and then proceeds to the step S 2  in  FIG. 36 .  
      In the followings, it is described a RT ending process with reference to  FIG. 38 .  
      First, the CPU  31  determines whether or not the flag under RT operation is ON (T 111 ). When a result of the determination is YES, the CPU proceeds to a step T 112 , otherwise proceeds to the step S 28  in  FIG. 37 . In the step T 112 , the CPU subtracts “1” from the RT game-number counter, and then proceeds to a step T 113 . The RT game-number counter is means for counting the number of cases where the RT section can be continued.  
      In the step T 113 , the CPU determines whether or not the flag under BB operation is ON. When a result of the determination is YES, the CPU proceeds to a step T 115 , otherwise proceeds to the step T 114 . In the step T 114 , the CPU determines whether or not the value of the RT game-number counter is “0.” When a result of the determination is YES, the CPU proceeds to a step T 115 , otherwise proceeds to the step S 28  in  FIG. 37 . In the step T 115 , the CPU updates the flag under RT operation to OFF, and then proceeds to the step S 28  in  FIG. 37 .  
      In the followings, it is described a RT operation process with reference to  FIG. 39 .  
      First, the CPU  31  determines whether or not an identifier of the normal gaming state is stored (T 121 ). When a result of the determination is YES, the CPU proceeds to a step T 122 , otherwise proceeds to the step S 2  in  FIG. 36 . In the step T 122 , the CPU determines whether or not “Bell-Replay-Replay” are arranged along the activated line. When a result of the determination is YES, the CPU proceeds to a step T 123 , otherwise proceeds to the step S 2  in  FIG. 36 .  
      In the step T 123 , the CPU stores  100  in the RT game-number counter, and then proceeds to a step T 124 . By doing so, it is possible to shift the gaming state to the RT section when a predetermined symbol combination is arranged in the normal gaming state (when “Bell-Replay-Replay” are arranged along the activated line).  
      In the step T 124 , the CPU determines whether or not the flag under RT operation is ON. When a result of the determination is YES, the CPU proceeds to the step S 2  in  FIG. 36 , otherwise proceeds to a step T 125 . In the step T 125 , the CPU updates the flag under RT operation to ON, and then proceeds to the step S 2  in  FIG. 36 . This process of the step T 125  is carried out when a result of the determination in the step T 124  is NO, i.e., so as to shift the gaming state to the RT section from a section different from the RT section.  
      The invention has been described with reference to the embodiment 2. However, the invention is not limited thereto.  
      In the embodiment 2, the gaming state is shifted to the RT section when “Bell-Replay-Replay” are arranged along the activated line. However, the invention is not limited thereto. For example, it may be structured such that the gaming state is shifted to the RT section when the process on bonus ending is carried out. As a result, when “Replay-Replay-Replay” are arranged along the activated line even just after the bonus is ended, it is possible to increase the expectations that BB will be an internal winning combination, thereby increasing the interest in the game. In addition, it may be structured such that the gaming state is shifted to the RT section both when “Bell-Replay-Replay” are arranged in a line and when the process on bonus ending is carried out. As a result, since it is increased the opportunity that the gaming state is shifted to the RT section, it is possible to increase the interest in the game.  
      In addition, in the embodiment 2, in the second internal winning combination determining information (in the internal lottery table for a normal gaming state at the time when the RT game-number counter is 1 or more), the numerical range (for example, the numerical range expressed by the lowest limit “6049” and the upper limit “15028” corresponding to the winning number “6”) constituting the fourth numerical range corresponding to the specific combination (for example, Replay) includes all the third numerical range (for example, the numerical range expressed by the lowest limit “16000” and the upper limit “16095” corresponding to the winning number “7”, the numerical range expressed by the lowest limit “16096” and the upper limit “16191” corresponding to the winning number “8”) corresponding to the predetermined combination (for example, BB1, BB2). However, the invention is not limited thereto. For example, in the second internal winning combination determining information (in the internal lottery table for a normal gaming state at the time when the RT game-number counter is 1 or more), it may be structured such that the numerical range (for example, the numerical range expressed by the lowest limit “6049” and the upper limit “15028” corresponding to the winning number “6”) constituting the fourth numerical range corresponding to the specific combination (for example, Replay) includes a part (for example, a numerical range expressed by the lowest limit “16000” and the upper limit “16080” in the numerical range expressed by the lowest limit “16000” and the upper limit “16095” corresponding to the winning number “7” and the numerical range expressed by the lowest limit “16096” and the upper limit “16191” corresponding to the winning number “8”) of the third numerical range (for example, the numerical range expressed by the lowest limit “16000” and the upper limit “16095” corresponding to the winning number “7”, the numerical range expressed by the lowest limit “16096” and the upper limit “16191” corresponding to the winning number “8”) corresponding to the predetermined combination (for example, BB1, BB2). By doing so, since it is possible to make a difference between the player&#39;s expectations that the predetermined combination will be an internal winning combination, it is possible to increase the interest in the game.  
      While this invention has been described in conjunction with the specific embodiments outlined above, it is evident that many alternatives, modifications and variations will be apparent to those skilled in the art. Accordingly, the preferred embodiments of the invention as set forth above are intended to be illustrative, not limiting. Various changes may be made without departing from the spirit and scope of the invention as defined in the following claims.