Patent Publication Number: US-2007123338-A1

Title: Gaming machine

Description:
CROSS REFERENCE TO RELATED APPLICATIONS  
      This application is based upon and claims the benefit of priority from the prior Japanese Patent Application No. 2005-342665 filed on Nov. 28, 2005 in the Japanese Patent Office; the entire content of which is incorporated by reference herein for all purposes.  
     BACKGROUND OF THE INVENTION  
      1. Field of the Invention  
      The present invention relates to a gaming machine such as a slot machine or the like.  
      2. Description of the Related Art  
      Conventional gaming machines, such as the slot machine disclosed in Japanese Unexamined Patent Application Publication No. 2004-57221 for example, provide a free game performed separate from the base game. When the transition occurs from the base game to the free game, a game is played to determine the number of free games. This game to determine the number of free games determines the number of free games that will be run and the payout rate for a win.  
      The number of free games that are run as well as the payout rate for each prize change each time a free game is run. The content of the free game itself however, is the same as that of the base game.  
     SUMMARY OF THE INVENTION  
      According to a first aspect of the present invention, a gaming machine (e.g. slot machine  1 ) has a display on which a plurality of symbols are displayed; and a processor in communication with the display, wherein the processor is operable to determine a plurality of symbols used in a game from the plurality of symbols displayed on the display, and to execute the game using the symbols determined to be used in the game.  
      According to this first aspect of the present invention, some of the symbols displayed on the display are used in the game. The symbols used in the game are selected each time a game is run from among the symbols displayed on the display.  
      According to a second aspect of the present invention, a gaming machine has a display; a memory; and a processor in communication with the display and the memory, wherein the processor is operable to cause the display to display a base game, to determine whether or not a specified condition arises as the base game is run, to determine a plurality of symbols used in a special game from a plurality of different symbols stored in the memory and used in the base game, and to cause the display to display the special game using the plurality of symbols determined to be used in the special game.  
      According to this second aspect of the present invention, when the specified condition arises during the base game, some of the symbols used in the base game are determined to be used in the special game.  
      According to a third aspect of the present invention, a gaming machine has a display; a memory; and a processor in communication with the display and the memory, wherein the processor is operable to determine a plurality of symbols used in a second game from a plurality of different symbols stored in the memory and used in a first game, and to cause the display to display the second game using the symbol determined to be used in the second game.  
      According to this third aspect of the present invention, some of the symbols used in the first game are used in the second game.  
      According to a fourth aspect of the present invention, a method of playing a game has the steps of: determining a plurality of symbols used in the game from a plurality of symbols; and executing the game using the symbols determined to be used in the game.  
      According to this fourth aspect of the present invention, some of the symbols determined from a plurality of symbols are used in the game.  
      According to a fifth aspect of the present invention, a method of operating a gaming machine having a display, a processor operably coupled to at least one of the display and a memory, and the method comprises steps of: causing the display to display a base game; determining whether or not a specified condition arises as the base game is run; determining a symbol used in a special game from a plurality of different symbols stored in the memory and used in the base game; and causing the display to display the special game using a selected symbol.  
      According to this fifth aspect of the present invention, when the specified condition arises during the base game, some of the symbols used in the base game are determined to be used in the special game. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
       FIG. 1  shows an example of a recomposition of a special video reel using symbols selected from the base video reel;  
       FIG. 2  is a perspective view of a slot machine according to a first embodiment of the present invention;  
       FIG. 3  shows the nine variable display parts of the slot machine shown in  FIG. 2 ;  
       FIG. 4  shows the eight winning lines of the slot machine shown in  FIG. 2 ;  
       FIG. 5  is a block diagram showing an example of the control system of the slot machine shown in  FIG. 2 ;  
       FIG. 6  is a block diagram showing an example of the liquid crystal driving circuit of the slot machine shown in  FIG. 2 ;  
       FIG. 7  shows a symbol line (video reel) that is variably displayed while each variable display part of  FIG. 3  is scrolled during a game;  
       FIG. 8  shows the lottery table for symbols displayed stopped for when the nine variable display parts of  FIG. 3  are used when a game is played;  
       FIG. 9  shows the winning combinations and payouts for when the nine variable display parts of  FIG. 3  are used when a game is played;  
       FIG. 10  is a flowchart of the main process program for the slot machine shown in  FIG. 2 ;  
       FIG. 11  is a flowchart of the start receive process program of  FIG. 10 ;  
       FIG. 12  is a flowchart of the lottery process program of  FIG. 10 ;  
       FIG. 13  is a flowchart of the game process program of  FIG. 10 ;  
       FIG. 14  is a flowchart of the other game process program of  FIG. 10 ;  
       FIG. 15  shows an example of each of the scatter symbols displayed stopped on the three variable display parts of the lower liquid crystal display;  
       FIG. 16  shows the content displayed in the lower liquid crystal display when the shell chance game is in progress;  
       FIG. 17  shows the table used when determining the inside content of each shell for the shell chance game;  
       FIG. 18  shows an example of the display of the inside content of each shell in the lower liquid crystal display during the shell chance game;  
       FIG. 19  is a flowchart of the battle bonus process program of  FIG. 14 ;  
       FIG. 20  is a flowchart of the symbol selection process program of  FIG. 19 ;  
       FIG. 21  is an example of the table used when a symbol is selected from the base video reel during the battle bonus game;  
       FIG. 22  shows the content of the lower liquid crystal display when the battle bonus game is in progress;  
       FIG. 23  shows the content of the lower liquid crystal display and the upper liquid crystal display when the battle bonus game is in progress;  
       FIG. 24  shows an outline of the lottery table for the symbols displayed stopped when, during the battle bonus game, the game uses the nine variable display parts; and  
       FIG. 25  shows an example of the lottery table for the symbols displayed stopped when, during the battle bonus game, the game uses the nine variable display parts. 
    
    
     DETAILED DESCRIPTION OF THE INVENTION  
      An example of an embodiment of the slot machine according to the present invention will now be described with reference to the drawings. Firstly, an outline of the configuration of the slot machine relating to this embodiment will be described with reference to  FIG. 2  to  FIG. 5 .  FIG. 2  is a perspective view of a slot machine according to a first embodiment of the present invention.  FIG. 3  shows the nine variable display parts of the slot machine shown in  FIG. 2 .  FIG. 4  shows the eight winning lines of the slot machine shown in  FIG. 2  and  FIG. 5  is a block diagram showing an example of the control system of the slot machine shown in  FIG. 2 .  
      In  FIG. 2 , the slot machine  1  has a cabinet  2  forming the whole. An upper liquid crystal display  3  is disposed to the front at the upper part of the cabinet  2 . In the frontal, center part of the cabinet  2 , on the inner side of an equipment front panel  20 , a lower liquid crystal display  4  is provided. The upper liquid crystal display  3  and the lower liquid crystal display  4  are comprised of ordinary liquid crystal displays. A transparent touch panel  201  is disposed at the front surface of the lower liquid crystal display  4 . The method of playing the game, the payout table  123  showing the different kinds of winning combinations and the payouts for those (refer to  FIG. 9  following) as well as information concerning the game such as the different kinds of effects and the like, are displayed on the upper liquid crystal display  3 . The nine variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C are displayed in the lower liquid crystal display  4 , as shown in  FIG. 3 , moreover, as shown in  FIG. 4 , a maximum of eight winning lines, L 1 -L 8  are also displayed on the lower liquid crystal display  4 . Each of the symbols comprising the base video reel  100  of  FIG. 7  as described subsequently, are variably displayed as they scroll from the right toward the left, inside each of the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C.  
      A control table  5  that protrudes out frontward, is disposed in the lower part of the lower liquid crystal display  4 , and on this control table  5  starting from the furthest left side are arranged a change button  6 , a payout button  7 , and a help button  8  while to the right of the help button  8  a coin insertion part  9  and bills insertion part  10  are arranged. Arranged from left to right on that part of the control table  5  closest to a player are a 1-bet button  11 , a spin (spin/repeat bet) button  12 , a 3-bet button  13 , a 5-bet button  14  and an 8-bet button  15 .  
      The change button  6  is a button that is pressed when changing bills inserted into the bills insertion part  10 . Coins issued as change are paid in to a coin receiving part  17  from a coins payout opening  16  disposed in the lower part of the cabinet  2 . A change switch  62 , as described subsequently, is installed in the change button  6 . If the change button  6  is pressed a switch signal is output from the change switch  62  to the CPU  50  (refer  FIG. 5 ).  
      The payout button  7  is a button that is pressed when a game finishes. Once the payout button  7  is pressed coins acquired during the game are paid out from the coins payout opening  16  to the coin receiving part  17 . A cashout switch  63  as described subsequently is installed in the payout button  7 . When the payout button  7  is pressed a switch signal is output from the cashout switch  63  to the CPU  50  (refer  FIG. 5 ).  
      The help button  8  is pressed when a player is unsure about the method of controlling the game for example. When the help button  8  is pressed, different kinds of help information are displayed on the upper liquid crystal display  3 . A help switch  64 , as described subsequently, is installed in the help button  8 . When the help button  8  is pressed a switch signal is output from the help switch  64  to the CPU  50  (refer  FIG. 5 ).  
      A coin sensor  65 , as described subsequently, is arranged in the coin insertion part  9 . When a coin is inserted in the coin insertion part  9 , a coin detection signal is output via the coin sensor  65  to the CPU  50  (refer  FIG. 5 ).  
      A bill sensor  66 , as described subsequently, is arranged in the bills insertion part  10 . When a bill is inserted in the bills insertion part  10 , a bills detection signal is output via the bill sensor  66  to the CPU  50  (refer  FIG. 5 ).  
      Each time the 1-bet button  11  is pressed a single bet is made. A 1-bet switch  58 , as described subsequently, is installed in the 1-bet button  11 . When the 1-bet button  11  is pressed, a switch signal is output from the 1-bet switch  58  to the CPU  50  (refer  FIG. 5 ).  
      When the spin/repeat bet button  12  is pressed, a game commences with the number of bets at that time, and of each of the different symbols commences in each of the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C in the lower liquid crystal display  4 . A spin switch  57 , as described subsequently, is installed in the spin/repeat bet button  12 . When the spin/repeat bet button  12  is pressed, a switch signal is output from the spin switch  57  to the CPU  50  (refer  FIG. 5 ). The number of bets that can be placed when the spin/repeat bet button  12  is pressed is 1, 2, 3, 5 or 8 bets.  
      When the 3-bet button  13  is pressed, three bets are placed. A 3-bet switch  59  as described subsequently, is installed in the 3-bet button  13 . When the 3-bet button  13  is pressed, a switch signal is output from the 3-bet switch  59  to the CPU  50  (refer  FIG. 5 ).  
      When the 5-bet button  14  is pressed, five bets are made. A 5-bet switch  60 , as described subsequently, is installed in the 5-bet button  14 . When the 5-bet button  14  is pressed, a signal is output from the 5-bet switch  60  to the CPU  50  (refer  FIG. 5 ).  
      When the 8-bet button  15  is pressed, eight bets are made. An 8-bet switch  61 , as described subsequently, is installed in the 8-bet button  15 . When the 8-bet button  15  is pressed, a signal is output from the 8-bet switch  61  to the CPU  50  (refer  FIG. 5 ).  
      The number of bets that can be placed by operating the 1-bet button  11 , the spin/repeat bet button  12 , the 3-bet button  13 , the 5-bet button  14  and the 8-bet button  15  is 1, 2, 3, 5 and 8 respectively. When the number of bets is 1, the activated pay line is any one from among lines L 1 -L 8 . When the number of bets is two, the activated pay lines are any two from among the lines L 1 -L 8 . When the number of bets is three, the activated pay lines are any three from among the lines L 1 -L 8 . When the number of bets is five, the activated pay lines are any five from among the lines L 1 -L 8 . When the number of bets is eight, the activated pay lines are all from among the lines L 1 -L 8 .  
      It is also possible to have a machine in which a separate button is installed that enables all eight lines from among L 1 -L 8  to become the activated pay lines by a single bet.  
      Hereinafter, to facilitate a concise explanation, unless specifically stated otherwise, it is assumed that the game is proceeding in the condition in which all eight lines L 1 -L 8  are activated pay lines.  
      The coins payout opening  16  and the coin receiving part  17  for receiving coins paid out from the coins payout opening  16  are disposed in the lower part of the cabinet  2 . Inside the coins payout opening  16  a coins detection part  73 , as described subsequently, that is comprised of a sensor and other parts, is installed. The coins detection part  73  detects the number of coins paid out from the coins payout opening  16  (refer  FIG. 5 ).  
      The symbols used when a game is played on the slot machine  1  will now be described.  FIG. 7  shows symbol lines (video reel) that are variably displayed while each variable display part  22 A- 22 C,  23 A- 23 C and  24 A- 24 C of the lower liquid crystal display  4  is scrolled during a game.  
      The symbol line consists of 10 symbols comprising the base video reel  100 , these being scatter  101 , sea turtle  102 , mudskipper  103 , seahorse  104 , hermit crab  105 , blue tang  106 , ammonite  107 , clownfish  108 , seal  109  and swordfish  110 .  
      The configuration of the control system of the slot machine  1  will now be described with reference to  FIG. 5 .  FIG. 5  is a block diagram showing an example of the control system of the slot machine shown in  FIG. 2 .  
      As shown in  FIG. 5 , the control system of the slot machine  1  is comprised basically centered around the CPU  50 . ROM  51  and RAM  52  are connected to the CPU  50 . As described subsequently, the ROM  51  stores the main process program, the start receive process program, the lottery process program, the game process program, the lottery tables for selecting the symbols displayed stopped during the game and other programs required to control the slot machine  1  as well as data tables and the like. The RAM  52  acts as memory for temporary storage of different kinds of data calculated by the CPU  50 .  
      Further, a clock pulse generation circuit  53  for generating reference clock pulse and frequency divider  54  are connected to the CPU  50 , as are a random number generation circuit  55  for generating random numbers and a random number sampling circuit  56 . Random numbers sampled via the random number sampling circuit  56  are used for selection of each kind of winning combination etc. Moreover, the spin switch  57  associated with the spin/repeat bet button  12 , the 1-bet switch  58  associated with the 1-bet button  11 , the three bet switch  59  associated with the 3-bet button  13 , the 5-bet switch  60  associated with the 5-bet button  14 , the 8-bet switch  61  associated with the 8-bet button  15 , the change switch  62  associated with the change button  6 , the cashout switch  63  associated with the payout button  7  and the help switch  64  associated with the help button  8  are each connected respectively to the CPU  50 . The CPU  50  exercises control to execute the different kinds of operation corresponding to each respective button based on the switch signals output from each of these switches when the appropriate button is pressed.  
      Moreover, the coin sensor  65  arranged in the coin insertion part  9  and the bill sensor  66  arranged in the bills insertion part  10  are each connected to the CPU  50 . The coin sensor  65  detects coins inserted from the coin insertion part  9 . The CPU  50  calculates the number of coins input, based on a coin detection signal output from the coin sensor  65 . The bill sensor  66  detects the amount and type of bills input from the bills insertion part  10 . The CPU  50  acquires the value of bills inserted based on a bills detection signal output from the bill sensor  66  and calculates the number of coins equivalent to that value.  
      A hopper  71  is connected to the CPU  50  via a hopper driving circuit  70 . When a drive signal is output from the CPU  50  to the hopper driving circuit  70 , the hopper  71  pays out the required number of coins from the coins payout opening  16 .  
      Further, the coins detection part  73  is connected to the CPU  50  via a payout complete signal circuit  72 . The coins detection part  73  is disposed inside the coins payout opening  16 . Once the detection has been made that the required number of coins has been paid out from the coins payout opening  16 , a coin payout detected signal is output from the coins detection part  73  to the payout complete signal circuit  72 . Once the coin payout detected signal has been output, the payout complete signal circuit  72  outputs a payout complete signal to the CPU  50 . Moreover the upper liquid crystal display  3  and the lower liquid crystal display  4  are connected to the random number generation circuit  55  via a liquid crystal driving circuit  74 . The upper liquid crystal display  3  and the lower liquid crystal display  4  are thus controlled by the CPU  50 .  
      As shown in  FIG. 6 , the liquid crystal driving circuit  74  comprises program ROM  81 , image ROM  82 , an image control CPU  83 , work RAM  84 , the video display processor (VDP)  85  and video RAM  86 . The program ROM  81  houses a program for image control for the display on the upper liquid crystal display  3  and the lower liquid crystal display  4  as well as all kinds of selection tables. The image ROM  82  houses for example, dot data required for forming the images of all the kinds of images required for the demo effects and the battle bonus game performed on the upper liquid crystal display  3  and the lower liquid crystal display  4 , all kinds of help information and payout tables displayed on the upper liquid crystal display  3 , and the symbols of the base video reel  100  shown in  FIG. 7 , displayed on the lower liquid crystal display  4  in the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C. The image control CPU  83  determines the images to be displayed on the upper liquid crystal display  3  and the lower liquid crystal display  4  from among dot data stored in advance inside the image ROM  82 , in conformance with an image control program stored in advance in the program ROM  81 , based on parameters set in the CPU  50 . The work RAM  84  is configured as a temporary storage means operating when the image control program is run by the image control CPU  83 . The VDP  85  forms an image coordinated to the display content determined at the image control CPU  83  and outputs this to the upper liquid crystal display  3  or the lower liquid crystal display  4 . In this way, each of the symbols of the base video reel  100  shown in  FIG. 7  for example, can be variably displayed or displayed stopped on the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C on the lower liquid crystal display  4  (refer  FIG. 3 ). The video RAM  86  is configured as a temporary storage means that operates when an image is formed at the VDP  85 . For example, as shown in  FIG. 1 , the video RAM  86  is used when the special video reel  221  is recomposed from the base video reel  100 .  
      When the display of each of the symbols displayed changing in each of the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C as the base video reel  100  scrolls is stopped, each of symbols is displayed stopped in the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C. As shown in  FIG. 9 , each of the winning combinations is set in advance in relation to each kind of combination of the symbols. When the combination of symbols corresponding to the winning combination is displayed stopped over the activated pay lines L 1 -L 8 , coins corresponding to that winning combination are paid out from the coins payout opening  16 . No further explanation of this is provided here as it is the same on this point as conventional slot machines.  
      As shown in  FIG. 5  the transparent touch panel  201  is connected to the CPU  50  via a touch panel driving circuit  202 . The transparent touch panel  201 , as described above, is installed over the screen of the lower liquid crystal display  4 . The CPU  50  receives, via touch panel driving circuit  202 , information on the position of coordinates on that part that is touched by a player, and, based on this coordinates position information, can determine where on the transparent touch panel  201  the player has touched.  
      Further, an LED  78  is connected to the CPU  50  via an LED driving circuit  77 . A plurality of these LED  78  are arranged on the front surface of the slot machine  1  and when each kind of effect is performed, the flashing of these LED is controlled through the LED driving circuit  77  based on a drive signal from the CPU  50 . Moreover, a sound output circuit  79  and speakers  80  are connected to the CPU  50 . The speakers  80  generate different kinds of sound effects, based on a signal output from the sound output circuit  79 , when each kind of effect is performed.  
      The lottery tables used when determining the symbols to display stopped in each of the nine variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C when a game is played on the slot machine  1  using those variable display parts, will now be described with reference to  FIG. 8 .  FIG. 8  shows the lottery table for symbols displayed stopped when the nine variable display parts of  FIG. 3  are used when a game is played. The lottery tables shown in  FIG. 8  are stored in the ROM  51 .  
      The symbols displayed stopped in the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C, are determined for each of those variable display parts. Each of code number [0]-[9] is allocated to each of those symbols comprising the base video reel  100  shown in  FIG. 7 , in succession from the left, and the lottery table shown in  FIG. 8  is prepared. Nine random numbers corresponding to each of those variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C are sampled via the random number sampling circuit  56 .  
      The variable display part  23 A will now be described to provide an example. When the random number value sampled via the random number sampling circuit  56  is a 0 or 1, the symbol scatter  101  corresponding to the code number of [0] is displayed stopped over the variable display part  23 A, and in the same manner, each of the code numbers [1]-[9] is utilized in accordance with the lottery table shown in  FIG. 8 .  
      The other variable display parts  22 A- 22 C,  23 B and  23 C and  24 A- 24 C are the same as the variable display part  23 A described above).  
      The winning combinations and their corresponding payouts occurring when a game is played on the slot machine  1  utilizing the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C will now be described with reference to  FIG. 9 .  FIG. 9  shows the winning combinations and payouts for when the nine variable display parts are used when a game is played.  
      The payout table  123  shown in  FIG. 9  is comprised of any odds payout table  121  and the line odds payout table  122 , stored in the ROM  51 .  
      The any odds payout table  121  shows the payout provided for each symbol, in coordination with the number of the same symbol that are displayed stopped over the activated pay line (refer  FIG. 4 ). For example, when the code numbers for the five variable display parts on the activated pay line (refer  FIG. 4 ) are any of [2]-[19], the player wins “Sea turtle any 5” and obtains a payout of [1] (refer  FIG. 9 ). Here, sea turtle  102  has been displayed stopped on the five variable display parts on the activated pay line (refer  FIG. 4 ). In the same manner, each payout for any odds is performed based on the any odds payout table  121  shown in  FIG. 9 .  
      The line odds payout table  122  shows the payout provided for each symbol, in coordination with the activated pay line (refer  FIG. 4 ) for which the same symbol is displayed stopped on all the variable display parts. For example, if the code numbers for all of the variable display parts on one of the activated pay lines from among any of the activated pay lines (refer  FIG. 4 ) are any of [2]-[19], the winning combination on that activated pay line (refer  FIG. 4 ) is “sea turtle-sea turtle-sea turtle”, and a payout of [5] is obtained (refer  FIG. 9 ). Here, sea turtle  102  is displayed stopped (refer  FIG. 7 ) over all of the variable display parts on that activated pay line. When there are a plurality of activated pay lines (refer  FIG. 4 ) displaying the combination of “sea turtle-sea turtle-sea turtle”, a payout is obtained of that number of the activated pay lines multiplied by [5]. In the same manner, each payout for line odds is performed based on the line odds payout table  122  shown in  FIG. 9 .  
      When the variable display part code number is [0] or [1], the symbol scatter  101  (refer  FIG. 7 ) is displayed stopped on that variable display part. If three or more of the symbol scatter  101  is displayed stopped on the activated pay lines, the shell chance game commences on the lower liquid crystal display  4 .  
       FIG. 15  shows an example in which the symbol scatter  101  is displayed stopped on three variable display parts in the lower liquid crystal display  4 . In this example, when all of the three scatter  101  symbols are displayed over any of the variable display lines, the player proceeds to the shell chance game.  
      When proceeding to the shell chance game, as shown in  FIG. 16 , firstly, five shells  211  are displayed in the lower liquid crystal display  4 . Inside of the five shells  211  can be any of [A], [B], [10], [20] or [30]. For this embodiment, the random number sampling circuit  56  is used for each of the shells  211 , to sample random number values within the range from 0-127. The content of each of the shells  211  is determined based on the random numbers sampled and the table as shown in  FIG. 17 .  
      According to table  17 , when the sampled random number value is anywhere between [0]-[26], [A] is selected as the content of shell  211 . When the sampled random number value is anywhere between [27]-[53], the content [B] is selected as the content of the shell  211 . When the sampled random number value is between [54]-[78], the content [10] is selected as the content of the shell  211 . When the sampled random number value is between [79]-[104], the content [20] is selected as the content of the shell  211 . When the sampled random number value is anywhere between [105]-[127], the content [30] is selected as the content of the shell  211 .  
      Once the player, using the transparent touch panel  201 , selects one shell from among the five shells  211  displayed on the lower liquid crystal display  4 , one of [A], [B], [10], [20] or [30] is displayed as the content of the shell  211 . At this time, an arrow appears on the lower liquid crystal display  4  indicating the shell selected by the player.  FIG. 18  shows the example when the player has selected the shell  211  that is fourth from the left.  
      When the content of the shell  211  selected by the player is [A], the player can proceed to another bonus game. A description of the content of the other bonus game is not provided here. When the content of the shell  211  selected by the player is [B], the player can proceed to the battle bonus game. A description of the content of the battle bonus game is provided subsequently. When the content of the shell  211  selected by the player is [10], a payout of [10] is obtained. When the content of the shell  211  selected by the player is [20], a payout of [20] is obtained. When the content of the shell  211  selected by the player is [30], a payout of [30] is obtained.  
      It may be suitable that the system operates so as to determine the contents of the shells  211  such that [at least one] of the five shells  211  shown in  FIG. 16  contains [A] or [B], in order to maintain a condition in which the other bonus game or the battle bonus game can be selected by the player. For example, after the content of the five shells  211  has been determined using the table of  FIG. 17 , the system would investigate to see whether [A] or [B] is housed in any of the five shells. If [A] or [B] is contained in any of the five shells  211 , the system proceeds to the next process. If [A] or [B] is not contained in any of the five shells, the system would select one of the five shells  211  and put [A] or [B] in the shell thus selected.  
      The battle bonus game will now be described. In the battle bonus game a player does not place bets with coins, rather, in this embodiment, the game is performed with five games in succession. The number of games in this succession can be selected by a lottery at the time of transition to the battle bonus game. In the battle bonus game, because the probability of obtaining a kind of winning combination is higher, the special video reel  221  (refer  FIG. 1 ) recomposition of symbols selected from each of the symbols (except the symbol scatter  101 ) of the base video reel  100  is used, and the varying display and stopped display of the symbols is performed on each of the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C of the lower liquid crystal display  4 . Each of the symbols constituting the special video reel  221  is selected (refer  FIG. 1 ) at a lottery probability ratio of 1/2 from each of the symbols (except scatter  101 ) of the base video reel  100 .  
       FIG. 21  is an example of the table used when determining whether or not to select a symbol from each of the symbols of the base video reel  100  as a symbol for the special video reel  221 . Each of the symbols (except scatter  101 ) of the base video reel  100  are selected, in the case of this embodiment, by a lottery performed via the table of  FIG. 21  and the random number sampling circuit  56  to provide random number values sampled from within the range 0-127.  
      That is to say, when the sampled random number value is any of [0]-[63] the appropriate symbol is selected and when the value of the sampled random number is any of [64]-[127] the appropriate symbol is not selected.  
      Then, using each symbol selected by this lottery from among the symbols (except scatter  101 ) of the base video reel  100  the special video reel  221  (refer  FIG. 1 ) is recomposed for use during the battle bonus game. In the example shown in  FIG. 1 , the result of the lottery performed for each symbol of the base video reel  100  is that each of the symbols sea turtle  102 , hermit crab  105 , clownfish  108  and swordfish  110  are selected, such that the special video reel  221  used for the battle bonus game is recomposed using the four symbols  102 ,  105 ,  108  and  110  as selected. Hereafter, for the sake of convenience of explanation, the symbol  221  may indicate the special video reel shown in  FIG. 1  or simply a special video reel used in the battle bonus game.  
      When the special video reel  221  is recomposed for use in the battle bonus game, firstly, as shown in  FIG. 22 , an image consisting of a collection of each of the symbols (except scatter  101 ) of the base video reel  100  is shown on the lower liquid crystal display  4  with a seabed scene as the background. Then, this image in which each of the symbols (except scatter  101 ) of the base video reel  100  is collected against a seabed scene background is displayed on the upper liquid crystal display  3 , instead of the lower liquid crystal display  4 . Thereafter, from the upper liquid crystal display  3 , comic images are displayed of each of these symbols (except scatter  101 ) of the base video reel  100  in battle. Thereafter, as shown in  FIG. 23  for example, only symbols selected by the above described lottery are displayed. On the one hand, on the lower liquid crystal display  4 , in each of the nine variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C a single symbol of the special video reel  221  for the battle bonus game recomposed using the symbol selected by that lottery, is displayed randomly.  
      In this way, the slot game preparations are completed for the battle bonus game, and, using the special video reel  221 , the same processes are performed as those used for the base game. At this time the number of symbols comprising the special video reel  221  is smaller than the number of symbols comprising the base video reel  100 . Accordingly, when the symbols displayed stopped on each of the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C are determined, the lottery table shown in  FIG. 24  is used instead of the lottery table shown in  FIG. 8 .  
      The lottery table shown in  FIG. 24  has an arrangement of the physical structure that is suitable for the case in which the number of symbols comprising the special video reel  221  is smaller than the number of symbols comprising the base video reel  100 . The lottery table in  FIG. 24  is newly created as the special video reel  221  is recomposed, by allocating a random number starting from 0, one by one, to each of the symbols of the special video reel  221 . In order to enable a newly created lottery table to be used and the symbols to be displayed stopped to be determined, the range of random numbers sampled via the random number sampling circuit  56  is the range from 0 to the maximum value allocated. For example, when the four symbols sea turtle  102 , hermit crab  105 , clown fish  108  and swordfish  110  are selected as the symbols to comprise the special video reel  221  as shown in  FIG. 1 , a lottery table as shown in  FIG. 25  is newly created with a random number starting from 0 allocated one by one for each symbol, such that the range of random numbers sampled by the random number sampling circuit  56  is 0-3.  
      The number of symbols comprising the special video reel  221  used in the battle bonus game in general represents a case in which there is a substantially smaller number than the number of symbols comprising the base video reel  100  used in the base game, such that in the case of the battle bonus game, what is called the hit ratio is substantially higher in comparison to the base game and therefore a player is more likely to be able to receive a large number of coins. In the example shown in  FIG. 24 , as the lottery probability ratio of each of the symbols comprising the special video reel  221  is equal, where the symbols comprising the symbol combination for a winning combination having a high payout (e.g. swordfish  110 , seal  109  etc.) comprise the special video reel  221  there will be a substantial number of cases in which a high payout winning combination is realized (hit).  
      The main process program for running a slot machine  1  will now be described with reference to  FIG. 10 .  FIG. 10  is a flow chart of the main process program. In  FIG. 10 , firstly, at step (hereinafter “S”)  11 , the start receive process of  FIG. 11 , described subsequently, is performed, which involves receiving switch signals output from the spin switch  57 , the 1-bet switch  58 , the 3-bet switch  59 , the 5-bet switch  60  and the 8-bet switch  61  based on operation of the spin/repeat bet button  12 , the 1-bet button  11 , the 3-bet button  13 , the 5-bet button  14  and the 8-bet button  15 . At the point at which the switch signals output from each switch are received the game commences.  
      At S 12 , the lottery process of  FIG. 12 , described subsequently, is performed based on switch signals output from the spin switch  57 , the 1-bet switch  58 , the 3-bet switch  59 , the 5-bet switch  60  and the 8-bet switch  61 .  
      At S 13 , the game process of  FIG. 13 , described subsequently, is run, and thereafter, at S 14 , another game process as shown in  FIG. 14 , described subsequently, is performed and this main process program is complete.  
      The start receive process program performed on the slot machine  1  will now be described with reference to  FIG. 11 .  FIG. 11  is a flow chart of the start receive process program. At step  11  of the main process program of  FIG. 10  the start receive process is run. Firstly, at S 21  in  FIG. 11 , a determination is made on whether a determined period of time (e.g. 15 seconds) has elapsed. If it is determined that the period of time has not elapsed (S 21 : No) nothing is done and the program proceeds to S 23 . At S 23  a determination is made as to whether there has been an operation of the spin/repeat bet button  12 , the 1-bet button  11 , the 3-bet button  13 , the 5-bet button  14  or the 8-bet button  15 . Here, if it is determined that the 1-bet button  11  has not been operated (S 23 : No), the system returns to S 21  and reruns the above described process. On the other hand, if the determination is that the 1-bet button  11  has been operated (S 23 : Yes) the demo effect is stopped, and the determined activated pay lines L 1 -L 8  are displayed on the lower liquid crystal display  4  and a payout table  123  comprised of the any odds payout table  121  and the line odds payout table  122  shown in  FIG. 9  is displayed on the upper liquid crystal display  3 . Thereafter, the system returns to the main process program shown in  FIG. 10  and proceeds to the lottery process of S 12 .  
      The lottery process program performed by the slot machine  1  will now be described with reference to  FIG. 12 .  FIG. 12  is a flow chart of the lottery process program. This lottery process is performed at S 12  of the main process program shown in  FIG. 10 . Firstly, the system proceeds to S 31  of  FIG. 12  and runs the symbol determination process, here, the symbols to be displayed stopped on each of the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C {during the game} (S 42  in  FIG. 13  below), are determined for each of those variable display parts. Basically, as described above, nine random number values corresponding to each of the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C are sampled from within the range 0-127 by the random number sampling circuit  56 , and based on the lottery table shown in  FIG. 8 , the symbols to be displayed stopped are determined via code numbers. Once those symbols to be displayed stopped on the respective variable display parts are determined, at S 32  the combination process is performed. At the combination process, basically, as described above, the winning combinations in the activated pay lines L 1 -L 8  and payouts are determined and displayed on the lower liquid crystal display  4 , based on the tables stored in the ROM  51  as the payout table  123  of  FIG. 9 , via code numbers in S 31 .  
      Thereafter, the system returns to the main process program of  FIG. 10  and proceeds to the game process of S 13 .  
      The game process program run by the slot machine  1  will now be described with reference to  FIG. 13 .  FIG. 13  is a flow chart of the game process program. At S 13  of the main process program shown in  FIG. 10  the game process is run. Firstly, at S 41  in  FIG. 13 a  reel process is run. At this rotation process, basically, each of the images of the symbols comprising the base video reel  100  are made to scroll from the rightward direction to the leftward direction on each of the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C, based on the switch signals output from the spin switch  57 , the 1-bet switch  58 , the 3-bet switch  59 , the 5-bet switch  60  and the 8-bet switch  61  received at S 11  of  FIG. 10 .  
      At S 42  the stop control process is run. Basically, this stop control process involves stopping the scrolling of the symbol images of the base video reel  100  on each of the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C, based on the lottery results of the symbol determining process at S 31  in order that each of the appropriate symbols can be displayed stopped.  
      At S 43  coins are paid out corresponding to the payout set in advance in the payout table  123  shown in  FIG. 9 , in conformance with the winning combination symbol combinations displayed stopped on each of the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C of the activated pay lines L 1 -L 8 . At this time the payout of each winning combination is calculated when the winning combinations are formed over the plurality of activated pay lines L 1 -L 8 . Accordingly, if for example, a plurality of any odds or line odds are simultaneously formed, coins are paid in an amount equivalent to the amount derived by calculating the respective payouts, which involves multiplying by the appropriate multiple of the payout change information for those odds for which payout change information is displayed on the upper liquid crystal display  3 .  
      Thereafter, the system returns to the main process program of  FIG. 10  and proceeds to the other game process of S 14 .  
      The other game process program performed by the slot machine  1  will now be described with reference to  FIG. 14 .  FIG. 14  is a flow chart of the other game process program. This other process program is run at S 14  of the main process program in  FIG. 10 . Firstly, at S 51  of  FIG. 14 a  determination is made as to whether or not at least the determined number of scatter  100  symbols are displayed stopped on each of the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C of the activated pay lines L 1 -L 8  displayed on the lower liquid crystal display  4 . In the case of this embodiment that determined number is three (refer  FIG. 15 ).  
      If it is determined that at least the determined number of scatter  100  symbols are not displayed stopped (S 51 : No) the system proceeds to the payout process of S 59  described subsequently, while if the determination is that the determined number of scatter  100  symbols are displayed (S 51 : Yes) the system proceeds to S 52 .  
      At S 52  the shell contents determination process is performed. Basically, as described above, this involves displaying on the lower liquid crystal display  4 , five shells  211  (refer  FIG. 16 ) and then performing a lottery for the contents of each of the five shells  211  using the table (refer  FIG. 17 ) and the random numbers sampled by the random number sampling circuit  56  from within the range 0-127, thereby determining a content for each of those shells  211  that is one from among [A], [B], [10], [20], [30].  
      At S 53 , the system waits for the player to select one from among the five shells  211  displayed on the lower liquid crystal display  4  (S 53 : No), the player being able to select one of the shells by touching the transparent touch panel  201  as described above.  
      Once the player makes a selection of one of the five shells  211  (S 53 : Yes), the system proceeds to S 54  and the content of the shell  211  thus selected is displayed on the lower liquid crystal display  4 . In the case of this embodiment however, the contents of all of the shells  211  are displayed and an arrow appears indicating the shell  211  selected by the player as shown in  FIG. 18 .  
      At S 55 , a determination is made as to whether or not the content of the shell  211  selected by the player indicates a bonus game. In this determination, if the content of the shell  211  selected by the player is [A] or [B], that indicates a bonus game and if the content of the shell  211  thus selected is any of [10], [20] or [30] no bonus game results. If the determination is that the content of the shell  211  selected by the player does not indicate a bonus game (S 55 : No) the system proceeds to the payout process of S 59  described subsequently, while if the determination is that the content of the shell  211  selected by the player does indicate a bonus game (S 55 : Yes), the system proceeds to S 56 .  
      At S 56 , a determination is made as to whether or not the bonus game is the battle bonus game. For this determination, if the content of the shell  211  selected by the player is [A] the battle bonus game does not result while if the content of the shell  211  selected is [B] the battle bonus game is played. If it is determined that there is no battle bonus game (S 56 : No) then after another bonus process is performed at S 57 , the system proceeds to S 59 . A description of the other bonus game performed at the other bonus process of S 57  is not provided here. If on the other hand the determination is that the bonus game is the battle bonus game (S 56 : Yes), then the system proceeds to S 59  after performing the battle bonus process of  FIG. 19  at S 58 , described subsequently.  
      At S 59  the payout process is performed. In this payout process, if at S 55  it has been determined that the contents of the shell  211  selected by the player is any of [10], [20] or [30] (S 55 : No), the appropriate number of coins corresponding to the payout are paid out as each of those values represents a payout. Further, if the player has obtained a payout at the other bonus game at S 57  or at the battle bonus game at S 58 , the appropriate number of coins corresponding to that payout is paid out by this payout process.  
      Once S 59  is run, the main process program of  FIG. 10  finishes and then the main process program of  FIG. 10  commences anew.  
      The battle bonus process program performed by the slot machine  1  will now be described with reference to  FIG. 19 .  FIG. 19  is a flowchart of the battle bonus process program. The battle bonus process is run at S 58  of the other game process program of  FIG. 14 . Firstly, at S 70  of  FIG. 19 , the symbol selection process of  FIG. 20  is run.  
      The symbol selection process of  FIG. 20  will now be described.  FIG. 20  is a flowchart of the symbol selection process program. In this symbol selection process firstly, at S 81 , a discretionary type of symbol is selected from each of these symbols (except the symbol scatter  101 ) of the base video reel  100 . Basically, in the case of this embodiment, as described above, each of the symbols (except the symbol scatter  101 ) of the base video reel  100  is selected by using the table (refer  FIG. 21 ) and the random numbers sampled from within the range [0]-[127] via the random number sampling circuit  56 . If the value of a random number that is sampled is any of [0]-[63] the corresponding symbol is selected while if the sampled random number value is any of [64]-[127] the corresponding symbol is not selected.  
      At S 82 , the symbols selected at S 81  are rearranged and the special video reel  221  is recomposed. In the case of this embodiment, the rearrangement of symbols selected is performed by removing those symbols not selected from the symbol arrangement comprising the base video reel  100  shown in  FIG. 7 , however it is also suitable to have a randomly determined rearrangement sequence.  
      When the special video reel  221  is recomposed at S 82 , as described above, the effects displayed in for example  FIG. 22  or  FIG. 23  are performed on the lower liquid crystal display  4  or the upper liquid crystal display  3 . Thus the condition is prepared in which the varying display or stopped display of symbols of the special video reel  221  is displayed on each of the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C of the lower liquid crystal display  4 .  
      Once this process at S 82  is performed the symbol selection process program of  FIG. 20  finishes, the system returns to the battle bonus process program of  FIG. 19  and proceeds to S 71 .  
      At S 71  the lottery process is performed. In this lottery process, the symbols to be displayed stopped on each of the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C during the game (S 73  below), are determined for each of those variable display parts. Basically, as described above, firstly a random number value starting from 0 is allocated one by one in respect of each of the symbols comprising the special video reel  221  and a new lottery table is created based on the lottery table of  FIG. 24 . This newly created lottery table (refer  FIG. 25 ) is used to determine the symbols to be displayed stopped, further, based on the lottery table  123  of  FIG. 9  the winning combinations and payouts therefor are determined for the activated pay lines L 1 -L 8  shown on the lower liquid crystal display  4 .  
      At S 72  the rotation process is run. During this rotation process the image of each of the symbols comprising the special video reel  221  is scrolled from the rightward direction to the leftward direction on each of the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C.  
      At S 73  the stop control process is run. Basically, this stop control process involves stopping the movement of the image of each of the symbols comprising the special video reel  221  at each of the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C, based on the results of the lottery process performed at S 71 . In this way the stopped image of each of the symbols is displayed. The player is able to receive the payout set in advance in the payout table  121  shown in  FIG. 9  in conformance with the symbol combinations of the winning combinations displayed stopped on those variable display parts. At this time, if a winning combination is formed on a plurality of activated pay lines L 1 -L 8  each of the payouts for the winning combinations is summed up. Further, as described subsequently, when the game is run again in a new game the payout obtained from the new game is summed up.  
      At S 74  a determination is made as to whether or not the number of games played has reached a determined number of times. In the case of this embodiment, that determined number of times is five times. If the determination is that the game has not been played a determined number of times (S 74 : No), the system returns to S 71  and repeats the above described process so that a new game is played. Here, it is not necessary for a new lottery table to be formed, however this can be done. On the other hand, if the determination is that the game has been played a determined number of times (S 74 : Yes), the system returns to the other game process program of  FIG. 14  and proceeds to the payout process of S 59 . The number of times a game is played is stored in the RAM  52  and the counting is reset back to zero when the system proceeds to the payout process of S 59 .  
      When the CPU  50  runs the game process of S 13  for the main process program of  FIG. 10 , the CPU  50  is functioning as the “base game execution means”. When the CPU  50  runs the battle bonus process of S 58  for the other game process program of  FIG. 14 , the CPU  50  is functioning as the “special game execution means”. When the CPU  50  runs the symbols select process of S 70  for the battle bonus process program of  FIG. 19 , the CPU  50  functions as the “symbols select means”.  
      As described above, the slot machine  1  according to this embodiment of the invention performs both of the slot games comprising the base game and the battle bonus game. When the battle bonus game is performed, the special video reel  221  is recomposed (S 82 ) using the randomly selected symbols from the plurality of different symbols (excluding scatter  101 , but including sea turtle  102 , mudskipper  103 , seahorse  104 , hermit crab  105 , blue tang  106 , ammonite  107 , clownfish  108 , seal  109  and swordfish  110 ), these symbols comprising the base video reel  100  used for the base game. The battle bonus game is run (S 71 -S 73 ) using the special video reel  221  thus recomposed. That is to say the content of the battle bonus game is different to the content of the base game. Moreover, as a special video reel  221  is recomposed for each battle bonus game, the content of the battle bonus game changes each time it is played. For this reason, the battle bonus game provides the player with new stimulation each time.  
      Various other modifications will be apparent to and can be readily made by those skilled in the art without departing from the scope and spirit of this invention.  
      For example the trigger to proceed to the shell chance game (S 51 : Yes) could take a variety of different forms. For example when all of the symbols comprising the base video reel  100  (the nine symbols excluding scatter  101 , but including sea turtle  102 , mudskipper  103 , seahorse  104 , hermit crab  105 , blue tang  106 , ammonite  107 , clownfish  108 , seal  109  and swordfish  110 ) are displayed stopped on the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C. In this case, the base game is run using the base video reel  100  but excluding the symbol scatter  101 .  
      Further, when the special video reel  221  (refer  FIG. 1 ) is recomposed (S 82 ) before the execution of the battle bonus game, symbols (including the symbol scatter  101 ) not selected in the symbols comprising the base video reel  100  shown in  FIG. 7  can be exchanged for symbols (including the symbol scatter  101 ) that are selected. In this kind of case, a common lottery table for determining the symbols to be displayed stopped over each of the variable display parts  22 A- 22 C,  23 A- 23 C and  24 A- 24 C can be used both in the base game and in the battle bonus game.  
      Moreover, the table of  FIG. 21  can be made such that the probabilities for selection of the each of the symbols differ.  
      Again, immediately prior to performance of the lottery process of S 12  for the main process program of  FIG. 10 , the base game can be run by running the symbol selection process of  FIG. 20 . In this case however, at the symbol selection process of  FIG. 20  at S 81 , random types of symbols can be selected from each symbol of the base video reel  100  including also scatter  101 . Further, at the lottery process of S 12 , by allocating a random number value from 0 one by one in respect of each of the symbols comprising the video reel rearranged at S 82  of the symbol selection process of  FIG. 20 , a new lottery table based on the lottery table of  FIG. 24  can be created, the symbols to be displayed-stopped are determined using the new lottery table thus created, and the winning combinations and payouts therefore are determined for the activated pay lines L 1 -L 8  displayed on the lower liquid crystal display  4  based on the payout table  123  of  FIG. 9 .  
      That is to say, in this case, the video reel is recomposed (S 82 ) from the symbols randomly selected from the plurality of different symbols (the 10 symbols, including scatter  101 , and sea turtle  102 , mudskipper  103 , seahorse  104 , hermit crab  105 , blue tang  106 , ammonite  107 , clownfish  108 , seal  109  and swordfish  110 ), and that recomposed video reel is used to run the base game (S 13 ). Each time that base game is performed changes are added to the content, such that the player receives new stimulation from the base game.  
      In this case the player receives new stimulation even though the battle bonus game is not run.  
      The above embodiment has been described taking the example of the slot machine  1  as a typical gaming machine, however the present invention can also be applied to other kinds of gaming machine such as a pachi-slot machine (a Japanese slot-machine), a card gaming machine or a jankyu (combination of Japanese pinball and mahjong) gaming machine.  
      Also, while the present invention has been described above in more detail, it is apparent to those skilled in the art that the present invention is not limited to the embodiment described in the present invention. The device of the present invention can be embodied in modified or alternative forms without departing from the spirits and scopes of the present invention as set out in the appended claims. Accordingly, the description of the present invention is meant to be illustrative only and not limiting to the scope of the present invention.