Patent Publication Number: US-8123611-B2

Title: Gaming machine determining payout symbol in second game

Description:
CROSS REFERENCE TO RELATED APPLICATIONS 
     This application claims benefit of U.S. Provisional Application No. 61/035,143, filed Mar. 10, 2008, 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; more specifically, to a gaming machine determining a payout symbol in a second game. 
     2. Related Art 
     Conventionally, slot machines that provide a gaming medium in accordance with a combination of symbols displayed generally have straight winning lines (active pay lines) for paying out the gaming medium. However, slot machines having various winning lines (active pay lines) and slot machines having no winning lines (active pay lines) have also been introduced. As an example, U.S. Pat. No. 6,093,102 and U.S. Pat. No. 6,960,133 disclose slot machines having winning lines (active pay lines) that are not straight. In such slot machines providing a payout using various winning lines (active pay lines) and slot machines providing a payout in a case where a predetermined number of symbols are displayed on a matrix display region, display contents may be complicated and difficult to be visually recognized by players. In addition, such slot machines may provide display contents similar to that of a conventional slot machine having straight winning lines (active pay lines), while providing a wide variety of games. 
     In addition, slot machines executing a second game in response to a predetermined condition being met in a basic game to attract the interest of a player are known, where the second game is different from a routine unit game in which symbols are rearranged after making a bet and operating a spin button. The second game is executed in a case where a predetermined symbol is displayed in the basic game, and generally provides a greater amount of payout than that of the basic game. In addition, the second game generally does not consider the course of the basic game, and determines, independently from the basic game, whether a payout is provided or not. For example, U.S. Pat. No. 6,168,523 discloses that a bonus feature game is executed in a case where predetermined bonus symbols have been displayed in a normal mode. Since a rate of the cash and medals paid for an award can be varied by providing such a bonus game in addition to a basic game, the effects of the increased attractiveness is expected to be provided compared to a slot machine that only performs a basic game. 
     The present invention has been made in view of the abovementioned problems, and an objective thereof is to provide a gaming machine providing symbols to be displayed with a variety of effects, to differentiate from other models and to make the game more unpredictable and exciting, and improving the visibility of the symbols and making the player&#39;s intention to be reflected on the symbols used in the game, thereby motivating the player. 
     Another objective of the present invention is to provide a gaming machine with improved entertainment properties by providing attractive effects in a second game with a higher payout rate than that of a so-called basic game. 
     SUMMARY OF THE INVENTION 
     In a first aspect of the present invention, a gaming machine includes: a first display and a rectangular second display for displaying images; an input device for accepting an input from a player; and a controller for executing processing of: (a) determining whether a plurality of specific symbols are displayed on the first display in a specific pattern in a basic game; (b) starting execution of a second game in a case where the plurality of specific symbols are determined to be displayed in the specific pattern; (c) in the second game, displaying a moving symbol on the first display; (d) displaying a plurality of score symbols moving from a first side edge to a second side edge of the second display, where the score symbols are associated with obtained scores and the first and second side edges are facing each other; (e) upon accepting an input from the input device, displaying the moving symbol moving in a direction intersectional to a moving direction of the score symbols displayed on the second display; (f) determining whether the moving symbol superimposes any one of the plurality of score symbols; and (g) in a case where the moving symbol is determined to superimpose any one of the plurality of score symbols, providing an award corresponding to a score of the score symbol being superimposed. 
     The gaming machine of the first aspect executes processing of: (a) determining whether a plurality of specific symbols are displayed on the first display in a specific pattern in a basic game; (b) starting execution of a second game in a case where the plurality of specific symbols are determined to be displayed in the specific pattern; (c) in the second game, displaying a moving symbol on the first display; (d) displaying a plurality of score symbols moving from a first edge to a second edge of the second display, where the score symbols are associated with obtained scores and the two side edges are facing each other; (e) upon accepting an input from the input device, displaying the moving symbol moving in a direction intersectional to the moving direction of the score symbols displayed on the second display; (f) determining whether the moving symbol superimposes any one of the plurality of score symbols; and (g) in a case where the moving symbol is determined to superimpose any one of the plurality of score symbols, providing an award corresponding to a score of the score symbol being superimposed, thereby providing a gaming machine with improved entertainment properties by providing attractive effects in a second game with a higher payout rate than that of a so-called basic game. 
     According to a second aspect of the present invention, in the gaming machine according to the first aspect, in the second game, the controller displays the moving symbol upon accepting an input from the input device, the moving symbol running through the first display and moving over to the second display in a direction intersectional to the moving direction of the score symbols displayed on the second display. 
     According to the second aspect of the present invention, the gaming machine as described in the first aspect is provided, in which, in the second game, the controller displays the moving symbol upon accepting an input from the input device, the moving symbol running through the first display and moving over to the second display in the direction intersectional to the moving direction of the score symbols displayed on the second display. 
     According to a third aspect of the present invention, in the gaming machine according to the first aspect is provided, in the processing (b), the controller starts executing the second game in a case in which at least a predetermined number of the specific symbols are displayed on the first display. In a fourth aspect of the present invention, a gaming machine is provided in which a second display is disposed above the first display. 
     In a fifth aspect of the present invention, a gaming machine includes: a first display and a rectangular second display for displaying images; an input device for accepting an input from a player; and a controller for executing processing of: (a) determining whether a plurality of specific symbols are displayed on the first display in a specific pattern in a basic game; (b) starting execution of a second game in a case where at least a predetermined number of the specific symbols are determined to be displayed on the first display; (c) in the second game, displaying a moving symbol on the first display; (d) displaying a plurality of score symbols moving from a first side edge to a second side edge of the second display, where the score symbols are associated with obtained scores and the side edges are facing each other; (e) upon accepting an input from the input device, displaying the moving symbol moving in a direction intersectional to a moving direction of the score symbols displayed on the second display; (f) determining whether the moving symbol superimpose any one of the plurality of score symbols; and (g) in a case where the moving symbol is determined to superimpose any one of the plurality of score symbols, providing an award corresponding to a score of the score symbol being superimposed. 
     The gaming machine of the fifth aspect executes processing of: (a) determining whether a plurality of specific symbols are displayed on the first display in a specific pattern in a basic game; (b) starting execution of a second game in a case where at least a predetermined number of the specific symbols are determined to be displayed on the first display; (c) in the second game, displaying a moving symbol on the first display; (d) displaying a plurality of score symbols moving from one side edge to another side edge of the second display, where the score symbols are associated with obtained scores and the two side edges are facing each other; (e) upon accepting an input from the input device, displaying the moving symbol moving in a direction intersectional to the moving direction of the score symbols displayed on the second display; (f) determining whether the moving symbol superimposes any one of the plurality of score symbols; and (g) in a case where the moving symbol is determined to superimpose any one of the plurality of score symbols, providing an award corresponding to a score of the score symbol being superimposed, thus providing a gaming machine with improved entertainment properties by providing attractive effects in a second game with a higher payout rate than that of a so-called basic game. 
     In a sixth aspect of the present invention, a gaming machine is provided including: a first display for displaying images; a rectangular second display; an input device for accepting an input from a player; and a controller for executing processing of: (a) determining whether a plurality of specific symbols are displayed on the first display in a specific pattern in a basic game; (b) starting execution of a second game in a case where at least a predetermined number of the specific symbols are determined to be displayed on the first display; (c) in the second game, displaying a moving symbol on the first display; (d) displaying a plurality of score symbols moving from a first side edge to a second side edge of the second display, where the score symbols are associated with obtained scores and the side edges are facing each other; (e) displaying the moving symbol upon accepting an input from the input device, the moving symbol running through the first display and moving over the second display in a direction intersectional to the moving direction of the score symbols displayed on the second display; (f) determining whether the moving symbol superimposes any one of the plurality of score symbols; and (g) in a case where the moving symbol is determined to superimpose any one of the plurality of score symbols, providing an award corresponding to a score of the score symbol being superimposed. 
     The gaming machine of the sixth aspect executes processing of: (a) determining whether a plurality of specific symbols are displayed on the first display in a specific pattern in a basic game; (b) starting execution of a second game in a case where at least a predetermined number of the specific symbols are determined to be displayed on the first display; (c) in the second game, displaying a moving symbol on the first display; (d) displaying a plurality of score symbols moving from a first side edge to a second side edge of the second display, where the score symbols are associated with obtained scores and the side edges are facing each other; (e) displaying the moving symbol upon accepting an input from the input device, the moving symbol running through the first display and moving over the second display in a direction intersectional to the moving direction of the score symbols displayed on the second display; (f) determining whether the moving symbol superimposes any one of the plurality of score symbols; and (g) in a case where the moving symbol is determined to superimpose any one of the plurality of score symbols, providing an award corresponding to a score of the score symbol being superimposed, thus providing a gaming machine with improved entertainment properties by providing attractive effects in a second game with a higher payout rate than that of a so-called basic game. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a flow chart showing the flow of processing executed in a gaming machine according to an embodiment of the present invention; 
         FIG. 2  is a perspective view showing the appearance of the gaming machine according to the first embodiment of the present invention; 
         FIG. 3  is a block diagram of a controller of the gaming machine shown in  FIG. 2 ; 
         FIG. 4  is a block diagram of a display/input controller of the gaming machine shown in  FIG. 2 ; 
         FIG. 5  is a diagram showing a format of a symbol data table; 
         FIG. 6  is a diagram showing an example of symbols displayed on the main display; 
         FIG. 7  is a flow chart showing the flow of processing executed by a controller of the gaming machine shown in  FIG. 2 ; 
         FIG. 8  is a diagram showing an example of a symbol pattern qualified for making a transition to a second game; 
         FIG. 9  is a flow chart showing the flow of a second game processing executed by the controller of the gaming machine shown in  FIG. 2 ; 
         FIG. 10A  is a diagram showing a JACKPOT symbol shown on the main display; 
         FIG. 10B  is a diagram showing a moving symbol shown on the main display; 
         FIG. 10C  is a diagram showing score symbols shown on the second display; 
         FIG. 10D  is a diagram showing an example of the moving symbol superimposing one of the score symbols on the second display; 
         FIG. 11  is a block diagram of a controller of a gaming machine according to a second embodiment; 
         FIG. 12  is a partial exploded view showing the composition of a part of the main display shown in  FIG. 11 ; 
         FIG. 13  is a partial exploded view showing the composition of a part of the second display shown in  FIG. 11 ; 
         FIG. 14  is a flow chart showing the flow of second game processing executed by the controller of the gaming machine shown in  FIG. 11 ; 
         FIG. 15  is a diagram showing an example of a migration path of the moving symbol displayed on the main display; and 
         FIG. 16  is a diagram showing an example of a migration path of the moving symbol displayed on the second display. 
     
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
     The main part of the present invention is first described hereinafter. A gaming machine  15  of the present invention includes a main display  30  for displaying images, a rectangular second display  40 , an input device  25  for accepting a player&#39;s input, and a controller  100  (see  FIGS. 2 and 3 ). 
     As shown in  FIG. 1 , the controller  100  executes basic processing (Step S 100 ), determines whether a plurality of specific symbols are displayed on the main display  30  in a specific pattern (Step S 200 ), starts a second game in a case where the plurality of specific symbols are determined to be displayed in the specific pattern (Step S 300 ), in the second game, displays a moving symbol on the main display  30 , displays a plurality of score symbols moving from a first side edge to a second side edge of the second display  40 , where the score symbols are associated with obtained scores and the two side edges are facing each other (Step S 400 ), upon accepting an input from the input device  25 , displays the moving symbol moving in a direction intersectional to the moving direction of the score symbols displayed on the second display  40  (Step S 500 ), determines whether the moving symbol superimposes any one of the plurality of score symbols (Step S 600 ), and in a case where the moving symbol is determined to superimpose any one of the plurality of score symbols, provides an award corresponding to a score of the score symbol being superimposed (Step S 700 ). Details are described later. 
     By executing the abovementioned processing, the present invention can provide a gaming machine providing symbols to be displayed with a variety of effects, to make the game more unpredictable and exciting, and improving the visibility of the symbols and making the player&#39;s intention to be reflected on the symbols used in the game, thereby motivating the player. Moreover, the present invention can provide improved entertainment properties by providing attractive effects in a second game with a higher payout rate than that of a so-called basic game. 
     A preferred embodiment of the present invention is hereinafter described in detail with reference to the accompanying drawings. 
     First Embodiment 
     The gaming machine  15  of a first embodiment of the present invention is described hereinafter with reference to  FIGS. 2 to 10D .  FIG. 2  is a block diagram showing the appearance of the gaming machine  15 . As shown in  FIG. 2 , the gaming machine  15  includes a cabinet  20 . The cabinet  20  has a surface opening towards a player. The cabinet  20  contains various components including a game controller  100  (refer to  FIG. 3 ) for electrically controlling the gaming machine  15 , and a hopper  44  (refer to  FIG. 3 ) for controlling the insertion, storage, and payout of coins (game medium), and the like. The game medium is not limited to coins, and it can be, for example, medals, tokens, electronic money, or electronic valuable information (credits) equivalent thereto. 
     A main display  30  is disposed at substantially the center of the front face of the cabinet  20 , and a second display  40  is disposed above the display  30 . The main display  30  and the second display  40  are configured to be liquid crystal panels in the present embodiment. 
     The main display  30  rearranges the symbol data. A predetermined amount of payout is provided in a case where consecutive symbols are present in a valid region  302 . The symbol data is data representing a symbol such as a star in a symbol data table (see  FIG. 5 ). The second display  40  disposed above the main display  30  is a sub display for displaying the rules of the game, demonstration movies, and the like. In addition, the second display  40  displays rendered images in a second game (described later). 
     Sound transmission openings  29   a  and  29   b  are provided on both the left and right sides above the liquid crystal display  40 , which allow the sound effects generated by a speaker  41  (see  FIG. 3 ) stored within the cabinet  20  to propagate outside the cabinet  20 . The sound effects are generated from the sound transmission openings  29   a  and  29   b  according to the advancement of the game. In addition, decorative lamps  42   a  and  42   b  are provided on both the left and right sides, substantially in the middle of the gaming machine  13 . The decorative lamps  42   a  and  42   b  emit light in accordance with the progress of the game. 
     A substantially horizontal operation unit  21  is disposed below the liquid crystal display  30 . Furthermore, a coin slot  22 , which allows the player to insert coins into the slot machine  10 , is provided on the right side of the operation unit  21 . On the other hand, the components provided to the left side of the operation unit  21  include: a bet switch  23  allowing the player to select the number of coins as a gaming medium to be bet on the symbol data (described later); and a spin repeat bet switch  24  allowing the player to play the game again without changing the number of coins bet on the symbol data in the previous game. Such an arrangement allows the player to set the number of coins bet on the aforementioned symbol data by pushing either the bet switch  23  or the spin repeat bet switch  24 . 
     In the operation unit  21 , a start switch  25 , a game starting means for accepting for each game the player&#39;s operation of starting a game, is disposed on the left side of the bet switch  23 . A pushing operation on either the start switch  25  or the spin repeat bet switch  24  triggers the start of the game, and then the game is started in a predetermined way. 
     On the other hand, a cash out switch  26  is provided near the coin slot  22  on the aforementioned operation unit  21 . When the player presses the cash out switch  26 , the inserted coins are discharged from a coin discharge slot  27  opening into a lower portion of the front face of the main door  42 . The discharged coins can be gathered on a coin tray  28 . The sound transmission openings  29  are provided above the coin tray  28 , on both the left and right sides of the coin discharge slot  27 , which allow the sound effects generated by a speaker  41  (see  FIG. 3 ) stored within the cabinet  12  to propagate outside the cabinet  12 . 
       FIG. 3  is a block diagram showing the electrical configuration of the game controller  100  of the gaming machine  15 . As shown in  FIG. 3 , the game controller  100  of the gaming machine  15  is a micro computer, and includes an interface circuit group  102 , an input/output bus  104 , a CPU  106 , ROM  108 , RAM  110 , a communication interface circuit  111 , a random number generator  112 , a speaker driving circuit  122 , a hopper driving circuit  124 , a lamp driving circuit  126 , and a display/input controller  140 . 
     The interface circuit group  102  is connected to the input/output bus  104 . The input/output bus  104  performs input/output of data signals or address signals to and from the CPU  106 . 
     The start switch  25  is connected to the interface circuit group  102 . A start signal output from the start switch  25  is converted to a predetermined signal by the interface circuit group  102  and then supplied to the input-output bus  104 . 
     The bet switch  23 , the spin repeat bet switch  24 , and the cash out switch  26  are also connected to the interface circuit group  102 . Each of the switching signals output from these switches  23 ,  24 , and  26  is also supplied to the interface circuit group  102 , and is converted into a predetermined form of signal by the interface circuit group  102 , then supplied to the input/output bus  104 . 
     A coin sensor  43  is also connected to the interface circuit group  102 . The coin sensor  43  is a sensor for detecting the coins inserted into the coin slot  22 . The coin sensor  43  is provided in combination with the coin slot  22 . A sensing signal outputted from the coin sensor  43  is also supplied to the interface circuit group  102  and converted into a predetermined signal by the interface circuit group  102 , and then supplied to the input/output bus  104 . 
     The ROM  108  and the RAM  110  are connected to the input/output bus  104 . 
     Upon acceptance of the start operation of a game from the start switch  25 , the CPU  106  reads and executes a game program. The game program starts displaying the scrolling of the symbols on the five video reels on the main display  30  via the display/input controller  140  and then statically displays the five video reels, to rearrange the symbols on the five video reels. In a case where a combination of the stationary symbols is displayed along the active pay lines and the combination corresponds to a specific combination for providing an award, the game program pays out an amount of coins corresponding to the specific combination. 
     The ROM  108  stores a control program for governing and controlling the gaming machine  13 , a program for executing routines as shown in  FIGS. 7 and 9  (hereinafter referred to as a “routine execution program”), and initial data for executing the control program, various thresholds including a threshold for determining the number of scatters, which is a condition for making a transition to the second game, and various data tables used in determination processing including a payout table. The routine execution program includes the abovementioned game program. Examples of the data tables include the symbol data table shown in  FIG. 5 . The RAM  110  temporarily stores the values of flags and variables and the like used in the control program. 
     A communication interface circuit  111  is also connected to the input/output bus  104 . The communication interface circuit  111  is a circuit for communication with a controller in an external administration unit (not shown) and the like over a network including a variety of networks. 
     A random number generator  112  for generating random numbers is also connected to the input-output bus  104 . The random number generator  112  generates random numbers included in a certain range of numerical values, for example, 0 to 65535 (2 16 −1). Alternatively, the random numbers may be generated by the arithmetic processing of the CPU  106 . 
     A speaker driving circuit  122  for driving the speaker  41  is also connected to the input/output bus  104 . The CPU  106  reads sound data stored in the ROM  108 , and transmits the sound data to the speaker driving circuit  122  via the input/output bus  104 . Thus, predetermined sound effects are output from the speaker  41 . 
     A hopper driving circuit  124  for driving the hopper  44  is also connected to the input/output bus  104 . Upon receipt of a cash out signal input from the cash out switch  26 , the CPU  106  transmits a driving signal to the hopper driving circuit  124  via the input/output bus  104 . This enables the hopper  44  to pay out a number of coins corresponding to the credit remaining at that point, which is stored in a predetermined memory area in the RAM  110 . 
     Alternatively, the payout of the coins may be performed in a mode of storing credit data in a data card or the like, instead of using physical coins. That is to say, with such an arrangement, the player may have his/her own card, which serves as a storage medium. Upon the player inserting this card into the gaming machine  15 , the data relating to the credit is stored in the card. 
     A lamp driving circuit  126  is also connected to the input/output bus  104  for driving the decorative lamps  42   a  and  42   b . The CPU  106  sends signals for driving the lamps under a predetermined condition based on the program stored in the ROM  108 , to the lamp driving circuit  126 . This makes the decorative lamps  42   a  and  42   b  blink and the like. 
     The display/input controller  140  is also connected to the input/output bus  104 . The CPU  106  generates an image display instruction according to the state of the game and the result of the game, and outputs the generated image display instruction to the display/input controller  140  via the input/output bus  104 . Upon reception of the image display instruction input from the CPU  106 , the display/input controller  140  generates a driving signal for driving the main display  30  according to the image display instruction, and outputs the driving signal thus generated to the main display  30 . As a result, a predetermined image is displayed on the main display  30 . The display/input controller  140  also includes a touch panel  412  on the surface of the liquid crystal display  30 . The display/input controller  140  transmits the signal input through the touch panel  412  to the CPU  106  via the input/output bus  104 , in the form of an input signal. It should be noted that the image display instructions include instructions relating to the payout amount display unit  48 , the credit amount display unit  49 , and the bet amount display unit  50 . 
       FIG. 4  is a block diagram showing the electrical configuration of the display/input controller  140  of the gaming machine  15 . The display/input controller  140  of the gaming machine  15  is a sub-microcomputer for performing image display processing and input control for the touch panel  412 . The display/input controller  140  includes an interface circuit  142 , an input/output bus  144 , a CPU  146 , ROM  148 , RAM  150 , a VDP  152 , video RAM  154 , image data ROM  156 , a driving circuit  158 , and a touch panel control circuit  160 . 
     The interface circuit  142  is connected to the input/output bus  144 . An image display command output from the CPU  106  of the game controller  100  is supplied to the input/output bus  144  via the interface circuit  142 . The input/output bus  144  performs input/output of data signals or address signals to and from the CPU  146 . 
     The ROM  148  and RAM  150  are connected to the input/output bus  144 . The ROM  148  stores a display control program for generating a driving signal, which is to be supplied to the main display  30 , according to an image display command received from the CPU  106  of the aforementioned game controller  100 . On the other hand, the RAM  150  stores flags and values of variables used in the display control program. 
     The VDP  152  is also connected to the input/output bus  144 . The VDP  152  is a processing device including a so-called sprite circuit, a screen circuit, a palette circuit and the like, and is capable of performing a variety of processing for displaying an image on the main display  30 . The video RAM  154  and the image data ROM  156  are connected to the VDP  152 . The video RAM  154  stores image data based on the image display instructions from the CPU  106  on the game controller  100 . The image data ROM  156  stores various kinds of image data containing the abovementioned effect image data, various symbols and the like. Furthermore, the driving circuit  158  for outputting a driving signal for driving the main display  30  and the second display  40  is connected to the VDP  152 . 
     By reading and executing the display control program stored in the ROM  148 , the CPU  146  instructs the video RAM  154  to store image data to be displayed on the main display  30  and the second display  40  in response to the image display instructions from the CPU  106  on the game controller  100 . The image display instruction includes various types of image display instructions, such as the abovementioned display instruction of rendered images. 
     The image data ROM  156  stores various kinds of image data including rendered image data. 
     The touch panel control circuit  160  transmits to the CPU  106  the signals input via the touch panel  412 , provided on the second display  40 , via the input/output bus  144 , in the form of an input signal. 
       FIG. 5  shows a table defining relationship between symbol data, payout amount, and attributes. 
     The column “symbol data” shows symbol data to be rearranged in cells on the display. The column “standard payout amount” shows the payout amounts to be provided for consecutive symbols. For example, three consecutive symbols provide an amount three times greater than the standard payout amount. The column “full consecutive symbols payout amount” shows payout amounts further provided in a case where the valid region is filled with consecutive symbols of the same kind, i.e. with symbol data having the same attributes. For example, in a case where the valid region of 15 (3×5) cells is filled only with star symbols, 2500 (100×15+1000) credits are paid out. The column “probability of appearance” shows probability of each symbol data to be rearranged in cells. The column “attribute value” shows a concrete value of an attribute for each symbol data. 
       FIG. 6  is a display example of a case where the symbol data, a star, is rearranged in all the cells in the valid region  302  and the valid region is filled with a group of consecutive symbols. 
     The window  301  on the display  30  consists of cells  303  arranged in a matrix. In the present embodiment, the window  301  is of cells  303  arranged in a matrix of 5 rows by 5 columns. The controller arranges and displays symbol data  304  in each cell  303 . The cells  303  are numbered hereinafter for explanation. A cell can consist of a virtual reel with symbol data arranged on the outer periphery thereof. In this case, a stop position of the reel is randomly selected and the symbol data arranged in the position is displayed. A cell at row 1, column 1 displaying a star symbol is hereinafter referred to as a cell  11  and a cell at row 1, column 5 displaying a face symbol is hereinafter referred to as cell  15 . Similarly, a cell at row 5, column 1 displaying a heart symbol is hereinafter referred to as cell  51  and a cell at row 5, column 5 displaying a star symbol is hereinafter referred to as cell  55 . In the present embodiment, the valid region  302  is a region enclosed by a bold line, in other words, the cells  21  to  45  (the cells are hereinafter referred to with the numbers). 
     In this case, a payout amount is calculated on the basis of the 15 consecutive symbols (star) and the valid region filled with symbol data of the same attribute. According to the symbol data table of the present embodiment, the payout amount is 100×15+1000=2500 credits. 
     In the present embodiment, the face symbol is a scatter symbol. As shown in  FIG. 8 , in a case where the scatter symbol is arranged in at least 3 cells, a second game can be executed up to 5 times. 
       FIGS. 7 and 9  show routines for controlling the gaming machine  15 , executed by the controller  100 . The series of routines shown in  FIG. 7  is called and executed at a predetermined timing by a main program of the gaming machine  15  that is executed in advance. 
     It is supposed that the gaming machine  15  is activated in advance and the variables used in the CPU  106  on the controller  100  are initialized to predetermined values, respectively, thereby providing a stationary action of the gaming machine  15 . 
     Examples of the variables include a rearranged state table storing symbol data arranged on each cell, a consecutive symbol state list representing the state of consecutive symbols, a payout amount variable accumulatively storing a calculated payout amount, and the like. 
     Flow of the processing operation in the game is described with reference to  FIG. 7 . 
     First, the CPU  106  on the controller  100  determines whether certain credits as the number of remaining coins inserted by the player remain (Step S 1 ). More specifically, the CPU  106  reads the credit amount C stored in the RAM  110 , and performs the processing based upon the credit amount C thus read. In a case that the credit amount C is “0” (in the case of a NO determination in Step S 1 ), the CPU  106  is not permitted to start the game. Accordingly, in this case, the CPU  106  ends this routine without performing any processing. On the other hand, in a case where the credit amount C is at least 1 (in the case of a YES determination in Step S 1 ), the CPU  106  determines that there is credit remaining, and accordingly, advances to Step S 2 . 
     In Step S 2 , the CPU  106  determines whether a pushing operation has been performed, on the spin repeat bet switch  24 . In a case where the spin repeat bet switch  24  has been pushed, and accordingly, in a case of reception of an operation signal via the spin repeat switch  24  (in the case of a YES determination in Step S 2 ), the CPU  106  advances to Step S 13 . On the other hand, in a case of no reception of an operation signal via the spin repeat switch  24  during a predetermined period of time (in the case of a NO determination in Step S 2 ), the CPU  106  determines that the spin repeat bet switch  24  has not been pushed, and accordingly, advances to Step S 3 . 
     In Step S 3 , a game condition is set. More specifically, the CPU  106  determines the number of coins to be bet on the symbol data in the current game according to the user&#39;s operation via the bet switch  23 . In this step, the CPU  106  receives an operation signal generated by the user&#39;s operation performed via the bet switch  23 . The CPU  106  determines the bet amount for the activated symbol data based upon the number of instances of reception of the bet switch operation signal, and stores the bet amount thus determined in a predetermined memory region in the RAM  110 . The CPU  106  reads out the credit amount C written in a predetermined memory region in the RAM  110 . Then, the CPU  106  subtracts the total bet amount, which is the sum total of the bet amounts, from the credit amount C thus read out, and stores the value thus subtracted in a predetermined memory region in the RAM  110 . The CPU  106  then advances to Step S 4 . 
     In Step S 4 , the CPU  106  waits for the operation of the start switch  25  by determining whether the start switch is ON or not. In a case where the start switch  25  is operated and an operation signal is received via the start switch  25  (in the case of a YES determination in Step S 4 ), the CPU  106  determines that the start switch  25  has been operated, and advances to Step S 5 . 
     On the other hand, in Step S 13 , the CPU  106  determines whether or not the credit amount C is at least the total bet amount in the previous game. In other words, the CPU  106  determines whether or not the player can start the game by pushing the spin repeat bet switch  24 . More specifically, in a case where the spin repeat bet switch  24  has been pushed, and accordingly, in a case that the operation signal has been input from the aforementioned switch  24 , the CPU  106  reads out the credit amount C and the bet amount bet on the symbol data in the previous game stored in the predetermined memory areas of the aforementioned RAM  110 . Then, the CPU  106  determines whether or not the aforementioned credit amount C is at least the total bet amount bet in the previous game based upon the relation between the credit amount C and the bet amounts thus read out. The CPU  106  performs processing based upon the determination results. In a case that the aforementioned credit amount C is determined to be less than the total bet amount bet on the previous game (in a case of a NO determination in Step S 13 ), the CPU  106  cannot start the game, and accordingly, terminates this routine without performing any processing. On the other hand, in a case where a determination has been made that the aforementioned credit amount C is at least the total bet amount bet in the previous game (in a case of a YES determination in Step S 13 ), the CPU  106  subtracts the total bet amount bet in the previous game from the aforementioned credit amount C, and stores the subtracted value in a predetermined area of the RAM  110 . The CPU  106  then advances to Step S 5 . 
     In Step S 5 , the CPU  106  performs symbol data determination processing. More specifically, the symbol data determination processing is as follows. 
     In the symbol data determination processing, the CPU  106  first determines symbol data to be rearranged in the valid region. More specifically, the CPU  106  issues an instruction of generating a random number to a random number generator  112 , and extracts a random number in a predetermined range (0 to 65535 in the present embodiment) generated by the random number generator  112 . The CPU  106  stores the random number thus extracted in a predetermined memory region in the RAM  110 . In the present embodiment, random numbers can be generated in the random number generator  112  disposed outside the CPU  106 . Alternatively, random numbers may be generated by the arithmetic operation of the CPU  106 , without providing the random number generator  112 . The CPU  106  reads a value of probability of appearance of the symbol data stored in the ROM  108  (see  FIG. 5 ), and stores the value of probability of appearance of the symbol data thus read in a predetermined memory region in the RAM  110 . The CPU  106  reads the value of probability of appearance of the symbol data stored in the predetermined memory region in the RAM  110 , references the value of probability of appearance by passing the random number written to the predetermined memory region in the RAM  110  as a parameter, and thus determines symbol data to be rearranged. The CPU  106  stores the symbol data thus determined in a predetermined memory region in the RAM  110 . The CPU  106  determines the symbol data for all the cells and stores it in a rearranged state table in the RAM  110 . 
     In Step S 6 , the CPU  106  displays a varying image in each cell. More specifically, the CPU  106  displays symbol data in each cell and instructs a CPU  206  to change the symbol data sequentially or simultaneously. The CPU  206  displays symbol data on the main display  30  via the VDP  212 , in response to the image displaying instruction. 
     After displaying and changing the image in each cell, the CPU  106  waits for a predetermined period of time to elapse (Step S 7 ). After the predetermined period of time has elapsed (at the moment of a YES determination in Step S 7 ), the CPU  106  automatically stops variation of the image in each cell (Step S 8 ). More specifically, the CPU  106  stops, sequentially or simultaneously, displaying the symbol data determined in Step S 5  based upon the symbol data written to the predetermined memory region in the RAM  110 . The CPU  106  then advances to Step S 9 . 
     In Step S 9 , the CPU  106  determines whether there are consecutive symbols or not. More specifically, the CPU  106  calculates payout and references a return value that is a payout amount. In a case where the return value is 0, the CPU  106  determines that there are not consecutive symbols, and advances to Step S 11 . In a case where the return value is not 0, the CPU  106  determines that there are consecutive symbols, and advances to Step S 10 . 
     In Step S 10 , the CPU  106  accumulates the payout amount. More specifically, the CPU  106  adds the payout amount, which is the return value of the consecutive symbols processing, to the payout amount variable. Then, the CPU  106  performs symbol data downward moving processing, returns, and advances to Step  9 . 
     In Step S 11 , the CPU  106  performs a scatter processing. More specifically, the CPU  106  references a scatter symbol in the rearranged state table. In a case where the scatter symbol is present, the number thereof is calculated. Subsequently, the CPU  106  advances to Step S 12 . 
     In Step S 12 , the CPU  106  determines whether the number of the scatter symbols is at least a predetermined number or not. More specifically, the CPU  106  determines whether or not the number of the scatter symbols calculated in Step S 11  is at least a threshold stored in the ROM  108 : in this case, 3. In a case where the number of the scatter symbols is determined to be at least to 3, the CPU  106  advances to Step S 14 . In a case where the number of the scatter symbols is determined to be less than 3, the CPU  106  terminates the present routine. 
     In Step S 14 , the CPU  106  performs second game processing. 
     The second game processing is hereinafter described with reference to  FIG. 9 . 
     First, in Step S 101 , the CPU  106  sets a value 5 for N; the N representing how many time the present routine can be executed. More specifically, the CPU  106  stores N=5, as an initial value for the present processing, in the RAM  110 . The CPU  106  then advances to Step S 102 . 
     In Step S 102 , the CPU  106  determines whether the N is greater than 0. More specifically, the CPU  106  reads the N stored in the RAM  110 , and determines whether the N is greater than 0. In a case where the N is determined to be greater than 0 (in the case of a YES determination in Step S 102 ), the CPU  106  advances to Step S 103 . In a case where the N is determined not to be greater than 0 (in the case of a NO determination in Step S 102 ), the CPU  106  terminates the present routine. 
     In Step S 103 , the CPU  106  displays a moving symbol on the main display  30 . More specifically, the CPU  106  changes the image data and the like on the display window on the main display  30 , which is stored in the video RAM  154 , on the basis of the image data stored in the image data ROM  156 , thus displaying a moving symbol. First, as shown in  FIG. 10A , the CPU  106  displays a JACKPOT symbol having letters JP (JackPot) in one of the cells in the main display  30 , to highlight the cell. Subsequently, as shown in  FIG. 10B , the CPU  106  changes the letters JP into an isosceles triangle with a sharp edge, which is a moving symbol. The CPU  106  then advances to Step S 104 . 
     In Step S 104 , the CPU  106  displays a plurality of score symbols moving back and forth between a first side edge and a second side edge of the second display  40 . More specifically, the CPU  106  changes the image data on the display window of the second display  40 , which is stored in the video RAM  154  based upon the image data stored in the image data ROM  156 , the symbol data of the score symbol written to the predetermined memory region in the RAM  110 , and the like, to display the plurality of score symbols “MEGA”, “MAJOR”, “MINI”, “500”, and “300” that are moving between the first side edge and the second side edge of the rectangular second display  40  in the directions of arrows, as shown in  FIG. 10C . The CPU  106  then advances to Step S 105 . Scores are associated with the score symbol and the score information is also stored in the symbol data table in the RAM  110 , such as 100000 points for the “MEGA” symbol, 50000 points for the “MAJOR” symbol, 1000 points for the “MINI” symbol, 500 points for the “500” symbol, and 300 points for the “300” symbol. 
     In Step S 105 , the CPU  106  determines whether a moving instruction has been input. More specifically, the CPU  106  waits for the spin repeat bet switch  24  to be pushed, and accordingly, an operation signal to be input via the spin repeat switch  24 . In a case where the spin repeat bet switch  24  has been pushed, and accordingly, in a case of reception of an operation signal via the spin repeat switch  24  (in the case of YES determination in Step S 105 ), the CPU  106  determines that the moving instruction has been input and advances to Step S 106 . 
     In Step S 106 , the CPU  106  displays the moving symbols moving toward the score symbols. More specifically, the CPU  106  changes the image data on the display window of the main display  30  and on the display window of the second display  40  which is stored in the video RAM  154  based upon the image data stored in the image data ROM  156 , the symbol data of the moving symbol written to the predetermined memory region in the RAM  110 , and the like, to display the moving symbol moving toward the score symbols moving between the first side edge and the second side edge of the rectangular second display  40  (see  FIG. 10C ). The moving symbol is thus moved so as to: first reach the upper edge of the main display  30 ; after reaching the upper edge of the main display  30 , move from the lower edge of the second display to reach any score symbol or the upper edge of the second display  40 . The CPU  106  then advances to Step S 107 . 
     In Step S 107 , the CPU  106  determines whether the moving symbol superimposes any score symbol. More specifically, the CPU  106  references the symbol data written to the predetermined memory region in the RAM  110  and determines whether the moving symbol superimposes any score symbol. In a case where the moving symbol is determined to superimpose any score symbol (in the case of a YES determination in Step S 107 ), the CPU  106  advances to Step S 108 , and in a case where the moving symbol is determined not to overlap any score symbol (in the case of a NO determination in Step S 107 ), the CPU  106  advances to Step S 109 . 
     In Step S 108 , the CPU  106  provides an award in accordance with the score symbol being superimposed. More specifically, the CPU  106  references the symbol data stored in the predetermined memory region in the RAM  110 , and pays out an award corresponding to the score associated with the score symbol being superimposed by the moving symbol. For example, the CPU  106  pays out 100000 points in a case where the moving symbol overlaps the “MEGA” symbol, as shown in  FIG. 10D . The CPU  106  then advances to Step S 110 . 
     In Step S 109 , the CPU  106  determines whether the moving symbol has reached the upper edge of the second display. More specifically, the CPU  106  references the symbol data stored in the predetermined memory region in the RAM  110  and determines whether the moving symbol has reached the upper edge of the second display. In a case where the moving symbol is determined to have reached the upper edge (in the case of a YES determination in Step S 109 ), the CPU  106  advances to Step S 110 , and in a case where the moving symbol is determined to not have reached the upper edge (in the case of a NO determination in Step S 109 ), the CPU  106  advances to Step S 107 . 
     In Step S 110 , the CPU  106  subtracts 1 from the N stored in the RAM  110 . The CPU  106  then advances to Step S 102 . 
     As described above, the gaming machine  15  of the present invention can reflect the player&#39;s intention on the behavior of the moving symbol by displaying the score symbols and a moving symbol on the display during a second game and moving the moving symbol toward the score symbol in accordance with the moving instruction from the player. Moreover, the present invention can provide improved entertainment properties by displaying the score symbols and a moving symbol in a second game with a higher payout rate, of coins and the like, than that of a so-called basic game. Furthermore, the moving symbol starts moving in response to a moving instruction from the player and continues moving until the moving symbol superimposes any one of the score symbols or until the moving symbol reaches the upper edge of the second display  40 , thus not requiring a complex operation. 
     The moving symbol starts moving in response to a pushing operation of the spin repeat bet switch  24  in the present embodiment; however, the present invention is not limited thereto and the moving symbol can start moving in response to a pushing operation of the bet switch  23 , the start switch  25 , the touch panel  412  and the like. 
     Second Embodiment 
     The gaming machine  15  of a second embodiment of the present invention is described hereinafter with reference to  FIGS. 11 to 16 . In the gaming machine of the present embodiment, a main display and a second display are constituted of touch panels that allow the moving symbol to move freely by touching the main display or the second display to slightly adjust the trajectory of the moving symbol in the second game. Configurations and operations that are similar to that of the first embodiment are referred to with the same reference numbers and descriptions thereof are omitted. 
       FIG. 11  is a block diagram showing the electrical configuration of the display/input controller  141  of the gaming machine according to the present embodiment. In a gaming machine of the present embodiment, a touch panel  312  is provided on the surface of the main display  30 , a touch panel  412  is provided on the surface of the second display  40 , a driving circuit  218  is connected to the main display  30  and the second display  40 , and a touch panel control circuit  160  is connected to the touch panels  312  and  412 . 
       FIG. 12  is a partial exploded view showing the composition of a part of the main display  30 . The main display  30  plays a role of the first display. The main display  30  thus includes a front panel  311  including the touch panel  312  and display board  313 , a transparent liquid crystal panel  314 , a light guide panel  315 , a reflective film  316 , a fluorescent lamp  317 A and  317 B that is a so-called while light source, and a table carrier package (TCP) including an IC for driving the transparent liquid crystal panel. The TCP is constituted of a flexible substrate (not shown) that is connected to an end terminal of the transparent liquid crystal panel  314 . The touch panel  312  is constituted of transparent members. The display board  313  is constituted of transparent members. 
       FIG. 13  is a partial exploded view showing the composition of a portion of the second display  40 . The second display  40  plays a role of the second display. The second display  40  thus includes a front panel  411  including the touch panel  412  and display board  413 , a transparent liquid crystal panel  414 , a light guide panel  415 , a reflective film  416 , a fluorescent lamp  417 A and  417 B that is a so-called while light source, and a table carrier package (TCP) including an IC for driving the transparent liquid crystal panel. The TCP is constituted of a flexible substrate (not shown) that is connected to an end terminal of the transparent liquid crystal panel  414 . The touch panel  412  is constituted of transparent members. The display board  413  is constituted of transparent members. 
     The second game processing of the present embodiment is hereinafter described with reference to  FIG. 14 . 
     First, in Step S 201 , the CPU  106  sets a value 5 for N; the N representing how many times the present routine can be executed. More specifically, the CPU  106  stores N=5, as an initial value for the present processing, in the RAM  110 . The CPU  106  then advances to Step S 202 . 
     In Step S 202 , the CPU  106  determines whether the N is greater than 0. More specifically, the CPU  106  reads the N stored in the RAM  110 , and determines whether the N is greater than 0. In a case where the N is determined to be greater than 0 (in the case of a YES determination in Step S 202 ), the CPU  106  advances to Step S 203 . In a case where the N is determined to not be greater than 0 (in the case of a NO determination in Step S 202 ), the CPU  106  terminates the present routine. 
     In Step S 203 , the CPU  106  displays a moving symbol on the main display  30 . More specifically, the CPU  106  changes the image data and the like on the display window on the main display  30 , which is stored in the video RAM  154 , on the basis of the image data stored in the image data ROM  156 , thus displaying a moving symbol. First, as shown in  FIG. 10A , the CPU  106  displays the letters JP (JackPot) in one of the cells in the main display  30 , to highlight the cell. Subsequently, as shown in  FIG. 10B , the CPU  106  changes the letters JP into an isosceles triangle with a sharp edge, which is a moving symbol. The CPU  106  then advances to Step S 204 . 
     In Step S 204 , the CPU  106  displays a plurality of score symbols moving from a first side edge to a second side edge of the second display  40 . More specifically, the CPU  106  changes the image data on the display window of the second display  40 , which is stored in the video RAM  154  based upon the image data stored in the image data ROM  156 , the symbol data of the score symbol written to the predetermined memory region in the RAM  110 , and the like, to display the plurality of score symbols “MEGA”, “MAJOR”, “MINI”, “500”, and “300” that are moving back and forth between the first side edge and the second side edge of the rectangular second display  40  in the directions of arrows, as shown in  FIG. 10C . The CPU  106  then advances to Step S 205 . Scores are associated with the score symbol and the score information is also stored in the symbol data table in the RAM  110 , such as 100000 points for the “MEGA” symbol, 50000 points for the “MAJOR” symbol, 1000 points for the “MINI” symbol, 500 points for the “500” symbol, and 300 points for the “300” symbol. 
     In Step S 205 , the CPU  106  determines whether a moving instruction has been input. More specifically, the CPU  106  waits for the spin repeat bet switch  24  to be pushed, and accordingly, an operation signal to be input via the spin repeat switch  24 . In a case where the spin repeat bet switch  24  has been pushed, and accordingly, in a case of reception of an operation signal via the spin repeat switch  24  (in the case of a YES determination in Step S 105 ), the CPU  106  determines that the moving instruction has been input and advances to Step S 206 . 
     In Step S 206 , the CPU  106  displays the moving symbols moving toward the score symbols. More specifically, the CPU  106  changes the image data on the display window of the main display  30  and on the display window of the second display  40 , which is stored in the video RAM  154  based upon the image data stored in the image data ROM  156 , the symbol data of the moving symbol written to the predetermined memory region in the RAM  110 , and the like, to display the moving symbol moving toward the score symbols moving between the first side edge and the second side edge of the rectangular second display  40  (see  FIG. 10C ). The moving symbol is thus moved so as to: first reach the upper edge of the main display  30 ; after reaching the upper edge of the main display  30 , move from the lower edge of the second display to reach any score symbol or the upper edge of the second display  40 , basically in a direction vertical to the moving direction of the score symbols, except for a case where a free move instruction (described later) is input. The CPU  106  then advances to Step S 107 . 
     In Step S 207 , the CPU  106  determines whether the free move instruction has been input. More specifically, in a case where the touch panel  312  is pushed and accordingly a signal from the touch panel  312  is input while the moving symbol is moving in the main display  30 , the CPU  106  determines that a free move instruction has been input, and advances to Step S 208 . In addition, in a case where the touch panel  412  is pushed and accordingly a signal from the touch panel  412  is input while the moving symbol is moving in the second display  40 , the CPU  106  determines that a free move instruction has been input, and advances to Step S 208 . On the other hand, in a case where any of the input signals has not been input in a predetermined period of time, the CPU  106  advances to Step S 209 . 
     In Step S 208 , the CPU  106  freely moves the moving symbol. “Freely moves the moving symbol” indicates that the CPU  206  moves the moving symbol in a different direction from the moving direction of the moving symbol. The moving symbol starts moving in Step S 206 , and basically continues moving in the moving direction of the score symbols regardless of whether the player pushes the touch panels  312  or  412  or not; however, in a case where the free move instruction is detected in Step S 207 , the moving direction of the moving symbol is biased towards the portion pushed on the touch panel. More specifically, the CPU  106  displays the moving symbol in a direction biasing towards the portion pushed on the touch panel  312 , e.g., in a direction basically vertical to the moving direction of the score symbols that are moving, in a case in which the moving symbol is moving in the main display  30 . To accomplish this processing, the CPU  106  references the image data stored in the image data ROM  156 , and changes the image data on the display window on the main display  30  stored in the video RAM  154 , the symbol data of the moving symbol written to the predetermined memory region in the RAM  110 , and the like, in accordance with a signal that is input from the touch panel  312 . 
     For example, as shown in  FIG. 15 , in a case where a point A is pushed on the touch panel  312  constituting the main display  30  while the moving symbol is located at the point indicated by reference number  501  on the main display  30 , the CPU  106  biases the moving direction of the moving symbol toward the point A by changing the image data on the display window of the main display  30  stored in the video RAM  154  on the basis of the image data stored in the image data ROM  156 , the symbol data of the moving symbol written to the predetermined memory region in the RAM  110 , and the like, in accordance with the signal that is input from the touch panel  312 . Similarly, in a case where a point B is pushed while the moving symbol is located at the point indicated by a reference number  502 , the moving direction of the moving symbol is biased theretoward. The range, speed, direction and the like of the biasing are not limited thereto and can be defined in accordance with a distance between the pushed position on the touch panel  312  and the position of the moving symbol, the duration of pushing operation on the touch panel  312 , and the like. 
     Similarly, as shown in  FIG. 16 , in a case where a point C is pushed on the touch panel  412  constituting the second display  40  while the moving symbol is moving on the second display  40 , the CPU  106  biases the moving direction of the moving symbol toward the point C by changing the image data on the display window of the second display  40  stored in the video RAM  154  on the basis of the image data stored in the image data ROM  156 , the symbol data of the moving symbol written to the predetermined memory region in the RAM  110 , and the like, in accordance with the signal that is input from the touch panel  412 . Similarly, in a case where a point D is pushed while the moving symbol is located in the point indicated by a reference number  504  on the second display  40 , the moving direction of the moving symbol is biased theretoward. The range, speed, and the like of the biasing are not limited thereto and can be defined in accordance with a distance between the pushed position on the touch panel  412  and the position of the moving symbol, the duration of pushing operation on the touch panel  412 , and the like. As described above, the present embodiment allows the moving symbol to be moved freely by the pushing operation on the touch panels  312  and  412 , thus allowing the direction of the moving symbol to be adjusted in a case where the moving symbol moves in an undesirable direction. The CPU  106  then advances to Step S 209 . 
     In Step S 209 , the CPU  106  determines whether the moving symbol superimposes any score symbol. More specifically, the CPU  106  references the symbol data written to the predetermined memory region in the RAM  110  and determines whether the moving symbol superimposes any score symbol. In a case where the moving symbol is determined to superimpose any score symbol (in the case of a YES determination in Step S 209 ), the CPU  106  stops the moving symbol and advances to Step S 210 , and in a case where the moving symbol is determined not to superimpose any score symbol (in the case of a NO determination in Step S 209 ), the CPU  106  advances to Step S 211 . 
     In Step S 210 , the CPU  106  provides an award in accordance with the score symbol being superimposed. More specifically, the CPU  106  references the symbol data stored in the predetermined memory region in the RAM  110 , and pays out an award corresponding to the score associated with the score symbol being superimposed by the moving symbol. For example, the CPU  106  pays out 100000 points in a case where the moving symbol superimposes the “MEGA” symbol, as shown in  FIG. 10D . Subsequently, the CPU  106  advances to Step S 212 . 
     In Step S 211 , the CPU  106  determines whether the moving symbol has reached the upper edge of the second display. More specifically, the CPU  106  references the symbol data stored in the predetermined memory region in the RAM  110  and determines whether the moving symbol has reached the upper edge of the second display. In a case where the moving symbol is determined to have reached the upper edge (in the case of a YES determination in Step S 211 ), the CPU  106  stops the moving symbol and advances to Step S 212 , and in a case where the moving symbol is determined to not have reached the upper edge (in the case of a NO determination in Step S 211 ), the CPU  106  advances to Step S 107 . 
     In Step S 212 , the CPU  106  subtracts 1 from N, which is stored in the RAM  110 . The CPU  106  then advances to Step S 202 . 
     As described above, the gaming machine of the present embodiment can reflect the player&#39;s intention on the behavior of the moving symbol by displaying the score symbols and a moving symbol on the display and further biasing the direction of the moving symbol in a direction different from the direction of the score signal, in accordance with the free move instruction from the player. Moreover, the present invention can provide improved entertainment properties by displaying the score symbols and a moving symbol in a second game with a higher payout rate, of coins and the like, than that of a so-called basic game. 
     Furthermore, a more unpredictable game can be provided than the first embodiment, by providing a touch panel and allowing the moving symbol to be freely moved in accordance with the pushed position and the pushed duration on the touch panel. Moreover, the present invention can provide improved entertainment properties by displaying the score symbols and a moving symbol in a second game with a higher payout rate, of coins and the like, than that of a so-called basic game. Furthermore, even in a case where the player does not push the touch panel on the main display  30  or the second display  40 , the moving symbol starts moving in response to a moving instruction from the player and continues moving until the moving symbol overlaps any one of the score symbol or until the moving symbol reaches the upper edge of the second display  40 , thus not requiring a complex operation. 
     The moving symbol starts moving freely in response to a pushing operation of the touch panels  312  or  412  in the present embodiment; however, the present invention is not limited thereto and the moving symbol can move freely in response to a pushing operation of the bet switch  23 , the start switch  25 , the touch panel  412  and the like.