Patent Publication Number: US-2009239625-A1

Title: Gaming machine which displays a start timing of a special game and playing method thereof

Description:
CROSS REFERENCE TO RELATED APPLICATION 
     The present application claims priority from Provisional Patent Application No. 61/037,507, which was filed on Mar. 18, 2008, the disclosure of which is herein incorporated by reference in its entirety. 
    
    
     BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to a gaming machine and a playing method thereof. 
     2. Description of Related Art 
     Among existing gaming machines, there is a gaming machine including: two or more gaming terminals; terminal controllers respectively provided to the gaming terminal, each of which controllers causes associated one of the gaming terminals to run a game; a center controller for controlling all the terminal controllers. This type of gaming machine is disclosed in specifications of U.S. Pat. No. 5,820,459, No. 4,283,709, or No. 6,003,013. A terminal controller of a gaming terminal runs a game and awards a payout based on the result of the game independently from another terminal controller of another gaming terminal. The center controller provides various jackpots such as progressive jackpots, mystery jackpots, or the like. 
     An object of the invention is to provide a gaming machine providing an entertainment characteristic which is not brought about by the above mentioned prior art, and a playing method thereof. 
     It is another object of the present invention to provide a gaming machine and a playing method thereof, each realizing a new gaming characteristic by qualifying a player to join a special game through a chance game run at the same time a base game is run. 
     SUMMARY OF THE INVENTION 
     A gaming machine of the present invention is a gaming device including: a base game offering a chance of winning a payout according to a predetermined combination; a chance game offering a chance of obtaining a chance flag which qualifies a player to join a bonus game offering a chance of winning a higher payout than the base game; a display displaying information which is based on a timing to run the bonus game; a storage unit storing the number of chance flags; and a controller which is programmed to perform the steps of: (a1) displaying on the display the information based on the timing to run the bonus game; (a2) running the base game and the chance game at the same time; (a3) determining and awarding a payout according to a result of the base game; (a4) determining the number of chance flags according to a result of the chance game, and awarding a resulting number of chance flags; (a5) accumulatively storing in the storage unit the number of chance flags awarded; and (a6) awarding a payout determined according to a result of the bonus game which is run when the number of the chance flags stored in the storage unit equals or surpasses a predetermined number. 
     According to this structure, information based on a timing to run the bonus game is displayed on the display. Concurrently run are a base game offering a chance of winning a payout according to a predetermined combination and a chance game offering a chance of obtaining a chance flag which qualifies a player to join a bonus game offering a chance of winning a higher payout than the base game. A payout is determined according to a result of the base game and awarded. The number of chance flags is determined according to a result of the chance game, and a resulting number of chance flags are awarded. In the storage unit the number of chance flags awarded is accumulatively stored. A payout determined according to a result of the bonus game which is run when the number of the chance flags stored in the terminal storage unit equals or surpasses a predetermined number is awarded. 
     As a result of this above, a player is allowed to play a base game and a chance game at the same time while information based on a timing at which a bonus game is run is displayed on the display, and to obtain not only a result of the base game but also a chance flag. Consequently a player is allowed to concentrate on getting chance flags until the timing of the next bonus game, and this realizes a new entertainment characteristic such that a chance game is playable while a base game is being played. 
     The gaming machine of the present invention is adapted so that the controller randomly determines the timing to run the bonus game. 
     According to this structure, a timing to run a bonus game is randomly determined. This provides a player with a game with further improved entertainment characteristic. 
     A gaming machine of the present invention, comprises: a base game offering a chance of winning a payout according to a predetermined combination; a chance game offering a chance of obtaining a chance flag which qualifies a player to join a special game offering a chance of winning a higher payout than the base game; a display displaying information which is based on a timing to run the bonus game; a storage unit storing the number of chance flags; and a controller which is programmed to perform the steps of: (b1) displaying on the display the number of the base game before the timing to run the bonus game; (b2) running the base game and the chance game at the same time; (b3) determining and awarding a payout according to a result of the base game; (b4) determining the number of chance flags according to a result of the chance game, and awarding a resulting number of chance flags; (b5) accumulatively storing in the storage unit the number of chance flags awarded; and (b6) awarding a payout determined according to a result of the bonus game which is run when the number of the chance flags stored in the storage unit equals or surpasses a predetermined number. 
     According to the structure above, the number of playable base games until the timing to run a bonus game is displayed on the display. Concurrently run are a base game offering a chance of winning a payout according to a predetermined combination and a chance game offering a chance of obtaining a chance flag which qualifies a player to join a bonus game offering a chance of winning a higher payout than the base game. A payout is determined according to a result of the base game and awarded. The number of chance flags is determined according to a result of the chance game, and a resulting number of chance flags are awarded. In the storage unit the number of chance flags awarded is accumulatively stored. A payout determined according to a result of the bonus game which is run when the number of the chance flags stored in the terminal storage unit equals or surpasses a predetermined number is awarded. 
     As a result of this above, a player is allowed to play a base game and a chance game at the same time while the number of playable base games until the timing to run a bonus game is displayed on the display, and to obtain not only a result of the base game but also a chance flag. Consequently a player is allowed to concentrate on getting chance flags while he/she plays a limited number of base games before the next bonus game, and this realizes a new entertainment characteristic such that a chance game is playable while a base game is being played. 
     A gaming machine of the present invention, comprises: a base game offering a chance of winning a payout according to a predetermined combination; a chance game offering a chance of obtaining a chance flag which qualifies a player to join a bonus game offering a chance of winning a higher payout than the base game; a display displaying information which is based on a timing to run the bonus game; a storage unit storing the number of chance flags; and a controller which is programmed to perform the steps of: (c1) on the display, counting down time left until the timing to run the bonus game; (c2) running the base game and the chance game at the same time; (c3) determining and awarding a payout according to a result of the base game; (c4) determining the number of chance flags according to a result of the chance game, and awarding a resulting number of chance flags; (c5) accumulatively storing in the storage unit the number of chance flags awarded; and (c6) awarding a payout determined according to a result of the bonus game which is run when the number of the chance flags stored in the storage unit equals or surpasses a predetermined number. 
     According to the structure above, time left until the timing to run a bonus game is counted down on the display. Concurrently run are a base game offering a chance of winning a payout according to a predetermined combination and a chance game offering a chance of obtaining a chance flag which qualifies a player to join a bonus game offering a chance of winning a higher payout than the base game. A payout is determined according to a result of the base game and awarded. The number of chance flags is determined according to a result of the chance game, and a resulting number of chance flags are awarded. In the storage unit the number of chance flags awarded is accumulatively stored. A payout determined according to a result of the bonus game which is run when the number of the chance flags stored in the terminal storage unit equals or surpasses a predetermined number is awarded. 
     As a result of the above, a player is allowed to play a base game and a chance game at the same time while time left until a bonus game is run is counted down on the display, and to obtain not only a result of a base game but also a chance flag. Consequently a player is allowed to concentrate on getting chance flags until the timing of the next bonus game, and this realizes a new entertainment characteristic such that a chance game is playable while a base game is being played. 
     A gaming machine of the present invention, comprises: a base game offering a chance of winning a payout according to a predetermined combination; a chance game offering a chance of obtaining a chance flag which qualifies a player to join a bonus game offering a chance of winning a higher payout than the base game; a display displaying information which is based on a timing to run the bonus game; a storage unit storing the number of chance flags; an effect producing device which produces an effect for the base game and/or the chance game; an operation device which accepts an external input operation and outputs an input signal; and a controller which is programmed to perform the steps of: (d1) on the display, counting down time left until the timing to run the bonus game; (d2) running the base game and the chance game at the same time; (d3) determining and awarding a payout according to a result of the base game; (d4) determining the number of chance flags according to a result of the chance game, and awarding a resulting number of chance flags; (d5) accumulatively storing in the storage unit the number of chance flags awarded; (d6) awarding a payout determined according to a result of the bonus game which is run when the number of the chance flags stored in the storage unit equals or surpasses a predetermined number; (d7) causing the effect producing device to produce an effect for the base game and/or the chance game; (d8) determining whether the input signal has been output from the operation device; and (d9) if the input signal has been output, shortening the effect produced by the effect producing device. 
     According to the structure above, time left until the timing to run a bonus game is counted down on the display. Concurrently run are a base game offering a chance of winning a payout according to a predetermined combination and a chance game offering a chance of obtaining a chance flag which qualifies a player to join a bonus game offering a chance of winning a higher payout than the base game. A payout is determined according to a result of the base game and awarded. The number of chance flags is determined according to a result of the chance game, and a resulting number of chance flags are awarded. In the storage unit the number of chance flags awarded is accumulatively stored. A payout determined according to a result of the bonus game which is run when the number of the chance flags stored in the terminal storage unit equals or surpasses a predetermined number is awarded. An effect for a base game and/or a chance game is produced by the- effect producing device. There is determined whether an input signal has been output from an operation device. If it is determined that the input signal has been output, the effect by the effect producing device is shortened. 
     As a result of this, a player is able to play a base game and a chance game at the same time while time left until the timing of a bonus game is being counted down on the display, and hence the player is allowed to obtain a chance flag as well as a result of the base game. Consequently a player is allowed to concentrate on getting chance flags until the timing of the next bonus game, and this realizes a new entertainment characteristic such that a chance game is playable while a base game is being played. 
     Furthermore, the operation device which accepts an external input operation enables a player to shorten an effect by the effect producing device. This satisfies the player&#39;s desire to play as many games as possible within limited time before the next bonus game, thereby reducing the player&#39;s stress. 
     A playing method of a gaming machine of the present invention, which machine includes: a base game offering a chance of winning a payout according to a predetermined combination; a chance game offering a chance of obtaining a chance flag which qualifies a player to join a bonus game offering a chance of winning a higher payout than the base game; a display displaying information which is based on a timing to run the bonus game; and a storage unit storing the number of chance flags, the method comprising the steps of: (e1) displaying on the display the number of the base game before the timing to run the bonus game; (e2) running the base game and the chance game at the same time; (e3) determining and awarding a payout according to a result of the base game; (e4) determining the number of chance flags according to a result of the chance game, and awarding a resulting number of chance flags; (e5) accumulatively storing in the storage unit the number of chance flags awarded; and (e6) awarding a payout determined according to a result of the bonus game which is run when the number of the chance flags stored in the storage unit equals or surpasses a predetermined number. 
     According to the structure above, information based on the timing to run a bonus game is displayed on the display. Concurrently run are a base game offering a chance of winning a payout according to a predetermined combination and a chance game offering a chance of obtaining a chance flag which qualifies a player to join a bonus game offering a chance of winning a higher payout than the base game. A payout is determined according to a result of the base game and awarded. The number of chance flags is determined according to a result of the chance game, and a resulting number of chance flags are awarded. In the storage unit the number of chance flags awarded is accumulatively stored. A payout determined according to a result of the bonus game which is run when the number of the chance flags stored in the terminal storage unit equals or surpasses a predetermined number is awarded. 
     As a result of this above, a player is allowed to play a base game and a chance game at the same time while information based on a timing at which a bonus game is run is displayed on the display, and to obtain not only a result of the base game but also a chance flag. Consequently a player is allowed to concentrate on getting chance flags until the timing of the next bonus game, and this realizes a new entertainment characteristic such that a chance game is playable while a base game is being played. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  illustrates a gaming machine and a playing method thereof, according to the present invention. 
         FIG. 2  is a block diagram of the gaming machine. 
         FIG. 3  is an explanatory diagram illustrating a display state of an upper image display panel. 
         FIG. 4  is an explanatory diagram illustrating a display state of a lower image display panel. 
         FIG. 5  is an explanatory diagram illustrating a display state of a lower image display panel. 
         FIG. 6  is an explanatory diagram illustrating a display state of a shared display and a lower image display panel. 
         FIG. 7  illustrates symbols and code numbers of the respective symbols. 
         FIG. 8  is a perspective view illustrating an external appearance of the gaming machine. 
         FIG. 9  is a perspective view illustrating an external appearance of the gaming terminal. 
         FIG. 10  is a block diagram illustrating an electrical structure of the gaming terminal. 
         FIG. 11  is a block diagram illustrating an electrical structure of a center control unit. 
         FIG. 12  illustrates a JP chance data table. 
         FIG. 13  is a flowchart illustrating a boot process of the gaming machine. 
         FIG. 14  is a flowchart illustrating an initial process of the gaming machine. 
         FIG. 15  is a flowchart illustrating a game running process executed by the gaming machine. 
         FIG. 16  is a flowchart illustrating an effect skip process executed by the gaming machine. 
         FIG. 17  is a flowchart illustrating a countdown display process executed by the gaming machine. 
         FIG. 18  is a flowchart illustrating a progressive add process executed by the gaming machine. 
         FIG. 19  is a flowchart illustrating a JP chance add process executed by the gaming machine. 
         FIG. 20  is a flowchart illustrating a JP game running process executed by the gaming machine. 
         FIG. 21  is a flowchart illustrating a JP game timing determine process executed by the gaming machine. 
         FIG. 22  is an explanatory diagram illustrating a display state of an upper display panel of an alternative form of this embodiment. 
     
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS 
     The following describes an embodiment of a gaming machine and a playing method thereof according to the present invention. 
     As shown in  FIG. 1 , the gaming machine is structured such that a base game as a base game and a chance game can be concurrently run while information based on a timing to run a JP game as a bonus game is being displayed on a display. 
     More specifically, the gaming machine includes: a base game configured to award a payout according to a predetermined combination; a chance game configured to provide a JP chance which is a chance flag qualifying a player to join a JP game configured to award a larger payout than the base game; a display displaying information based on a timing to run the JP game; a memory which stores the number of JP chances; and a controller programmed to operate as described in the following (a1) through (a6). 
     A step (a1) is configured to display on the display information based on a timing at which a JP game is run. A step (a2) is configured to concurrently run a base game and a chance game. A step (a3) is configured to determine and award a payout according to a result of the base game. A step (a4) is configured to determine the number of JP chances in accordance with a result of the chance game and award the determined number of JP chances. A step (a5) is configured to accumulatively store in the memory the number of awarded JP chances. A step (a6) is configured to award, at a predetermined timing, a payout determined in accordance with a result of a JP game which is run when the number of JP chances stored in the memory equals or surpasses a predetermined number. 
     That is to say, a gaming machine executes a playing method including the steps of: displaying on the display information based on a timing at which a JP game is run; running a base game and a chance game at the same time; determining and awarding a payout according to a result of the base game; determining the number of JP chances according to a result of the chance game, and awarding a resulting number of JP chances; accumulatively storing in the memory the number of awarded JP chances; and awarding a payout determined according to a result of the JP game which is run when the number of the JP chances stored in the memory equals or surpasses a predetermined number. 
     As a result of this above, a player is allowed to play a base game and a chance game at the same time while information based on a timing at which a JP game is run is displayed on the display, and to obtain not only a result of the base game but also a JP chance. Consequently a player is allowed to concentrate on getting JP chances until the timing of the next JP game, and this realizes a new entertainment characteristic such that a chance game is playable while a base game is being played. 
     A “gaming machine  1 ” of this embodiment includes several gaming terminals  10 . A player is allowed to play a base game and a chance game at each gaming terminal  10 . A player is also allowed to participate in a JP game which is concurrently run by each game terminal  10 . The gaming machine maybe a multiplayer type as in this embodiment or a single-player type. Also, the gaming machine may be structured such that gaming machines such as slot machines, each of which presupposes an independent player, are connected to be able to exchange data, so as to form a multiplayer gaming machine as a whole. 
     Examples of the “display” of the present invention include a liquid crystal display, a CRT (cathode-ray tube), a plasma display, and an organic EL (Electro-Luminescence) display. The number of the display in each gaming machine may be one or more than one. In case of multiplayer type, each slot machine  1  may be provided with a display, or a large display shared by all gaming machines may be provided independently of the gaming machines. Specifically, the “gaming machine  1 ” of this embodiment includes one shared display  203  and terminal displays  101  of the respective gaming terminals  10 . 
     “Base game” is a main game of each gaming machine, and a player primarily plays this game. A player bets a predetermined game value to play the base game, and the player is awarded a payout when obtaining a predetermined result from the base game. In this embodiment, a base game is a so-called slot game arranged so that symbols are variably displayed and a payout is awarded according to a stop result of varying display. 
     Specifically, “base game” of this embodiment is arranged such that several base symbols  180  are rearranged on respective base symbol arrangement areas  150   a  which are matrix-configured, and a state advantageous for a player is achieved when at least a predetermined number of base symbols  180  are displayed on the matrix. For example, the advantageous state includes a state where a payout is awarded, a state where a payout is added to a credit, and a state where a bonus game starts. 
     A “chance game” is a game to obtain a JP chance with which a player is able to qualify a JP game. In this embodiment, “chance game” is the same type of slot game as base game, and is playable at the same time as base game. 
     Specifically, “chance game” of this embodiment is a game in which JP symbols  180 J are rearranged in JP symbol arrangement areas  150   b  which are matrix-configured, at the same time the base symbols  180  are rearranged in the based game. When the JP symbols  180 J rearranged in the JP symbol arrangement areas  150   b  meet a winning condition, a JP chance is awarded. 
     Not limited to the slot game, the base game and the chance game may be roulette, horse racing, boat racing, or bicycle racing. 
     “JP game” is a special game which is run by a later-detailed center controller  100  at the same time in two or more gaming terminals  10  at a predetermined time interval. When this JP game results in a jackpot, a higher payout than a payout awarded from the base game is awarded. The JP game is run at a predetermined timing such as every  30  minutes or the like, and is run only for gaming terminals  10  having obtained at least a predetermined number (e.g. one) of JP chances. In this embodiment, the JP game is a virtual “Fishing Tournament” played by players who have obtained JP chances. The players playing the JP game are able to see their selected characters fishing on a shared display  203 . 
     The “arrangement” in this embodiment means a state where the base symbols  180  and JP symbols  180 J can be visually observed by a player. That is, as shown in  FIG. 4 , “arrangement” means that the base symbols  180  are displayed in the base symbol arrangement areas  150   a,  and the JP symbol  180 J are displayed in the JP symbol arrangement areas  150   b . Arranging the base symbols  180  and the JP symbols  180 J again after dismissing them is referred to as “rearranging”. 
     Further, the “base symbols  180 ” are scatter symbols, which are used in a base game in each of the gaming terminals  10 . 
     Each of the “scatter symbols” is a symbol whose arrangement results in a winning irrespective of any other conditions. Appearance of a predetermined number (e.g. five) of scatter symbols in a matrix  156  gives an advantage to a player. For example, the advantages include: a state where coins corresponding to the scatter symbols are paid out, a state where the number of coins to be paid out is added to a credit, a state where a bonus game is started. 
     JP symbols  180 J are symbols used in a chance game in each gaming terminal  10 . For each JP symbol  180 J various types of winning combinations are determined in advance. A winning combination is a combination of JP symbols  180 J stopping at a payline L, with which a player is awarded a JP chance. The pay line L is detailed later. 
     The “JP chance” qualifies a player to join the JP game. For each JP chance, a process of determining whether or not a jackpot is awarded is performed once. 
     “Jackpot” is awarded in the following way. A part of a game value bet by a player in each base game is subtracted and the subtracted parts are accumulated. When a player wins a JP game, he/she is awarded a part of or all of the accumulated game values. 
     In addition to the above, the gaming machine may be structured to randomly determine a timing to run a JP game. This provides a player with a game with further improved entertainment characteristic. 
     The gaming machine may be structured such that a base game and a chance game may be run at the same time while the number of playable base games before a JP game is run is being displayed on the display. 
     To be more specific, the gaming machine may include: a base game configured to award a payout according to a predetermined combination; a chance game configured to provide a JP chance which qualifies a player to join a JP game configured to award a larger payout than the base game; a display displaying information based on a timing at which the JP game is run; a memory which stores the number of JP chances; and a controller programmed to operate as described in the following (b1) through (b6). 
     A step (b1) is configured to display on the display the number of playable base games before the timing at which a bonus game is run. A step (b2) is configured to concurrently run a base game and a chance game. A step (b3) is configured to determine and award a payout according to a result of the base game. A step (b4) is configured to determine the number of JP chances in accordance with the result of the chance game and award the determined number of JP chances. A step (b5) is configured to accumulatively store in the memory the number of awarded JP chances. A step (b6) is configured to award a payout determined in accordance with a result of a bonus game which is run when the number of chance flags stored in the memory equals or surpasses a predetermined number. 
     As a result of this above, a player is allowed to play a base game and a chance game at the same time while the number of playable base games before the timing at which a JP game is run is displayed on the display, and to obtain not only a result of a base game but also a JP chance. Consequently a player is allowed to concentrate on getting JP chances while he/she plays a limited number of base games before the next JP game, and this realizes a new entertainment characteristic such that a chance game is playable while a base game is being played. 
     As illustrated in  FIG. 1 , the gaming machine may be structured such that a base game and a chance game may be run at the same time while time before the running of a JP game is being counted down on the display. 
     To be more specific, the gaming machine may include: a base game configured to award a payout according to a predetermined combination; a chance game configured to provide a JP chance which qualifies a player to join the JP game configured to award a larger payout than the base game; a display displaying information based on a timing at which the JP game is run; a memory which stores the number of JP chances; and a controller programmed to operate as described in the following (c1) through (c6). 
     A step (c1) is configured to count down, on the display, time before a JP game is run. A step (c2) is configured to concurrently run a base game and a chance game, and a step (c3) is configured to determine and award a payout according to a result of the base game. A step (c4) is configured to determine the number of JP chances in accordance with the result of the chance game and to award the determined number of JP chances. A step (c5) is configured to accumulatively store in the memory the number of awarded JP chances. A step (c6) is configured to award a payout determined in accordance with a result of a JP game which is run when the number of JP chances stored in the memory equals or surpasses a predetermined number. 
     As a result of this above, a player is allowed to play a base game and a chance game at the same time while time left until a JP game is run is counted down on the display, and to obtain not only a result of a base game but also a JP chance. Consequently a player is allowed to concentrate on getting JP chances until the timing of the next JP game, and this realizes a new entertainment characteristic such that a chance game is playable while a base game is being played. 
     As illustrated in  FIG. 1 , the gaming machine may be structured such that a base game and a chance game may be run at the same time while time before the running of a JP game is being counted down on the display. In addition, the gaming machine may be structured such that an effect produced by an effect producing device can be shortened by an operation device which accepts an external input operation. 
     To be more specific, the gaming machine may include: a base game configured to award a payout according to a predetermined combination; a chance game configured to provide a JP chance which qualifies a player to join a JP game configured to award a larger payout than the base game; a display displaying information based on a timing at which the JP game is run; a memory which stores the number of JP chances; an effect producing device which produces an effect for a base game and/or a chance game; an operation device which accepts an external input operation and outputs an input signal; and a controller programmed to operate as described in the following (d1) through (d9). 
     A step (d1) is configured to count down, on the display, time before a JP game is run. A step (d2) is configured to concurrently run a base game and a chance game. A step (d3) is configured to determine and award a payout according to a result of the base game. A step (d4) is configured to determine the number of JP chances in accordance with the result of the chance game and award the determined number of JP chances. A step (d5) is configured to accumulatively store in the memory the number of awarded JP chances. A step (d6) is configured to award a payout determined in accordance with a result of a JP game which is run when the number of JP chances stored in the memory equals or surpasses a predetermined number. A step (d7) is configured to cause the effect producing device to produce an effect for a base game and/or a chance game. A step (d8) is configured to determine whether an input signal is output from the operation device. A step (d9) is configured to shorten the effect produced by the effect producing device, if the input signal has been output. 
     As a result of this above, a player is allowed to play a base game and a chance game at the same time while time left until a JP game is run is counted down on the display, and to obtain not only a result of a base game but also a chance flag. Consequently a player is allowed to concentrate on getting JP chances until the timing of the next JP game, and this realizes a new entertainment characteristic such that a chance game is playable while a base game is being played. 
     Furthermore, the operation device which accepts an external input operation makes it possible to shorten an effect produced by the effect producing device. This satisfies the player&#39;s desire to play as many games as possible within limited time before the next JP game, thereby reducing the player&#39;s stress. 
     Examples of the “effect producing device” of the present invention include a display as in the case of the below-mentioned slot machine  1 , a speaker, and a lamp. 
     (Function Blocks of Gaming Machine) 
     As illustrated in  FIG. 2 , the gaming machine configured as above has the shared display  203 , the center controller  100 , and the gaming terminals  10 . 
     (Shared Display  203 ) 
     The shared display  203  displays thereon a virtual “Fishing Tournament” which is a JP game, as illustrated in  FIG. 1 . A specific structure of the shared display  203  will be detailed later. 
     (Gaming Terminal  10 ) 
     As illustrated in  FIG. 2 , each of the gaming terminals  10  includes a terminal display  101 , a game starting unit  110 , and a BET unit  111 . 
     The terminal display  101  has, as shown in  FIG. 1 , a function of displaying the countdown of time until a JP. The terminal display  101  also has a function of displaying an effect image for a base game and/or a chance game. The game starting unit  110  has a function of outputting a game start signal, in response to an operation by the player. The game start signal output is then input to a later-detailed game running unit  103 . The BET unit  111  has functions of receiving a bet entered through an operation by the player, and outputting a BET signal. The BET signal output is input to the later-detailed game running unit  103 . 
     Each of the gaming terminals  10  may further include an operation device  112  which accepts an external input operation and outputs an input signal. The operation device  112  has a function of shortening an effect displayed on the terminal display  101 , in response to an external input operation. 
     [Terminal Controller  100 ] 
     As shown in  FIG. 2 , the terminal controller  100  includes: a game running unit  103 , a symbol storage unit  108 , a JP chance storage unit  109 , a display storage unit  107 , and a display control unit  102 . 
     The game running unit  103  runs a base game, triggered by the game start signal from the game starting unit  110 . The base game is a game in which base symbols  180  are rearranged in the base symbol arrangement areas  150   a  of the terminal display  101 . At the same time of running the base game, the game running unit  103  also runs a chance game in which JP symbols  180 J are rearranged in the JP symbol arrangement areas  150   b  of the terminal display  101 . 
     The symbol storage unit  108  stores the base symbols  180  and JP symbols  180 J. The JP chance storage unit  109  accumulatively stores therein the number of JP chances obtained. The display storage unit  107  stores, as a symbol to be displayed, the base symbols  180  and JP symbols  180 J in the symbol storage unit  108 . In addition, the display store unit  107  stores effect image data for a base game and a chance game. 
     The control unit  102  performs setting so that the base symbol arrangement areas  150   a  for arranging therein the base symbols  180  overlap the JP symbol arrangement areas  150   b  for arranging therein the JP symbols. Further, the display control unit  102  reads out base symbols  180  from the display storage unit  107  and displays the base symbols  180  in the base symbol arrangement areas  150   a,  under the control of the game running unit  103 . The display control unit  102  also reads out JP symbols  180 J from the display storage unit  107  and displays the JP symbols  180 J in the JP symbol arrangement areas  150   b,  under the control of the game running unit  103 . 
     In addition, the display control unit  102  causes the terminal display  101  to display the countdown of time left until a JP game starts, based on the start timing of the JP game. The start timing of the JP game is stored in a later-detailed JP timing storing unit  225 . The information which is displayed on the terminal display  101  by the display control unit  102  based on a timing at which a JP game is run is not limited to the above. The information may be the number of playable base games until a JP game starts. 
     The terminal controller  100  includes a base game payout determining unit  105 , a JP chance determining unit  106 , and a payout awarding unit  104 . 
     The base game payout determining unit  105 , under the control of the game running unit  103 , determines whether to award a payout of a base game on the basis of the relations among base symbols  180  rearranged in the base symbol arrangement areas  150   a . If it is determined that the payout is awarded, the base game payout determining unit  105  determines an amount of the payout and outputs a signal to the payout awarding unit  104 . 
     The JP chance determining unit  106 , under the control of the game running unit  103 , determines whether to award a JP chance on the basis of the relations among the JP symbols  180  rearranged in the JP symbol arrangement areas  150   b . If it is determined that JP chance is awarded, the JP chance determining unit  106  determines the number of JP chances and outputs a signal to the JP chance storage unit  109 . 
     The payout awarding unit  104  awards the payout of the base game determined by the base game payout determining unit  105 . Further, the payout awarding unit  104  awards a payout of a JP game determined by a later-detailed JP game payout determining unit  227 , in response to a signal from the JP game payout determining unit  227 . Note that a JP game is run when the number of JP chances stored in the JP chance storage unit  109  for each gaming terminal equals or surpasses a predetermined number. Further, an amount of the payout is determined by the JP game payout determining unit  227 . 
     The controller  100  includes: a JP game running unit  224 , a JP game storage unit  223 , a JP game screen storage unit  222 , and a shared display control unit  221 . 
     The JP game running unit  224  determines, when predetermined time comes, whether the JP chance storage unit  109  stores a predetermined number or more of JP chances. The JP game running unit  224  runs a JP game on a gaming terminal  10  which stores the predetermined number or more of JP chances. 
     JP game storage unit  223  stores therein information regarding the JP game. The JP game screen storage unit  222  stores therein display information based on the information of the JP game stored in the JP game storage unit  223 . 
     The shared display control unit  221 , under the control of the JP game running unit  224 , reads out the display information in the JP game screen storage unit  222 , and causes the shared display  203  to perform displaying based on the display information. 
     In addition to the above, the controller  100  includes: a JP timing storing unit  225 , a JP game payout determining unit  227 , and a progressive storage unit  226 . 
     The JP timing storing unit  225  is configured to store, when a JP game run by the JP game running unit  224  finishes, the timing of the next JP game. 
     Based on a result of the JP game, the JP game payout determining unit  227  determines whether to award a payout of the JP game, under the control of the JP game running unit  224 . In other words, whether a jackpot is met is determined. If the JP game payout determining unit  227  determines that the JP game has resulted in a jackpot, the JP game payout determining unit  227  determines an amount of payout based on a progressive value stored in the progressive storage unit  226 . The determination of whether a payout of a JP game is to be awarded is conducted for a number of times equal to the number of JP chances which each gaming terminal  10  has. 
     The progressive storage unit  226  accumulatively stores a progressive value indicated by a progressive signal received from the terminal controller  100 . 
     Each block of the terminal controller  100  may be realized with hardware or with software as needed. 
     [Operation of Terminal Controller  100 ] 
     The following describes an operation of the terminal controller  100  in the above structure. First, the BET unit  111  receives a BET entered through an operation by a player. Further, a game start signal is output from the game starting unit  110  in response to the player&#39;s operation, and a base game and a chance game are run at the same time by the game running unit  103 . When both of the games are run at the same time, the display control unit  102 , under the control of the game running unit  103 , displays base symbols  180  in the base symbol arrangement areas  150   a . The display control unit  102  also displays JP symbols  180 J in the JP symbol arrangement areas  150   b,  under the control of the game running unit  103 . 
     Further, the base game payout determining unit  105  determines whether a payout is awarded, based on relations among the base symbols  180  rearranged in the base symbol arrangement areas  150   a . If it is determined that a payout is awarded, the base game payout determining unit  105  determines an amount of a payout. The payout thus determined is awarded by the payout awarding unit  104 . 
     In addition, while a base game and a chance game are being run, the display control unit  102  displays an effect on the terminal display  101  based on the effect image data stored in the display store unit  107 . Alternatively, an effect image may be displayed for only one of base game and chance game. 
     If the game running unit  103  receives an operation signal from the operation device  112  while the effect image is being displayed, the display control unit  102  performs control so as to shorten the duration of display of the effect image, in accordance with a control signal from the game running unit  103 . 
     Aside from the operations above, another process is executed so that information based on a timing to run a JP game is displayed on the terminal display  101 . Specifically, after the finish of a JP game, the JP game running unit  224  determines the start timing of the next JP game. The thus determined start timing of the JP game is stored in the JP timing storing unit  225 . The display control unit  102  displays on the terminal display  101  information based on a start timing of a JP game, which timing is stored in the JP timing storing unit  225 . Specifically, the display control unit  102  counts down, on the terminal display  101 , time left until the next JP game starts. Information displayed on the terminal display  101  is not limited to the above. Another example of information is the number of playable base games until the next JP game starts. 
     In the meanwhile, based on a start timing of a JP game stored in the JP timing storing unit  225 , the JP game running unit  224  checks, for each game terminal  10 , whether the JP chance storage unit  109  stores a JP chance. When there is a gaming terminal  10  which stores a predetermined number or more of JP chances, a JP game is run in that gaming terminal  10 . 
     Then the JP game payout determining unit  227  determines whether a jackpot is met, based on a result of the JP game. If it is determined that a JP game has resulted in a jackpot, the JP game payout determining unit  227  determines a payout according to a progressive value stored in the progressive storage unit  226 . The payout of the JP game thus determined is awarded by the payout awarding unit  104 . 
     (Display State) 
     Now, the following discusses an example where the gaming machine is specifically embodied as a gaming machine  1 . 
     A gaming machine  1  is placed in a gaming facility such as a casino. This gaming machine  1  runs a unit game which involves a game medium. The game medium is a coin, bill, or a value in the form of electronic information. However, the game medium in the present invention is not particularly limited. For example, a medal, token, electronic money, ticket or the like are also possible. Further, the ticket is not particularly limited and may be a later-described ticket with a barcode or the like ticket. 
     As illustrated in  FIG. 8 , the gaming machine  1  includes: gaming terminals  10  which run a base game independently from each other (the number of the gaming terminals  10  is  4  in this embodiment); a center control unit  200  connected to the gaming terminals  10 , which is in communication with the gaming terminals  10  and runs a JP game; a shared display  203  which displays thereon an effect image related to a special game; a rail  271  which allows the shared display  203  to move to a position immediately above one of the gaming terminals  10 ; and a not-illustrated drive motor  270 . 
     In addition, each gaming terminal  10  has an upper image display panel  33  and a lower image display panel  16 . The upper image display panel  33  and the lower image display panel  16  function as the aforesaid terminal display  101 . The upper image display panel  33  displays the countdown of time left until the timing of the next JP game. The lower image display panel  16  displays the following items according to need: notifying information of a base game and a chance game, for example rearrangement of base symbols  180  and JP symbols  180 J; and various types of effect images. 
     (Display States of Upper Image Display Panel  33 ) 
     Referring to  FIG. 3 , display states of the upper image display panel  33  during a base game and a chance game are described. 
     As illustrated in  FIG. 3 , the upper image display panel  33  displays the countdown of time left until the timing of the next JP game. The upper image display panel  33  displays: a count down value image  33   a  indicating seconds left until the trimming of the next JP game; and a first template image  33   b  giving an explanation of the count down value image  33   a . For example, when time left until the JP game is 48 seconds as shown by the uppermost upper image display panel  33  in  FIG. 3 , the upper image display panel  33  displays a count down value image  33   a  showing a numerical value of “48” and a first template image  33   b  showing the text which reads “seconds until Fishing Tournament”. Viewing the character string image “48 seconds until Fishing Tournament” displayed on the count down value image  33   a  allows a player to understand that a Fishing Tournament which is a JP game starts in 48 seconds. Further, as shown in  FIG. 3 , the count down value image  33   a  is updated in accordance with time left until the JP game. The player can therefore recognize at any time the timing when the JP game starts. 
     When the JP game starts, a second template image  33   c  indicating that the JP game has started and a JP game effect image  33   d  regarding the JP game are displayed as shown by the lowermost upper image display panel  33  in  FIG. 3 . Specifically displayed are a second template image  33   c  reading “Fishing Tournament Starts!!” and a JP game effect image  33   d  showing a fishing rod and fishes. This allows bystanders or the like of the gameplay to notify that the JP game has started. 
     (Display States of Lower Image Display Panel  16 ) 
     Referring to  FIG. 4  and  FIG. 5 , the following specifically describes display states of the lower image display panel  16  in a base game and a chance game. The lower image display panel  16  is configured to arrange symbols in accordance with video reel. The lower image display panel  16  may have a mechanical structure adopting a reel device which rotates a reel to arrange symbols. Alternatively, the lower image display panel  16  may have an electric structure in which symbols are arranged by a video reel displayed as an image. Further, the lower image display panel  16  may adopt a combination of the mechanical structure (reel) and the electrical structure (video reel). 
     As shown in  FIG. 4 , the lower image display panel  16  displays a matrix-configured matrix  156 . The matrix  156  is displayed at the center of the lower image display panel  16 , and base symbols  180  and JP symbol  180 J are arranged therein. Further, the matrix  156  is provided with display windows  151  to  155 . In the display windows  151  to  155 , a symbol column having base symbols  180  and a symbol column having JP symbols  180 J are scrollably displayed. These columns overlap each other. The display windows  151  to  155  are respectively divided into upper stages  151   a  to  155   a,  central stages  151   b  to  155   b,  and lower stages  151   c  to  155   c . The base symbols  180  and the JP symbols  180 J are stopped (arranged) in each of the stages  151   a  to  155   a,    151   b  to  155   b,  and  151   c  to  155   c  so that a base symbol  180  overlaps a JP symbol  180 J. 
     For example, in  FIG. 4 , a “Clownfish”  181  which is a base symbol  180  is stopped in a base symbol arrangement area  150   a  in the upper stage  151   a  of the display window  151 , and a “GET” which is a JP symbol  180 J is stopped in the JP symbol arrangement area  150   b  of the same stage so as to overlap the “Clownfish”. Further, an “Angelfish”  182  is stopped in the base symbol arrangement area  150   a  in the central stage  151   b  of the display window  151 , and no symbol is stopped in the JP symbol arrangement area  150   b  of the same stage. Further, a “Clownfish” is stopped in the base symbol arrangement area  150   a  in the bottom stage  151   c  of the display window  151 , and a “GET” which is a JP symbol  180 J is stopped in the JP symbol arrangement area  150   b  of the same stage. In short, the matrix  156  is a symbol matrix including five columns and three rows. The matrix  156  however is not limited to the one with the five-columns and three-rows. 
     Further, at the upper right of the lower image display panel  16  is displayed a JP chance display area  160 , as illustrated in  FIG. 4 . The JP chance display area  160  displays the number of JP chances that a player has obtained. For example, in  FIG. 4 , the number of JP chances is “1”. As such, a player is able to join the JP game only once to be subjected to a process of determining whether a payout is awarded. 
     As illustrated in  FIG. 4 , the base symbols  180  and the JP symbols  180 J are arranged so as to overlap one another, when a base game and a chance game are run at the same time in the gaming terminal  10 . Specifically, as shown in the lower part of  FIG. 4 , a JP symbol  180 J is arranged in the JP symbol arrangement area  150   b  below each base symbol arrangement area  150   a.    
     As such, the base symbols  180  and the JP symbols  180 J are concurrently arranged on the matrix  156  in the lower image display panel  16  to indicate results of a base game and a chance game. In this way a base game and a chance game can be run at the same time. 
     In a base game, base symbols  180  are arranged and a payout is awarded in accordance with the arrangement of the base symbols  180 . In the case of  FIG. 4 , in the matrix  156  the number of displayed “Clownfish”  181 , each of which is a base symbol  180 , is not less than a predetermined number (5 in the present embodiment). In accordance with this, a payout is awarded. 
     In a chance game, arranged are only JP symbols  180 J. In the case of  FIG. 4 , “GET” is displayed in each of the lower stage of  151   c  of the display window  151 , the lower stage  152   c  of the display window  152 , and the lower stage  153   c  of the display window  153 . The chance game in this case therefore has resulted in a winning, and “1” is added to the number of JP chances. As the result, the JP chance display area  160  displays “2”. 
     As such, while information based on the timing to run a JP game is being displayed on the upper image display panel  33 , the player can play a base game and a chance game at the same time on the lower image display panel  16 , and hence the player is allowed to obtain a JP chance as well as a result of the base game. Consequently the player is allowed to concentrate on getting JP chances until the timing of the next JP game, and this realizes a new entertainment characteristic such that a chance game is playable while a base game is being played. 
     In addition to the above, the lower image display panel  16  has an effect image display area  16   a  where an effect image is displayed. This area  16   a  is provided below the matrix  156 . In the effect image display area  16   a,  an effect image is displayed as a result of a chance game when an winning combination is met. 
     Specifically, as illustrated in  FIG. 5 , when a winning combination is met in a chance game, the effect image display area  16   a  displays a fishing image  16   b  showing a fisherman, a comment image  16   c  showing a comment of the fisherman, and a skip message image  16   d  showing a message for the player. These effect images are moving images each displayed for a predetermined period of time. When the fishing image  16   b  shows a fish being taken, the comment image  16   c  displays the entirety of the image which reads “You get JP chance . . . ”. 
     The aforesaid effect images may be skipped when a player presses a skip button  28  which is an operation device accepting an external input operation. That is to say, in response to the press of the skip button  28 , an operation signal is output and the received operation signal triggers interruption of display control, with the result that the displaying of the effect images is stopped and hence the display time of the effect images is shortened. 
     While the aforesaid effect images are being displayed, the skip message image  16   d  which reads “Push skip button to skip effects” is kept displayed. This allows the player to recognize that the display time of the effect images can be shortened by pressing the skip button  28 . 
     In this way, the effects produced by the effect producing device can be shortened by the operation device which accepts an external input operation. This satisfies the player&#39;s desire to play as many games as possible within limited time before the next JP game, thereby reducing the player&#39;s stress. 
     In the present embodiment the lower image display panel  16  displays effect images which may be shortened in response to the press of the skip button  28  as described above. The present invention, however, is not limited to this. For example. the effect images are not limited to the above. Furthermore, for example, the timing to display a shortenable effect image may be displayed while a base game and/or chance game is being run. Also, an effect image may be arranged so that the speed of a displayed comment increases in response to the press of the operation device. 
     [Display State of Shared Display  203 ] 
     The following details an exemplary display state of the shared display  203  during the operations of the gaming machine  1  and the playing method thereof. As illustrated in  FIG. 6 , a player of each gaming terminal  10  (gaming terminal ID: A, gaming terminal ID: B, gaming terminal ID: C, and gaming terminal ID: D) can see a JP game displayed on the shared display  203 . JP game is run at a predetermined timing. The JP game however is not run for a gaming terminal  10  having no JP chances. For example, in the case of  FIG. 6 , a JP game is not run in the gaming terminal  10  with the gaming terminal ID: C, and a base game is displayed on the terminal display  101  of the gaming terminal ID: C. On the other hand, a JP game runs in each of the remaining  3  gaming terminals  10  (gaming terminal ID: A, gaming terminal ID: B, gaming terminal ID: D). Further, in  FIG. 6 , jackpot is met in the gaming terminal  10  with the gaming terminal ID: B, and that win is displayed on the shared display  203 . 
     As such, the shared display  203  allows players to play a JP game at the same time. With this, the players may be able to share the feeling while enjoying the JP game. Further, the JP game is run only for the gaming terminal  10  having at least a predetermined number of JP chances. Thus, a player who has won a predetermined number or more of JP chances is able to play the JP game, and another player who has not earned the predetermined number of JP chances is able to continue the base game. This may be advantageous in that the other player who has not earned the predetermined number of JP chances is able to enjoy continuing the base game without his/her pace being interrupted. 
     [Symbol, Winning Combination, or the Like] 
     The base symbols  180  displayed in the matrix  156  of the lower image display panel  16  are arranged so that  22  symbols constitute a single symbol column as illustrated in  FIG. 7 . To each of the symbols constituting the columns is given one of code numbers  0  to  21 . Each of the symbol columns has a combination of symbols including “Angelfish”  182 , “Clownfish”  181 , “7”  185 , “Tuna”  183 , “Coelacanth”  184 , and “BONUS”  186 . As illustrated in  FIG. 4 , the base symbols  180  are arranged in the respective base symbol arrangement areas  150   a  of the symbol columns. 
     Three successive symbols in the symbol columns are displayed (arranged) in the upper stages  151   a  to  155   a,  the middle stages  151   b  to  155   b,  and the lower stages  151   c  to  155   c  of the display windows  151  to  155 , so that the symbols form a symbol matrix having five columns and three rows in the display windows  151  to  155 . When a BET button and a start button are sequentially pressed in this order to start a game, symbols constituting the symbol matrix start to scroll. This scrolling of the symbols stops (rearrangement) after a predetermined period from the beginning of the scrolling. 
     Further, the base symbols  180  are “scatter symbols” which are such symbols which provide advantages to a player when a predetermined number or more of them are displayed in the matrix  156 . For example, the advantages include: a state where coins corresponding to the scatter symbols are paid out, a state where the number of coins to be paid out is added to a credit, and a state where a bonus game is started. 
     For example, when five or more symbols of “Clownfish”  181  are rearranged in the matrix  156 , five coins are paid out for each BET or a credit corresponding to five coins is added. In short, game media (game values) are awarded. 
     In another case, for example, when three or more symbols of “BONUS”  156  are rearranged in the matrix  156 , a bonus is triggered and the gaming state shifts from a base game to a bonus game. When four or more symbols of “BONUS”  156  are rearranged in the matrix  156 ,  20  coins are paid out for each BET or a credit corresponding to  20  coins is added. In short, game media (game values) are awarded. 
     Here, a bonus game is a gaming state which provides a larger advantage than a base game. In this embodiment, the bonus game is a free game. The free game is a game allowing a player to play a game a predetermined number of times without betting a coin. No particular limitation is put on the bonus game, as long as it is a gaming state advantageous to the player, that is, it is more advantageous than the base game. For example, the bonus game may include a state where more game media are obtainable than in the base game, a state where a game medium is obtainable with higher probability than in the base game, a state where a game medium is less consumed than in the base game, and the like. Specifically, a free game, a second game, a feature game, and the like may be mentioned as examples of the bonus game. 
     The lower image display panel  16  displays three activated paylines L. The “pay line L” is used for determining a winning combination of the JP symbols  180 J. That is, when the JP symbols  180 J are rearranged on and out of the pay line L, a combination is determined for only the JP symbols  180 J rearranged on the pay line. When the combination is recognized as a winning combination in consequence of the determination, a JP chance is awarded to the player in accordance with the winning combination. In other words, for example addition is made to the number of JP chances stored in the memory or the number of JP chances displayed on the JP chance display area  160  of the lower image display panel  16  is updated. Note that, not limited to three, the number of paylines L may be one, two, four, or more. When the number of pay lines L is two or more, the number of pay lines L activated may be determined according to a predetermined condition, such as the number of coins placed as a BET. In this case, the number of activated paylines L may be notified by a lamp or the like. 
     As illustrated in  FIG. 4 , the paylines L include a top line  161   a  traversing the upper stages  151   a,    152   a,    153   a,    154   a,  and  155   a,  a central line  161   b  traversing the central stages  151   b,    152   b,    153   b,    154   b,  and  155   b,  and a bottom line  161   c  traversing the lower stages  151   c,    152   c,    153   c,    154   c,  and  155   c . When three or more JP symbols  180 J are successively rearranged on at least one of the paylines  161   a  to  161   c,  it is determined that a winning combination is met. For example, in the case of  FIG. 4 , a winning combination has been met because three JP symbols  180 J are successively rearranged on the bottom line  161   c.    
     In this way, a result of a base game is determined according to whether there are a predetermined number or more of rearranged base symbols  180 , whereas a result of a chance game is determined according to whether JP symbols  180 J are successively rearranged on the pay line L. As such, a base game and a chance game are similar slot games but adopt different methods of determining a result. Therefore a player may be possible to easily grasp the results of any games. This may release the stress of the player. The method of how to determine results of a base game and a chance game is not limited to the above. Both of them may be obtained by the scatter symbol method or by the winning combination method. Alternatively, a result of a base game is determined by the winning combination method whereas a result of a chance game is determined by the scatter symbol method. 
     Note that the lower image display panel  16  may have a credit value indicator and a payout value indicator. The credit value indicator displays a total value (hereinafter also referred to as total credit value) which a gaming terminal  10  can pay out to a player. The payout value indicator displays the number of coins to be paid out, when a predetermined number or more of base symbols  180  are rearranged. 
     [Mechanical Structure of Gaming Machine  1 ] 
     As illustrated in  FIG. 8 , the gaming machine  1  includes: gaming terminals  10  which run a base game independently from each other (the number of gaming terminals  10  is 4 in the present embodiment); a center control unit  200  connected to the gaming terminals  10 , which is in communication with the gaming terminals  10  and runs a JP game; a shared display  203  which displays thereon an effect image related to the JP game; a rail  271  which allows the shared display  203  to move to a position immediately above one of the gaming terminals  10 ; and a not-illustrated drive motor  270 . 
     Four gaming terminals  10  are laterally arranged in a parallel manner, with their terminal displays  101  (each including the lower image display panel  16  and the upper image display panel  33 ) facing forward. The rail  271  is arranged so as to cover the four gaming terminals  10 . The shared display  203  is arranged on the rail  271  and its screen faces in the same direction as the terminal displays  101 . The shared display  203  is arranged to be reciprocally movable by the drive motor  270 . The center control unit  200  has, though unillustrated, electric or mechanical members for running a JP game and a cabinet to store these members. The center control unit  200  is arranged behind the shared display  203 . 
     In the present embodiment, functions of the controller  100  are realized by the gaming terminals  10  and the center control unit  200 . The present invention however is not limited to this. 
     As illustrated in  FIG. 9 , the gaming terminal  10  includes: a cabinet  11 , a top box  12  provided above the cabinet  11 , and a main door  13  provided on the front surface of the cabinet  11 . The main door  13  has a lower image display panel  16 . The lower image display panel  16  has a transparent liquid crystal panel for displaying various information. The lower image display panel  16  displays display windows  151  to  155  and a matrix  156  for arranging therein base symbols  180  and JP symbols  180 J. Further, the lower image display panel  16  displays as needed various information and effect images related to games. Further, at the upper right of the lower image display panel  16  is displayed a JP chance display area  160 . 
     This embodiment deals with a case where the lower image display panel  16  electrically displays base symbols  180  and JP symbols  180 J in such a way that a base symbol  180  overlaps a JP symbol  180 J, with the result that the symbols are arranged in five rows/three columns. However, the present invention is not limited to this. 
     Below the lower image display panel  16  provided are a control panel  20 , a coin insertion slot  21 , and a bill validator  22 . The control panel  20  is provided with various buttons  23  to  27 . These buttons  23  to  27  allow a player to input instructions related to a game played by the player. Through the coin insertion slot  21 , a coin is received in the cabinet  11 . 
     The control panel  20  includes: a spin button  23 , a change button  24 , a cashout button  25 , a 1-BET button  26 , a maximum BET button  27 , and a skip button  28 . The spin button  23  is for inputting an instruction to start symbol scrolling. The change button  24  is used to ask a staff person in the gaming facility for exchange of money. The cash out button  25  is for inputting an instruction to pay out coins corresponding to the total credit-value into the coin tray  18 , via a coin payout opening  19 . 
     The 1-BET button  26  is used for betting one coin out of those corresponding to the total credit value. The maximum BET button  27  is used for betting, out of those corresponding to the total credit value, a maximum number of coins (e.g., fifty coins) which can be bet in one game. Note that the number of coins corresponding to 1 BET is not limited to the above. 
     The bill validator  22  validates whether bill is genuine or not and receives the genuine bill into the cabinet  11 . Note that the bill validator  22  is capable of reading a barcode attached to a later-mentioned ticket  39  having a barcode (hereinafter simply referred to as ticket  39 ). When the bill validator  22  reads the ticket  39 , it outputs to the main CPU  41  a read signal representing information having read from the barcode. 
     On the lower front surface of the main door  13 , that is, below the control panel  20 , a berry glass  34  is provided. On the belly glass  34 , a character of a gaming terminal  10  or the like is drawn. On the front surface of top box  12  is provided an upper image display panel  33 . The upper image display panel  33  has a liquid crystal panel and displays an effect image, introduction to the game, rules of the game, or the like. 
     Further, the top box  12  has a speaker  29  for performing an audio output and a lamp  30 . Below the upper image display panel  33  are provided a ticket printer  35 , a card reader  36 , a data displayer  37 , and a keypad  38 . The ticket printer  35  prints, on to a ticket, a barcode having encoded data containing credit-value, date and time, identification number of a gaming terminal  10  or the like, thereby issuing a ticket  39  having a barcode attached thereto. A player can play a game in another gaming terminal  10  with the ticket  39  having the barcode, or exchange the ticket  39  with bill or the like at a change booth or the like of the game arcade. 
     The card reader  36  reads/writes data from/into a smart card. The smart card is carried by a player, and stores therein data for identifying the player, data relating to a history of games played by the player, or the like. 
     The data displayer  37  includes a fluorescent display or the like, and displays the data read by the card reader  36  and the data input by the player through the keypad  38 . The keypad  38  is for entering instructions or data relating to issuing of a ticket or the like. 
     [Electrical Structure of Gaming Machine  1 ] 
       FIGS. 10 and 11  are block diagrams each illustrating an electrical structure of the entire gaming machine  1 . 
     [Electrical structure of Gaming Terminal  10 ] 
       FIG. 10  is a block diagram illustrating an electrical structure of the gaming terminal  10 . As illustrated in  FIG. 10 , the cabinet  11  includes therein a control unit having at least one of the functions of a terminal controller  100 . The control unit includes, as shown in  FIG. 10 , a motherboard  40 , a main body PCB (Printed Circuit Board)  60 , a gaming board  50 , a door PCB  80 , various switches, sensors, or the like. 
     The gaming board  50  is provided with a CPU (Central Processing Unit)  51 , a ROM  55 , a boot ROM  52 , a card slot  53 S corresponding to a memory card  53 , and an IC socket  54 S corresponding to a GAL (Generic Array Logic)  54 . The CPU  51 , the ROM  55 , and the boot ROM  52  are connected to one another through an internal bus. 
     The memory card  53  stores therein a game program and a game system program. The game program contains a stop symbol determining program. The stop symbol determining program is a program for determining: base symbols  180  (code numbers corresponding to the symbols) to be stopped in the base symbol arrangement area  150   a ; and JP symbols  180 J (code numbers corresponding to the symbols) to be stopped in the JP symbol arrangement area  150   b . This stop symbol determining program contains sets of symbol weighting data respectively corresponding to various payout rates (e.g., 80%, 84%, 88%). Each set of the symbol weighting data indicates, for each of the display windows  151  to  155 , a code number of each symbol and at least one random numerical value allotted to the code number. The numerical value is a value within a predetermined range of 0 to 256 for example. 
     The payout rate is determined based on payout rate setting data output from the GAL  54 . Based on a set of the symbol weighting data corresponding to the payout rate determined, a symbol to be stopped is determined. 
     The memory card  53  stores therein various types of data for use in the game programs and the game system programs. For example, the memory card  53  stores a table listing combinations of a base symbol  180  to be displayed on the display windows  151  to  155  of  FIG. 4  and an associated range of random numerical values. This data is transferred to the RAM  43  of the motherboard  40 , at the time of running a game program. 
     The card slot  53 S is structured so as to allow the memory card  53  to be attached/detached to/from the card slot  53 S. This card slot  53 S is connected to the motherboard  40  through an IDE bus. Thus, the type and content of a game run by a gaming terminal  10  can be modified by detaching the memory card  53  from the card slot  53 S, write a different game program and a different game system program into the memory card  53 , and inserting the memory card  53  back into the card slot  53 S. 
     Each of the game programs includes a program related to the progress of the game and/or a program for causing a transition to a bonus game. Each of the game programs includes image data and audio data output during the game. 
     The GAL  54  has input and output ports. When the GAL  54  receives data via the input port, it outputs data corresponding to the input data from its output port. This data from the output port is the payout rate setting data described above. 
     IC socket  54 S is structured so as to allow the GAL  54  to be attached/detached to/from the IC socket  54 S. The IC socket  54 S is connected to the motherboard  40 , via a PCI bus. Thus, the payout rate setting data to be output from GAL  54  can be modified by: detaching the GAL  54  from the IC socket  54 S, overwriting the program stored in the GAL  54 , and attaching the GAL  54  back to the IC socket  54 S. 
     The CPU  51 , the ROM  55  and the boot ROM  52  connected through an internal bus are connected to the motherboard  40  through the PCI bus. The PCI bus communicates signals between the motherboard  40  and the gaming board  50  and supplies power from the motherboard  40  to the gaming board  50 . The ROM  55  stores country identification information and an authentication program. The boot ROM  52  stores a preliminary authentication program and a program (boot code) for enabling the CPU  51  to run the preliminary authentication program. 
     The authentication program is a program (falsification check program) for authenticating the game program and the game system program. The authentication program is a program for confirming and verifying that the game program and the game system program are not falsified. In other words, the authentication program is described in accordance with a procedure for authenticating the game program and the game system program. The preliminary authentication program is a program for authenticating the authentication program. The preliminary authentication program is described in accordance with a procedure for verifying that the authentication program to be authenticated is not falsified. In short, the preliminary authentication program authenticates the authentication program. 
     The motherboard  40  is provided with a main CPU  41 , a ROM (Read Only Memory)  42 , a RAM (Random Access Memory)  43 , and a communication interface  44 . 
     The main CPU  41  has at least one of the functions of a terminal controller  100  controlling the entire gaming machine  1 , and the main CPU  41  controls a gaming terminal  10 . In particular, the main CPU  41  controls the following operations: an operation of outputting a signal instructing variable-displaying of symbols  180  to the graphic board  68 , which is performed in response to pressing of the spin button  23  after betting of credit; an operation of determining symbols  180  to be stopped after the variable-displaying of symbols  180 ; and an operation of stopping the symbols  180  thus determined in the display window  151  to  155 . 
     In other words, the main CPU  41  serves as an arrangement controller which arranges symbols to form a new symbol matrix through scrolling of symbols displayed on the lower image display panel  16 . This main CPU  41  therefore determines symbols to be arranged in a symbol matrix by selecting symbols to be arranged from various kinds of symbols. Then, the main CPU  41  executes arrangement control to stop scrolling the symbols to present the symbols thus determined. 
     The ROM  42  stores a program such as BIOS (Basic Input/Output System) run by the main CPU  41 , and permanently-used data. When the BIOS is run by the main CPU  41 , each of peripheral devices is initialized and the game program and the game system program stored in the memory card  53  are read out through the gaming board  50 . The RAM  43  stores data or a program used for the main CPU  41  to perform a process. 
     In addition, the ROM  242  stores a gaming terminal ID unique to each gaming terminal  10 . When various signals are transmitted to the center control unit  200 , gaming terminal ID information is added to the header or the like. This allows the center control unit  200  to identify the sender of each of the signals. A gaming terminal ID is, for example, an IP (Internet Protocol) address of each gaming terminal  10 . 
     In addition to the above, the RAM  43  stores a JP timing which is based on a JP timing signal transmitted from the center control unit  200 . This JP timing is information regarding timing to start a JP game, and is determined after a JP game finishes in the center control unit  200 . The JP timing signal is a signal including information generated based on the JP timing, and this signal is transmitted from the center control unit  200 . 
     The communication interface  44  is provided to communicate with a host computer and the like equipped in the gaming facility, through the network (communication line). The communication interface  44  is also for communicating with the center control unit  200  through a communication line. Further, a main body PCB (Printed Circuit Board)  60  and a door PCB  80  are connected to the motherboard  40 , through USB (Universal Serial Bus). Further, the motherboard  40  is connected to a power unit  45 . The power unit  45  supplies power to the motherboard  40  to boot the main CPU  41  thereof. Meanwhile, the power unit  45  supplies power to the gaming board  50  through the PCI bus to boot the CPU  51  thereof. 
     The main body PCB  60  and door PCB  80  are connected to various devices or units which generate signals to be input to the main CPU  41 , and various devices or units whose operations are controlled by signals from the main CPU  41 . Based on a signal input to the main CPU  41 , the main CPU  41  runs the game program and the game system program stored in the RAM  43 , to perform an arithmetic process. Then, the CPU  41  stores the result of the arithmetic process in the RAM  43 , or transmits a control signal to the various devices and units to control them based on the result. 
     The main body PCB  60  is connected with a lamp  30 , a hopper  66 , a coin sensor  67 , a graphic board  68 , the speaker  29 , a bill validator  22 , a ticket printer  35 , a card reader  36 , a key switch  38 S, and a data displayer  37 . 
     The lamp  30  is turned on/off on the basis of a control signal from the main CPU  41 . 
     The hopper  66  is mounted in the cabinet  11  and pays out a predetermined number of coins from a coin outlet  19  to the coin tray  18 , based on a control signal from the main CPU  41 . The coin sensor  67  is provided inside the coin outlet  19 , and outputs a signal to be input to the main CPU  41  upon sensing that a predetermined number of coins have been delivered from the coin outlet  19 . 
     The graphic board  68  controls image displaying of upper image display panel  33  and the lower image display panel  16 , based on a control signal from the main CPU  41 . Further, the graphic board  68  is provided with a VDP (Video Display Processor) for generating image data on the basis of a control signal from the main CPU  41 , a video RAM for temporarily storing the image data generated by the VDP, or the like. Note that image data used at the time of generating the image data by the VDP is in a game program which is read out from the memory card  53  and stored in the RAM  43 . 
     The bill validator  22  reads an image on the bill and takes only those recognized as to be genuine into the cabinet  11 . When taking in a genuine bill, the bill validator  22  outputs an input signal indicating the value of the bill to the main CPU  41 . The main CPU  41  stores into the RAM  43  a credit-value corresponding to the value of the bill indicated by the signal. 
     The ticket printer  35  prints a barcode on to a ticket to issue a ticket  39  having the barcode. The barcode contains encoded data such as credit-value stored in the RAM  43 , date and time, identification number of the gaming terminal  10 , or the like, based on a control signal from the main CPU  41 . 
     The card reader  36  reads out data from the smart card and transmits the data to the main CPU  41 . Further, the card reader  36  writes data into the smart card based on the control signal output from the main CPU  41 . The key switch  38 S is mounted to the keypad  38 , and outputs a signal to the main CPU  41  in response to an operation of the keypad  38  by the player. The data displayer  37  displays, based on a control signal from the main CPU  41 , the data read by the card reader  36  or the data input by the player through the key pad  38 . 
     The door PCB  80  is connected to a control panel  20 , a reverter  21 S, a coin counter  21 C, and a cold cathode tube  81 . The control panel  20  is provided with: a spin switch  23 S associated with the spin button  23 ; a change switch  24 S associated with the change button  24 ; a cashout switch  25 S associated with the cashout button  25 ; a 1-BET switch  26 S associated with the 1-BET button  26 ; a maximum BET switch  27 S associated with the maximum BET button  27 , and a skip switch  28 S associated with the skip button  28 . Each of the switches  23 S to  28 S outputs a signal to the main CPU  41 , when a player presses the associated button. 
     The coin counter  21 C is provided within the coin insertion slot  21 , and identifies whether the coin inserted into the coin insertion slot  12  by the player is genuine. A coin except the genuine coin is discharged from the coin outlet  19 . In addition, the coin counter  21 C outputs an input signal to the main CPU  41  upon detection of a genuine coin. 
     The reverter  21 S is operated on the basis of the control signal output from the main CPU  41  and distributes a coin, which is recognized as a genuine coin by the coin counter  21 C, to a not-illustrated cash box or hopper  66  mounted in the gaming terminal  10 . In other words, when the hopper  66  is full of the coins, the genuine coin is distributed into the cash box by the reverter  21 S. On the other hand, when the hopper  66  is not yet full with the coins, the genuine coin is distributed into the hopper  66 . The cold cathode tube  81  functions as a backlight mounted to rear sides of the lower image display panel  16  and the upper image display panel  33 . This cold cathode tube  81  turns on according to a control signal from the main CPU  41 . 
     [Electrical Structure of Center Controller  200 ] 
       FIG. 11  is a block diagram illustrating an electrical structure of the center control unit  200 . The center control unit  200  is provided therein with a control unit. As illustrated in  FIG. 11 , the control unit includes a motherboard  240 , a gaming board  250 , an actuator, or the like. 
     The gaming board  50  is provided with a CPU  251 , a ROM  255 , a boot ROM  252 , a card slot  253 S corresponding to a memory card  253 , and an IC socket  254 S corresponding to a GAL  254 . The CPU  251 , the ROM  255 , and the boot ROM  252  are connected to one another through an internal bus. 
     The memory card  53  stores therein a game program, a game system program, and various types of data for use in the game program and the game system program. Specifically, the memory card  53  stores data such as a program for managing each gaming terminal  10  and a program for running a JP game. Such programs and data are transmitted to the motherboard  240  at the time of boot of the center control unit  200 , running of a program, and so forth. 
     Each of the game program includes a program related to the progress of the JP game. Each of the game programs also includes image data and audio data output during the JP game. 
     The gaming board  250  has, as illustrated in  FIG. 10 , a similar structure to the gaming board  50  of the gaming terminal  10 , and hence a further explanation of the structure is not given. 
     The motherboard  240  includes a main CPU  241 , a ROM  242 , a RAM  243 , and a communication interface  244 . 
     The main CPU  41  has at least one of the functions of a terminal controller  100  controlling the entire gaming machine  1 , and the main CPU  41  controls a control unit  200 . The ROM  242  stores a program run by the main CPU  241 , and permanently-used data. The RAM  243  stores data or a program used for the main CPU  241  to perform a process. The communication interface  244  communicates with the gaming terminals  10  through a communication line. 
     The ROM  242  also stores a program which extracts random numerical values. The random numerical value extraction program is run by the main CPU  41 . In the present embodiment, random numerical value extraction is carried out by a program. The present invention however is not limited to this arrangement. For example, there may be provided a random number generator generating a predetermined range of random numerical values and a sampling circuit extracting any random numerical value from the values generated by the random number generator. 
     In addition, the RAM 243  stores progressive values accumulatively supplied from each gaming terminal  10 . The progressive values are used as the source of payout when jackpot is met in a JP game. The RAM 243  also stores the timing of the next JP game, which is determined when the current JP game finishes. 
     Further, the center control unit  200  includes a graphic board  268  and a drive motor  270  which serve as main actuators. 
     The graphic board  268  has the same structure as that of the graphic board  68 , except in that the graphic board  268  controls image displaying of the shared display  203  based on a control signal from the main CPU  241 . 
     The drive motor  270  is a stepping motor and is connected to a not-shown drive wheel. The drive motor  270  is driven by a control signal from the main CPU  241 , and rotates the drive wheel to move the shared display  203 . 
     Further, the center control unit  200  includes a power unit  245 . The power unit  245  serves as a power source for supplying power to the motherboard  240 . 
     (JP Chance Data Table) 
     Referring to  FIG. 12 , a JP chance data table is described. The JP chance data table is stored in the RAM  243  of the center control unit  200 . The JP chance data table has a gaming terminal ID list and a JP chance number list. The gaming terminal ID list stores a gaming terminal ID used for identifying a game terminal  10  connected to and in communication with the center control unit  200 . The JP chance number list stores the number of JP chances of each gaming terminal  10 , in association with gaming terminal IDs. 
     Specifically, when a player at the gaming terminal  10  with the gaming terminal ID “A” is awarded a JP chance in a chance game, the gaming terminal  10  transmits a JP chance signal to the center control circuit  200 . This JP chance signal includes gaming terminal ID information indicating “A” and JP chance number information indicating the number of awarded JP chances. Receiving the JP chance signal, the center control unit  200  increases, in the JP chance data table, the JP chance number associated with the gaming terminal ID. 
     In a JP game run by the center control unit  200 , when the gaming terminals  10  participate in the JP game, the JP chance number corresponding to each of the participating gaming terminals  10  is decremented in the JP chance data table, each time whether jackpot is met or not is determined. [Operation of Gaming Machine  1 : Boot Process] 
     The following describes a boot process routine which takes place in the gaming machine  1 . Upon powering on the gaming machine  1 , the mother board  240  and gaming board  250  in the center controller  200 , and the mother board  40  and the gaming board  50  in the gaming terminal  10  execute the boot process routine illustrated in  FIG. 13 . The memory cards  53  and  263  are assumed to be inserted into the card slots  53 S and  253 S of the gaming boards  50  and  250 , respectively. Further, the GALs  54  and  254  are assumed to be attached to the IC sockets  54 S and  254 S, respectively. 
     First, turning on the power switch of (powering on) the power units  45  and  245  boots the motherboards  40  and  240  and the gaming boards  50  and  250 . Booting the motherboards  40  and  240  and the gaming boards  50  and  250  starts separate processes in parallel. Specifically, in the gaming boards  50  and  250 ,the CPUs  51  and  251  read out preliminary authentication programs stored in the boot ROMs  52  and  262 , respectively. Then, preliminary authentication is performed according to the read out programs so as to confirm and authenticate that no modification is made to authentication programs, before reading them in the motherboards  40  and  240 , respectively (S 1 ). Meanwhile, the main CPUs  41  and  241  of the motherboards  40  and  240  run BIOS stored in the ROMs  42  and  242  to load into the RAMs  43  and  243  compressed data built in the BIOS, respectively (S 2 ). Then, the main CPUs  41  and  241  run a procedure of the BIOS according to the data loaded into the RAMs  43  and  243  so as to diagnose and initialize various peripheral devices (S 3 ). 
     The main CPUs  41  and  241 , which are respectively connected to the ROMs  55  and  255  of the gaming boards  50  and  250  via PCI buses, read out authentication programs stored in the ROMs  55  and  255  and stores them in the RAMs  43  and  243  (S 4 ). During this step, the main CPUs  41  and  241  each derives a checksum through ADDSUM method (a standard check function) which is adopted in a standard BIOS, and store the authentication programs into RAMs  43  and  243  while confirming if the operation of storing is carried out without an error. 
     Next, the main CPUs  41  and  241  each checks what connects to the IDE bus. Then, the main CPUs  41  and  241  access, via the IDE buses, to the memory cards  53  and  253  inserted into the card slots  53 S and  253 S, and read out game programs and game system programs from the memory cards  53  and  253 , respectively. In this case, the CPUs  41  and  241  each reads out four bytes of data constituting the game program and the game system program at one time. Next, the CPUs  41  and  241  authenticate the game program and the game system program read out to confirm and prove that these programs are not modified (S 5 ). 
     When the authentication properly ends, the main CPUs  41  and  241  write and store the authenticated game programs and game system programs in RAMs  43  and  243  (S 6 ). 
     Next, the main CPUs  41  and  241  access, via the PCI buses, to the GALs  54  and  254  attached to the IC socket  54 S  254 S, and read out payout rate setting data from the GALs  54  and  254 , respectively. The payout rate setting data read out is then written and stored in the RAMs  43  and  243  (S 7 ). 
     Next, the main CPUs  41  and  241  read out, via the PCI buses, country identification information stored in the ROMs  55  and  255  of the gaming boards  50  and  255 , respectively. The country identification information read out is then stored in the RAMs  43  and  243  (S 8 ). 
     After this, the main CPUs  41  and  241  each performs an initial process of  FIG. 14 . 
     [Operation of Gaming Machine  1 : Initial Process] 
     The following describes an initial process which takes place in the gaming machine  1 . When the boot process of  FIG. 13  is completed, the center control unit  200  reads out from the RAM  243  a center side initial setting routine illustrated in  FIG. 14  and executes the routine. Meanwhile, the gaming terminal  10  reads out from the RAM  43  a terminal side initial setting routine illustrated in  FIG. 14  and executes the routine. The center side and terminal side initial setting routines are executed in parallel. 
     First, the main CPU  41  of the gaming terminal  10  checks operations of a work memory such as RAM  43  (A 1 ). Then, the main CPU  41  determines if all the check results are normal (A 2 ). If the main CPU  41  determines that the check results contain an error (A 2 : NO), an error signal is supplied to the center control unit  200  (A 3 ). Further, the error is notified in the form of illuminating the lamp  30  or the like (A 4 ), and then the routine is ended. 
     On the other hand, if the main CPU  41  determines that the check results are all normal (A 2 :YES), the main CPU  41  checks operations of various sensors (A 5 ). Then, the main CPU  41  determines if all the check results are normal (A 6 ). If the main CPU  41  determines the check results contain an error (A 6 : NO), the main CPU  41  executes A 3 . 
     On the other hand in A 6 , if the main CPU  41  determines that the check results are all normal (A 6 :YES), the main CPU  41  checks operations of various drive mechanisms (A 7 ). Then, the main CPU  41  determines if all the check results are normal (A 8 ). If the main CPU  41  determines the check results contain an error (A 8 : NO), the main CPU  241  executes A 3 . 
     On the other hand in A 8 , if the main CPU  41  determines that the check results are all normal (A 8 : YES), the main CPU  41  checks operations of various illuminations (A 9 ). Then, the main CPU  41  determines if all the check results are normal (A 10 ). If the main CPU  41  determines the check results contain an error (A 10 : NO), the main CPU  41  executes A 3 . 
     After the checking operations through the steps Al to A 10  for checking operations of various functions, if the main CPU  41  determines that the check results are all normal (A 10 : YES), the main CPU  41  outputs an initial setting signal to the center control unit  200  (A 11 ). Then, an initial setting signal is waited from the center control unit  200  (A 12 , A 13 : NO). 
     The main CPU  241  of the center control unit  200  receives signals from each of the terminals  10  (B 1 ). Then, the main CPU  241  determines whether a signal received is an error signal (B 2 ) If the main CPU  241  determines that the signal is an error signal (B 2 : YES), the main CPU  241  outputs the error signal to a server of a not-illustrated host computer or the like (B 3 ) to report the error (B 4 ), and ends the routine. 
     On the other hand in B 2 , if the main CPU  241  determines that the signal is not an error signal (B 2 :NO), the main CPU  241  determines whether a predetermined time (check time) has elapsed from the time of powering on (B 5 ). If the main CPU  241  determines that the check time has elapsed (B 5 : YES), B 3  is executed. On the other hand, if the main CPU  241  determines that the check time has not yet elapsed (B 5 :NO), it is determined whether an initial setting signal is received from each of the gaming terminals  10  (B 6 ) If the main CPU  241  determines that an initial setting signal from any one of the gaming terminals  10  is not received (B 6 : NO), the process returns to B 1 . 
     On the other hand, if the main CPU  241  determines that initial setting signals from all the gaming terminals  10  are received (B 6 : YES), the main CPU  241  checks operations of work memory such as the RAM  243 (B 7 ). Then, the main CPU  241  determines whether all the check results are normal (B 8 ). If the main CPU  241  determines the check results contain an error (B 8 : NO), the main CPU  241  executes B 3 . 
     On the other hand, if the main CPU  241  determines that the check results are all normal (B 8 :YES), the main CPU  241  checks operations of various sensors (B 9 ). Then, the main CPU  241  determines whether all the check results are normal (B 10 ). If the main CPU  241  determines the check results contain an error (B 10 : NO), the main CPU  241  executes B 3 . 
     On the other hand in B 10 , if the main CPU  241  determines that the check results are all normal (B 10 :YES), the main CPU  241  checks operations of various drive mechanisms (B 11 ). Then, the main CPU  241  determines whether all the check results are normal (B 12 ). If the main CPU  241  determines the check results contain an error (B 12 : NO), the main CPU  241  executes B 3 . 
     On the other hand in B 12 , if the main CPU  241  determines that the check results are all normal (B 12 : YES), the main CPU  241  checks operations of various illuminations (B 13 ). Then, the main CPU  241  determines whether all the check results are normal (B 14 ). If the main CPU  241  determines the check results contain an error (B 14 : NO), the main CPU  241  executes B 3 . 
     After the checking operations through the steps B 7  to B 14 , if the main CPU  241  determines in B 14  that all the check results are normal (B 14 : YES), the main CPU  241  outputs an initial setting signal to all the gaming terminals  10  (B 15 ), and causes the shared display  203  to display a demo-screen (B 16 ). Then, the main CPU  241  ends the routine. 
     In A 12 , the main CPU  41  of each of the gaming terminals  10  determines that an initial setting signal is received from the center control unit  200  (A 13 : YES), and causes the terminal display  101  to display a demo-screen (A 14 ). The main CPU  41  then ends the routine. 
     [Operation of Gaming Terminal  10 : Game Running Process Routine] 
     After the terminal side initial setting routine of  FIG. 14 , the main CPU  41  of the gaming terminal  10  performs a game running process routine of  FIG. 15 . Through this game running process routine, a game is run. 
     As illustrated in  FIG. 15 , in the game running process routine, whether or not a JP game start signal is received from the center control unit  200  is determined (C 1 ). In C 1 , if it is determined that no JP game start signal is received (C 1 :NO), whether a coin is bet or not is determined (C 2 ). In this step, it is determined whether a signal from the 1-BET switch  26 S entered by pressing of the 1-BET button  26  is received. Meanwhile, it is determined whether a signal from the maximum BET switch  27 S entered by pressing of the maximum BET button  27  is received. If no coin is BET (C 2 : NO), C 2  is repeated until a coin is bet. 
     On the other hand, if a coin is bet (C 2 : YES), the credit value stored in the RAM  43  is reduced according to the number of coins bet (C 3 ). When the number of coins bet surpasses the credit value stored in the RAM  43 , the process goes to a later-detailed step C 4  without the reduction of the credit value. When the number of coins bet exceeds the maximum number of coins bettable in one game ( 50  pieces in this embodiment), the process goes to a later-detailed step C 4  without the reduction of the credit value. 
     Then, it is determined whether a spin button  23  is pressed or not (C 4 ). If the spin button  23  is not pressed (C 4 : NO), the process returns to C 2 . Here, if the spin button  23  is not pressed (for example, the spin button  23  is not pressed but a command to end the game is input), the reduction of the credit value in C 3  is canceled. 
     On the other hand, when the spin button  23  is pressed (C 4 : YES), a progressive transmission process is executed (C 5 ). In other words, a progressive signal indicating a part of the betted progressive value is transmitted to the center control unit  200 . 
     Next executed is a base symbol determining process (C 6 ). That is, the stop symbol determining program stored in the RAM  43  is run to determine base symbols  180  to be stopped in the matrix  156 . This determines a combination of base symbols to be stopped in the matrix  156 . 
     Next executed is a JP symbol determining process (C 7 ). That is, the stop symbol determining program stored in the RAM  43  is run to determine base symbols  180 J to be stopped in the matrix  156 . Through this step is determined a combination of JP symbols to be stopped in the matrix  156 . 
     Then, the scrolling process is executed to scroll base symbols  180  and JP symbols  180 J at the same time, on the terminal display  101  (C 8 ). The scrolling process is a process in which the base symbols  180  and the JP symbols  180 J respectively determined in C 6  and C 7  are stopped (rearranged) in the matrix  156  after scrolling of symbols  180  and JP symbols  180 J in an upward/downward direction. 
     Next, there is determined whether JP symbols  180 J rearranged in the matrix  156  form a winning combination (C 9 ). If it is determined that a winning combination is not formed (C 9 :NO), there is determined whether payout is awarded as a result of the base game (C 12 ). 
     On the other hand in C 9 , if it is determined that a winning combination is formed (C 9 : YES), an effect display process is executed (C 20 ) and a JP chance signal is supplied to the center control unit  200  (C 10 ). The effect display process in the step C 20  is executed in such a way that effect images shown in  FIG. 5  are played back for a predetermined period of time in the effect image display area  16   a . After C 10 , the number of JP chances is added to the number of JP chances in RAM  43  (C 11 ). In this step, the accumulated total of the JP chances is displayed in the JP chance display area  160  of the lower image display panel  16 . 
     Subsequently, if it has been determined in C 12  that there is payout as a result of the base game (C 12 :YES), an amount of payout is determined based on the rearranged base symbols  180  (C 13 ). After the payout is determined, a pay out process is executed (C 14 ). On the other hand in C 12 , if it is determined that there is no payout as a result of the base game (C 12 : NO), this routine is ended. 
     If a JP game start signal is received from the center control unit  200  (C 1 :YES), effect images related to the JP game are displayed on the lower image display panel  16  (C 15 ). 
     After the lower image display panel  16  displays thereon the effect images related to the JP game in C 15 , there is determined whether a JP game payout signal has been received from the center control unit  200  (C 16 ). If it is determined that no JP game payout signal is received (C 16 :NO), there is determined whether a JP game end signal is received from the center control unit  200  (C 18 ). 
     On the other hand, if it is determined that a JP game payout signal is received from the center control unit  200  (C 16 :YES), a payout based on the JP game payout signal is awarded (C 17 ) C 18  is executed thereafter. 
     If it is determined that no JP game end signal is received (C 18 :NO), a JP game end signal is waited (C 18 ). 
     On the other hand, if it is determined that a JP game end signal is received from the center control unit  200  (C 18 :YES), the number of JP chances stored in the RAM  43  is set to an initial value (C 19 ). In this step, the number of JP chances displayed on the JP chance display area  160  of the lower image display panel  16  is also set to the initial value. This routine ends thereafter. 
     [Operation of Gaming Terminal  10 : Effect Skip Process Routine] 
     Now, referring to  FIG. 16 , an effect skip process routine executed in each gaming terminal  10  is discussed. The main CPU  41  of the gaming terminal  10  executes main processes of the effect skip process routine, when the skip button  28  is pressed during the effect display process of the step C 20  in the game running process routine shown in  FIG. 15 , so that an operation signal is supplied. 
     There is determined first whether the operation signal has been received (C 100 ). To be more specific, there is determined whether the skip button  28  has been pressed and the main CPU  41  has received the operation signal which is output from the skip switch  28 S in response to the detection of the pressing. If no operation signal has been received (C 100 :NO), the process of the step C 1  is repeated. 
     If the operation signal has been received (C 100 :YES), there is determined whether effect images are being played back ( 102 ). To be more specific, there is determined whether effect images  16   b  and  16   c  are being played back on the effect image display area  16   a  of the lower image display panel  16 , in the effect display process of the step C 20  in the game running process routine illustrated in  FIG. 15  (C 102 ). 
     If the effect images  16   b  and  16   c  are not being played back (C 102 :NO), the processes of the steps C 100  to C 102  are repeated. If the effect images  16   b  and  16   c  are being played back (C 102 :YES), the effect images are skipped so that they are shortened (C 104 ). To be more specific, an interruption signal is transmitted to the game running process routine so that the display of the effect images is stopped. In response to this, the game running process routine starts the next step. Thereafter the processes of the steps C 100  to C 104  are repeated. 
     In this way, a player can shorten effect images displayed on the lower image display panel  16 , by means of the skip button  28  which accepts an external input operation. This satisfies the player&#39;s desire to play as many games as possible within limited time before the next JP game, thereby reducing the player&#39;s stress. 
     (Operation of Gaming Terminal  10 : Count Down Display Process Routine) 
     Now, the following describes a count down process routine executed in each gaming terminal  10 , with reference to  FIG. 17 . The main CPU  41  of the gaming terminal  10  executes the count down display process routine concurrently with the game running process routine shown in  FIG. 15 . 
     There is determined first whether a JP timing signal has been received (C 200 ). The JP timing signal is transmitted to all gaming terminals  10  which are connected to and in communication with the center control unit  200 . If no JP timing signal has been received (C 200 :NO), the process of C 200  is repeated. 
     On the other hand, if the JP timing signal has been received (C 200 :YES), JP timing stored in the RAM  43  of the gaming terminal  10  is updated based on the thus received JP timing signal (C 202 ). Based on the updated JP timing in the RAM  43 , the countdown of time left until a JP game is displayed as illustrated in  FIG. 3  (C 204 ). 
     As such, a player is able to play a base game and a chance game at the same time while time left until a JP game is run is being counted down on the display, and hence the player is allowed to obtain a JP chance as well as a result of the base game. Consequently the player is allowed to concentrate on getting JP chances until the timing of the next JP game, and this realizes a new entertainment characteristic such that a chance game is playable while a base game is being played. 
     (Operation of Center Control Unit  200 : Progressive Addition Process Routine) 
       FIG. 18  illustrates a progressive addition process routine executed by the center control unit  200 . When the progressive addition process is executed, the main CPU  241  of the center control unit  200  determines whether a progressive signal from a gaming terminal  10  is received (D 1 ). If the center control unit  200  determines that no progressive signal is received (D 1 :NO), the center control unit  200  waits for a progressive signal (D 1 ). 
     On the other hand, if the center control unit  200  determines that a progressive signal is received from a gaming terminal  10  (D 1 :YES), the center control unit  200  accumulatively stores a progressive value indicated by the progressive signal in the RAM  243  (D 2 ). This routine ends thereafter. 
     (Operation of Center Control Unit  200 : JP Chance Addition Process Routine) 
       FIG. 19  illustrates a JP chance addition process routine executed by the center control unit  200 . When the JP chance addition process routine is executed, the main CPU  241  of the center control unit  200  determines whether a JP chance signal is received from a gaming terminal  10  (E 1 ). If the center control unit  200  determines that no JP chance signal is received (E 1 : NO), the center control unit  200  waits for the JP chance signal (E 1 ). 
     On the other hand, if it is determined in E 1  that a JP chance signal has been received from a gaming terminal  10  (El:YES), the gaming terminal ID of the gaming terminal  10  which has transmitted the signal is specified with reference to the JP chance signal (E 2 ). Then, the “game terminal ID” specified in E 2  is associated with the “number of JP chances” which is based on the JP chance signal, and the associated sets of data are stored and updated in the JP chance data table of the RAM  243  (E 3 ). This routine ends thereafter. 
     [Operation of Center Control Unit  200 : JP Game Running Process Routine] 
       FIG. 20  is a diagram illustrating a JP game running process routine executed by the center control unit  200 . When the JP game running process routine is executed, the center control unit  200  determines whether a JP game starting time has come (F 1 ). If the center control unit  200  determines the JP game starting time has not come (F 1 :NO), the JP game starting time is waited (F 1 ). 
     On the other hand in F 1 , if the center control unit  200  determines the JP game starting time has come (F 1 :YES), the center control unit  200  determines if there is a gaming terminal  10  to participate in the JP game, by referring to the JP chance data table stored in RAM  243  (F 2 ). If it is determined that no gaming terminal  10  participates (F 2 :NO), the JP game timing determine process is executed (F 14 ) and the routine is ended. The JP game timing determine process will be detailed later with reference to  FIG. 21 . 
     On the other hand in F 2 , if there is a gaming terminal  10  to participate in the JP game (F 2 :YES), the center control unit  200  specifies the gaming terminal ID of that gaming terminal  10  (F 3 ). Thereafter, a JP game start signal is transmitted to the gaming terminal  10  corresponding to the gaming terminal ID specified in F 4  (F 4 ). This transmission of the JP game start signal in F 5  triggers the JP game to start (F 5 ). 
     When the JP game starts in F 5 , there is determined a gaming terminal  10  to be subjected to a process of determining whether or not a jackpot is awarded (F 6 ). Then, a process of determining whether or not a jackpot is awarded is performed with respect to a gaming terminal  10  with the gaming terminal ID determined in F 7  (F 7 ). If it is determined that a jackpot will not be awarded (F 7 :NO), the number of JP chances obtained by the gaming terminal  10  with the determined gaming terminal ID, which number is stored in the RAM  243 , is reduced by “1” (F 11 ). 
     On the other hand, if in F 7  it is determined that a jackpot will be awarded (F 7 :YES), an amount of the payout of the JP game is determined (F 8 ). After the process of F 8 , a JP game payout signal is transmitted to the gaming terminal  10  having the thus determined gaming terminal ID (F 9 ). Next, a progressive value corresponding to the amount of the payout of the JP game determined in F 8  is subtracted from the accumulated progressive value in the RAM  243  (F 10 ). After F 10  is played F 11 . 
     After F 11 , there is determined whether JP chances of all the gaming terminals  10  stored in the RAM  243  are consumed (F 12 ). If it is determined that there is a JP chance yet to be consumed (F 12 : NO), a gaming terminal  10 , for which whether jackpot is awarded is to be determined, is determined again (F 6 ). 
     On the other hand, if it is determined in F 12  that all JP chances are consumed (F 12 :YES), a JP game end signal is transmitted to the gaming terminal  10  to which the JP game start signal have been transmitted (F 13 ). This routine ends thereafter. 
     [Operation of Center Control Unit  200 : JP Game Timing Determine Process Routine] 
       FIG. 21  illustrates a JP game timing determine process routine in the center control unit  200 . The JP game timing determine process routine is a process which is called in the JP game running process routine. The JP game timing determine process routine randomly determines the timing to run the next JP game. 
     First, a random numerical value extraction program is read out from the ROM  242 , and a random numerical value is extracted from a predetermined range (e.g. 0 to 255) of random numerical values (G 1 ). Then there is determined whether a residue of the division of the extracted random numerical value by 3 is “0” (G 2 ). If the residue is not “0” (G 2 :NO), the timing to run the next JP game is set at “600 seconds later” (G 3 ). Specifically, the timing of the JP game in the RAM 243  is updated to “600 seconds later”. On the other hand, if the residue is “0” (G 2 :YES), the timing of the next JP game is set at “120 seconds later” (G 4 ). Specifically, the timing of the JP game in the RAM 243  is updated to “120 seconds later”. Thereafter, as a JP game timing signal, the timing of the JP game, which has been set in the step G 3  or step G 4 , is transmitted to each gaming terminal  10  (G 5 ), and then the routine is ended. 
     In this way, the gaming machine  1  is structured so that the timing to run a JP game is randomly determined, and this provides a player with a game with further improved entertainment characteristic. 
     In the present embodiment the timing of a JP game is determined as above, but the present invention is not limited to this. A JP game may be run at predetermined intervals. Also, the random determination of the timing of a JP game may be performed in a different way. For example, a JP game may be run at intervals of the seconds calculated by multiplying an extracted random numerical value by a predetermined value. 
     (Alternative Form) 
     In the present embodiment, the upper image display panel  33  displays the countdown of time left until a JP game is run, as illustrated in  FIG. 3 . The present invention however is not limited to this. For example, as illustrated in  FIG. 22 , the upper image display panel  33  may count down the number of playable base games before the timing to run a JP game. 
     Specifically, until the timing of the next JP game, the upper image display panel  33  displays a count down value image  33   e  indicating the number of playable base games before the JP game and a first template image  33   f  which explains the count down value image  33   e . For example, as illustrated in the uppermost upper image display panel  33  in  FIG. 22 , the upper image display panel  33  displays a count down value image  33   e  showing the number “15” and a first template image  33   f  which reads “games until Fishing Tournament”, when the number of playable base games before the JP game is 15. Viewing the character string image “15 games until Fishing Tournament” on the count down value image  33   e,  the player recognizes that a Fishing Tournament which is a JP games starts after playing 15 base games. Furthermore, as illustrated in  FIG. 22 , the count down value image  33   e  is updated in accordance with the number of playable base games before a JP game. The player can therefore recognize the timing to start the JP game, at any time. 
     When a JP game starts, a second template image  33   c  indicating that the JP game has started and a JP game effect image  33   d  regarding the JP game are displayed as set forth in the lowest upper image display panel  33  in  FIG. 22 . Specifically, displayed are a second template image  33   c  reading “Fishing Tournament starts!!” and a JP game effect image  33   d  showing a fishing rod and fishes. This allows bystanders or the like of the gameplay to notify that the JP game has started. 
     As such, a player is able to play a base game and a chance game at the same time, while the number of playable base games before the timing to run a JP game is being displayed on the display, and hence the player is allowed to obtain a JP chance as well as a result of the base game. Consequently the player is allowed to concentrate on getting JP chances during playing of a limited number of base games before the timing of the next bonus game, and this realizes a new entertainment characteristic such that a chance game is playable while a base game is being played. 
     Note that this embodiment deals with a case where the JP game is run for a gaming terminal  10  having one or more JP chance; however, the present invention is not limited to this. For example, the JP game may be run for a gaming terminal  10  having three or more JP chances. 
     Further, this embodiment deals with a case where one JP chance is awarded for a winning combination when three JP symbols  180 J are successively arranged on a pay line L in the matrix  156 ; however, the present invention is not limited to this. For example, the scatter symbol method may be adopted so that two JP chances are awarded when three JP symbols  180 J are arranged in the matrix  156 . 
     The detailed description of the present invention provided hereinabove mainly focused on characteristics thereof for the purpose of easier understanding; however, the scope of the present invention shall be construed as broadly as possible, encompassing various forms of other possible embodiments, and therefore the present invention shall not be limited to the above description. Further, the terms and phraseology used in the present specification are adopted solely to provide specific illustration of the present invention, and in no case should the scope of the present invention be limited by such terms and phraseology. Further, it will be obvious for those skilled in the art that the other structures, systems, methods or the like are possible, within the spirit of the invention described in the present specification. The description of claims therefore shall encompass structures equivalent to the present invention, unless otherwise such structures are regarded as to depart from the spirit and scope of the present invention. Further, the abstract is provided to allow, through a simple investigation, quick analysis of the technical features and essences of the present invention by an intellectual property office, a general public institution, or one skilled in the art who is not fully familiarized with patent and legal or professional terminology. It is therefore not an intention of the abstract to limit the scope of the present invention which shall be construed on the basis of the description of the claims. To fully understand the object and effects of the present invention, it is strongly encouraged to sufficiently refer to disclosures of documents already made available. 
     The detailed description of the present invention provided hereinabove includes a process executed on a computer or computer network. The above descriptions and expressions are provided to allow the one skilled in the art to most efficiently understand the present invention. A process performed in or by respective steps yielding one result or blocks with a predetermined processing function described in the present specification shall be understood as a process with no self-contradiction. Further, the electrical or magnetic signal is transmitted/received and written in the respective steps or blocks. It should be noted that such a signal is expressed in the form of bit, value, symbol, text, terms, number, or the like solely for the sake of convenience. Although the present specification occasionally personifies the processes performed in the steps or blocks, these processes are essentially executed by various devices. Further, the other structures necessary for the steps or blocks are obvious from the above descriptions.