Patent Publication Number: US-2007123342-A1

Title: Gaming machine

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS  
      This application is related to a Japanese Patent Application No. 2005-34 6362, filed on Nov. 30, 2005  
     BACKGROUND OF THE INVENTION  
      1. Field of the Invention  
      The present invention relates to a gaming machine.  
      2. Description of Related Art  
      A slot machine, so-called pachi-slot machine having a stop button comprises a variable display device having plural mechanical rotation reels for displaying symbols in a front display window, or an electrical variable display device for displaying symbols arranged on a reel on a screen. Control means drives the variable display device in accordance with a start operation of a player to rotate each of the reels, thereby variably displaying the symbols. After a predetermined time period, the control means sequentially stops the rotations of the reels automatically or in accordance with a stop operation of the player. At this time, when the symbols of the respective reels displayed in the display window form a specific combination (winning symbols), a game medium such as coin, medal, etc. is paid out to award a payout the player.  
      At present, the machine forming a mainstream has plural types of winning modes. In particular, when a winning of a predetermined combination is made (determined), a gaming state is provided in which a condition is better than a base state during a predetermined time period, in addition to the payout of the coin of one time. As the combination, there are a combination allowing a game, in which a relatively large payout is awarded to a player, to be carried out for the predetermined number of times (which is referred to as “big bonus” and abbreviated to “BB”), and a combination allowing a game, in which a relatively small payout is awarded to a player, to be carried out for the predetermined number of games (which is referred to as “regular bonus” and abbreviated to “RB”).  
      In addition, in the machine forming a mainstream, it is required that a winning of a combination should be determined (hereinafter, referred to as “internal winning”) by an internal lottery process (hereinafter, referred to as “internal lottery”) and a player should carry out a stop operation at a timing at which a combination of symbols representing a winning establishment of the combination internally won (hereinafter, referred to as “internal winning combination”) can be stopped on an activated pay line (hereinafter, referred to as “activated line”) so that a combination of predetermined symbols is arranged along the activated line and a winning enabling a coin, medal and the like to be paid out is made. Accordingly, even though the internal winning is determined, a winning cannot be made unless the player carries out the stop operation at the proper timing. In other words, in the gaming machine forming a mainstream, it is required an experienced skill with regard to the timing of the stop operation (i.e., it is high a portion of a technique intervention characteristic called as an “observation push”).  
      Regarding the above machine, it has been suggested a gaming machine for the purpose of providing a new game capable of changing probability tables, thereby allowing a player to have fun, as disclosed in a Japanese Patent Unexamined Publication No. 2001-137430. According to this gaming machine, after a special game is over, it is possible to continue a game in which the number of medals obtained in a previous special game is not reduced, for example the number of medals possessed is nearly maintained, until it is made a special combination next time. As a consequence, it is possible to provide a state which is more advantageous to the player.  
      However, according to the above gaming machine, a gaming state, in which a lottery of the combination is conducted with a replay high-probability lottery table, is started when the special game (bonus) is over, and is over after the predetermined number of games is played. Accordingly, since the gaming state is started in which the player can use the replay high-probability lottery table to conduct a lottery of the combination, without relying on the thinking or will, the game becomes monotonous and the player may lose an interest in a game.  
     SUMMARY OF THE INVENTION  
      An object of the invention is to provide a gaming machine capable of excluding a source causing a game to be monotonous and a source causing a player to lose an interest in a game.  
      In order to achieve the above object, there is provided a gaming machine in which a kind of each of symbols constituting each of plural symbol combinations is different with regard to only a symbol in one of plural rows, the number of symbols capable of being successively displayed by symbol display means in the one row is different, the information of the number of unit games provided to correspond to each of the plural symbol combinations is such constituted that the information of unit games corresponding to a symbol combination constituted by the smaller number of symbols, among the plural symbol combinations, is more than the information of unit games corresponding to a symbol combination constituted by the greater number of symbols, among the plural symbol combinations, and means for determining an internal winning combination determines an internal winning combination, based on the second internal winning combination determining information, while the unit games are conducted as the information of the number of unit games stored by means for storing the information of the number of times.  
      More specifically, the invention provides the following gaming machines.  
      (1) There is provided a gaming machine comprising: symbol display means (for example, reels  3 L,  3 C,  3 R, symbol display areas  21 L,  21 C,  21 R) for displaying symbols in plural rows (for example, three rows); start operation detection means (for example, start switch  6 S, main control circuit  71 ) for detecting a start operation (for example, start operation, operation of a start lever  6 ) by a player; internal winning combination determination (for example, means for carrying out an internal lottery process, main control circuit  71 ) for determining an internal winning combination (for example, internal carryover combination, etc.), based on internal winning combination determining information (for example, internal lottery table), on condition that the start operation is detected by the start operation detection means; symbol varying means (for example, stepping motors  49 L,  49 C,  49 R, main control circuit  71 ) for varying (for example, variably displaying) symbols to be displayed in the plural rows by the symbol display means, on condition that the start operation is detected by the start operation detection means; stop operation detection (for example, stop switches  7 LS,  7 CS,  7 RS) for detecting a stop operation (for example, operation of stop buttons  7 L,  7 C,  7 R) by the player; stop control means (for example, means for carrying out a reel stop control process, main control circuit  71 ) for carrying out a stop control of the symbol variation carried out by the symbol varying means, based on the detection of the stop operation carried out by the stop operation detection means and an internal winning combination determined by the internal winning combination determining means; and number information storing means (for example, RT game-number counter, RAM  33 ) for storing information of the number of unit games (for example, 200, 100, 50 and the like) provided to correspond to each of the plural symbol combinations, on condition that all internal winning combinations (for example, RT 1 , RT 2 , RT 3  and the like) corresponding to each of predetermined plural symbol combinations (for example, “Bell-Bell-Red 7,” “Bell-Bell-Blue 7,” “Bell-Bell-BAR”) are determined, on condition of the detection of one start operation carried out by the start operation detection means, by the internal winning combination determining means and one of the plural symbol combinations is displayed by the symbol display means (for example, on condition that a determination result in one of steps S 161 , S 163  and S 165  of  FIG. 28  is YES), wherein the internal winning combination determining information provided for the internal winning combination determining means to determine an internal winning combination comprises the first internal winning combination determining information (for example, internal lottery table for a normal gaming state) in which a probability that a specific combination (for example, Replay), in which a specific symbol combination (for example, “Replay-Replay-Replay”) is matched to a payout allowing the player to play a unit game without consuming a game value (for example, medal), will be determined is a first probability (for example, “8980/65536”), and the second internal winning combination determining information (for example, internal lottery table in which only the upper limit (“61513”) corresponding to a winning number “7” is different in an internal lottery table for a normal gaming state) in which the probability that the specific combination will be determined is a second probability (for example, “55465/65536”) greater than the first probability, wherein a kind of each (for example, “Bell,” “Red 7,” “Blue 7,” “BAR,” etc.) of symbols constituting each of the plural symbol combinations is different with regard to only a symbol (for example, “Red 7,” “Blue 7” and “BAR”) in one (for example, right reel  3 R) of the plural rows, and the number of symbols capable of being successively displayed by the symbol display means in the one row is different (for example, one “Red 7” is displayed, two “Blue 7&#39;s” are successively displayed and three “BARs” are successively displayed), and wherein the information of the number of unit games provided to correspond to each of the plural symbol combinations is constituted to be different depending on the plural symbol combinations and the internal winning combination determining means determines an internal winning combination, based on the second internal winning combination determining information, while the unit games are conducted as the information of the number of unit games stored by the number information storing means (for example, during a time period of until the RT game-number counter becomes 0).  
      According to the gaming machine described in the above (1), a kind of each of symbols constituting each of the plural symbol combinations is different with regard to only a symbol in one of the plural rows, and the number of symbols capable of being successively displayed by the symbol display means in the one row is different. The information of the number of unit games provided to correspond to each of the plural symbol combinations is constituted to be different depending on the plural symbol combinations. The storing means stores the information of the number of unit games provided to correspond to the respective symbol combinations, on condition that all the internal winning combinations corresponding to each of the predetermined symbol combinations are determined, on condition of the detection of one start operation carried out by the start operation detection means, by the internal winning combination determining means and one of the plural symbol combinations is displayed by the symbol display means. Like this, since a kind of each of symbols constituting each of the plural symbol combinations is different with regard to only the one row and the number of symbols capable of being successively displayed by the symbol display means in the one row is different, it is easy for the player to conduct the stop operation for making a desired symbol combination, with regard to the symbol having the greater number capable of being successively displayed, and it is difficult for the player to conduct the stop operation for making a desired symbol combination, with regard to the symbol having the smaller number capable of being successively displayed. In the mean time, in case that all the internal winning combinations corresponding to the respective predetermined symbol combinations are determined by the internal winning combination determining means, the player can carry out the stop operation with the aiming of desired symbols, considering the player&#39;s own ability. In addition, the information of the number of unit games resulting from that one of the plural symbol combinations is displayed by the symbol display means is different depending on the plural symbol combinations. Accordingly, since the information of the number of times is different, which is caused by the player&#39;s decision and stop operation, it is possible to exclude a source causing the player to lose an interest in a game. In addition, since the information of the number of times is not determined in advance, it is possible to exclude a source causing a game to be monotonous.  
      (2) In the gaming machine described in the above (1), it is provided means (for example, means for carrying out a process in a step S 33  of  FIG. 18 ) for operating a special gaming state (for example, state in which a RB gaming state is carried out by the predetermined number of times), on condition that a predetermined symbol combination (for example, “Red 7-Red 7-Red 7,” “Blue 7-Blue 7-Blue 7,” etc.) corresponding to a predetermined combination (for example, BB 1 , BB 2 , etc.) is displayed by the symbol display means, and a probability that the predetermined combination will be determined is same in the first internal winning combination determining information and the second internal winning combination determining information.  
      According to the gaming machine described in the above (2), the means for operating a special gaming state operates a special gaming state, on condition that a predetermined symbol combination corresponding to a predetermined combination is displayed by the symbol display means. In addition, a probability that the predetermined combination will be determined is same in the first internal winning combination determining information and the second internal winning combination determining information. Accordingly, the player can not only play the games as the information of the number of times without consuming the game value but also play the games while expecting that the predetermined combination will be determined.  
      (3) In the gamine machine described in the above (1), the information of the number of unit games provided to correspond to each of the plural symbol combinations the is such constituted that the information of the number (for example, 200) of unit games corresponding to a symbol combination (for example, “Bell-Bell-Red 7”) constituted by the symbols having the smaller number capable of being successively displayed, among the plural symbol combinations, is more than the information of the number (for example, 50) of unit games corresponding to a symbol combination (for example, “Bell-Bell-BAR”) constituted by the symbols having the greater number capable of being successively displayed, among the plural symbol combinations.  
      According to the gaming machine described in the above (3), the information of the number of unit games resulting from that one of the plural symbol combinations is displayed by the symbol display means becomes the information of the smaller number of times, as a symbol combination constituted by the symbols having the greater number capable of being successively displayed is displayed by the symbol display means, or becomes the information of the greater number of times, as a symbol combination constituted by the symbols having the smaller number capable of being successively displayed is displayed by the symbol display means. While the unit games are carried out as the information of the number of times, the internal winning combination determining means determines an internal winning combination, based on the second internal winning combination determining information in which the probability that the specific combination will be determined is the second probability greater than the first probability. In other words, although it is difficult for the player to conduct the stop operation for making a desired symbol combination, with regard to the symbol having the smaller number capable of being successively displayed, the desired symbol combination is displayed, so that it is provided more chances that the player will play the unit game without consuming the game value. Accordingly, the player can get more opportunities to play the unit game without consuming the game value, so that it is possible to improve the ability in the stop operation. As a consequence, it is possible to promote the improvement of the ability in the stop operation and to increase the interest in the game.  
      (4) In the gaming machine described in the above (1), a sliding-display-number (for example, the number of sliding symbols), which is the number of symbols to be displayed by the symbol display means during a time period from after the detection of the stop operation is carried out by the stop operation detection means until the stop control of the symbol variation is carried out by the stop control means, is constituted to be smaller with regard to the symbol having the smaller number capable of being successively displayed.  
      According to the gaming machine described in the above (4), since it is possible to further adjust the degree of difficulty of the stop operation making it possible to form a symbol combination which the player wants, it is possible to increase the variety of the game. 
    
    
     BRIEF DESCRIPTION OF THE DRAWINGS  
      Other and further objects, features and advantages of the invention will appear more fully from the following description taken in connection with the accompanying drawings, in which:  
       FIG. 1  is a perspective view showing an external appearance of a gaming machine according to an embodiment of the invention;  
       FIG. 2  shows a panel display unit, a liquid crystal display unit and a fixed display unit of a liquid crystal display device;  
       FIG. 3  is a perspective view showing a schematic structure of a liquid crystal display device;  
       FIG. 4  is a view showing an example of symbols arranged on reels;  
       FIG. 5  is a block diagram of an electric circuit;  
       FIG. 6  shows a display example of a liquid crystal display unit  2   b;    
       FIG. 7  shows a symbol arrangement table;  
       FIG. 8  shows a symbol combination table;  
       FIG. 9  shows an internal lottery table determining table;  
       FIG. 10A  shows an internal lottery table for a normal gaming state;  
       FIG. 10B  shows an internal lottery table for a RB gaming state;  
       FIG. 11  shows an internal winning combination determining table;  
       FIG. 12  is a reel stop beginning determination table;  
       FIG. 13  shows a priority attraction-in ranking table;  
       FIG. 14  shows a bonus operation table;  
       FIG. 15A  shows an internal winning combination  1  storing area;  
       FIG. 15B  shows an internal winning combination  2  storing area;  
       FIG. 15C  shows an internal carryover combination storing area;  
       FIG. 15D  shows a random number value storing area;  
       FIG. 16  is a main flow chart of a main control circuit;  
       FIG. 17  is a flow chart following  FIG. 18 ;  
       FIG. 18  is a flow chart showing a bonus operation supervisory process;  
       FIG. 19  is a flow chart showing a medal insertion•start checking process;  
       FIG. 20  is a flow chart showing a gaming state supervisory process;  
       FIG. 21  is a flow chart showing an internal lottery process;  
       FIG. 22  is a flow chart following  FIG. 21 ;  
       FIG. 23  is a flow chart showing a reel stop initialization process;  
       FIG. 24  is a flow chart showing a reel stop control process;  
       FIG. 25  is a flow chart showing a display combination retrieving process;  
       FIG. 26  is a flow chart showing a bonus end checking process;  
       FIG. 27  is a flow chart showing a bonus operation checking process;  
       FIG. 28  is a flow chart showing a RT operation checking process; and  
       FIG. 29  is a flow chart showing an intervention process under control of a main CPU. 
    
    
     DESCRIPTION OF THE PREFERRED EMBODIMENTS  
       FIG. 1  is a perspective view showing an external appearance of a gaming machine  1  according to an embodiment of the invention. The gaming machine  1  is a so-called pachi-slot machine. The gaming machine  1  is a gaming machine which is played with a game medium such as coin, medal, gaming ball, token, and card memorizing the information about a game value awarded or to be awarded to a player. In the followings, it is described that a medal is used to play the game.  
      A front door  2  is provided at a front surface thereof with a panel display unit  2   a  having an approximate vertical surface, a liquid crystal display unit  2   b  and a fixed display unit  2   c . In addition, three reels  3 L,  3 C,  3 R having plural symbols drawn on peripheries thereof are rotatably mounted horizontally in a row at the rear of the front door  2 . Each of the reels  3 L,  3 C,  3 R is rotated at a constant speed (for example, 80 revolutions/min).  
      A base portion  4  having an approximate horizontal surface is provided below the panel display unit  2   a , the liquid crystal display unit  2   b  and the fixed display unit  2   c . A medal insertion slot  10  for inserting a medal is formed at a right side of the base portion  4 . The inserted medal is credited or bet per a game. The base portion  4  is provided at a left side thereof with a 1-BET switch  11 , a 2-BET switch  12  and a MAX-BET switch  13  for betting medals credited through a push operation.  
      When the 1-BET switch  11  is pushed one time, 1 piece of medals credited is bet per a game, when the 2-BET switch  12  is pushed one time, 2 pieces of medals credited is bet per a game, and when the MAX-BET switch  13  is pushed one time, the maximum medals which can be bet per a game are bet.  
      When the BET-switches  11  to  13  are pushed, a display line is activated (which will be specifically described later). Hereinafter, the operation of the BET-switches  11  to  13  and an operation of inserting a medal into the medal insertion slot  10  (operation of inserting a medal so as to play a game) are referred to as “bet operation.” An operating unit  17  is mounted above the BET switches  11  to  13 . The operating unit  17  is manipulated so as to display the information such as game history on a liquid crystal display device  131  (see  FIG. 3 ).  
      The base portion  4  is provided at the frontal left side with a C/P switch  14  for switching credits/payouts of medals, which are obtained by a player in the game, through the push operation of a button. When the C/P switch  14  is operated, the medals are paid out from a medal payout slot  15  at a frontal lower side and the paid out medals are stacked in a medal tray  5 . Speakers  9 L,  9 R for producing an effect sound regarding the game effect are provided at the upper left and right sides of the medal tray  5 .  
      A start lever  6  for rotating the reels to variably display the symbols in symbol display areas  21 L,  21 C,  21 R by a manipulation of the player is mounted at the right side of the C/P switch  14  to be rotatable within a predetermined range of angles.  
      Three stop buttons  7 L,  7 C,  7 R for stopping the rotation of the reels  3 L,  3 C,  3 R are provided at the right side of the start lever  6  in the frontal center of the base portion  4 . In addition, in one embodiment, a one game (unit game) is basically started by the operation of the start lever  6  and is over when all the reels  3 L,  3 C,  3 R are stopped.  
      Herein, in one embodiment, a stop operation of the reel (i.e., operation of the stop button) carried out while all the reels are being rotated is referred to as a first stop operation, a stop operation which is carried out following the first stop operation is referred to as a second stop operation, and a stop operation which is carried out following the second stop operation is referred to as a third stop operation. In addition, stop switches  7 LS,  7 CS,  7 RS are arranged at the rear of the stop buttons  7 L,  7 C,  7 R, which will be described with reference to  FIG. 5 . The stop switches detect the operations (i.e., stop operations) of the corresponding stop buttons.  
      Hereinafter, the panel display unit  2   a , the liquid crystal display unit  2   b  and the fixed display unit  2   c  are described with reference to  FIG. 2 .  
      The panel display unit  2   a  consists of a bonus game information display unit  16 , BET lamps  17   a  to  17   c , a payout display unit  18  and a credit display unit  19 . The bonus game information display unit  16  consists of 7 segment LEDs and displays the game information under bonus game. The 1-BET lamp  17   a , the 2-BET lamp  17   b  and the MAX-BET lamp  17   c  are turned on in accordance with the number of medals bet so as to play a one game (hereinafter, referred to as “bet number”).  
      The 1-BET lamp  17   a  is turned on when the bet number is 1. The 2-BET lamp  17   b  is turned on when the bet number is 2. The MAX-BET lamp  17   c  is turned on when the bet number is 3. The payout display unit  18  and the credit display unit  19  consist of 7 segment LEDs, respectively, and display the payout number of medals at the time when a winning is made and the number of medals credited.  
      The liquid crystal display unit  2   b  consists of symbol display areas  21 L,  21 C,  21 R, frame display areas  22 L,  22 C,  22 R and an effect display area  23 . The display contents of the liquid crystal display unit  2   b  are adapted to vary in accordance with the rotation and stop modes of the reels  3 L,  3 C,  3 R and an operation of the liquid crystal display device  131  which will be described later.  
      Each of the symbol display areas  21 L,  21 C,  21 R is provided to correspond to each of the reels  3 L,  3 C,  3 R and carries out the display of symbols arranged on the reels  3 L,  3 C,  3 R or various displays for effects.  
      The symbol display areas  21 L,  21 C,  21 R are provided with display lines, i.e., top line  8   b , center line  8   c  and bottom line  8   d  which are horizontally directed and cross-up line  8   a  and cross-down line  8   e  which are diagonally directed. When the player pushes the BET-switches  11  to  13  or inserts medals into the medal insertion slot  10 , these display lines are activated (hereinafter, activated display line is referred to as “activated line”). Each of the display lines  8   a  to  8   e  is activated when the bet number is 1 or more, irrespective of the bet number.  
      Herein, each of the symbol display areas  21 L,  21 C,  21 R is provided with symbol stop positions at three (upper, central, lower) places in a longitudinal direction (vertical direction). When the variable display (moving display) of the symbols in the respective symbol display areas  21 L,  21 C,  21 R is stopped, the symbols are stopped at each of the symbol stop positions provided to the respective symbol display areas  21 L,  21 C,  21 R. Each of the display lines connects the symbol stop positions in the respective symbol display areas  21 L,  21 C,  21 R.  
      The symbol display areas  21 L,  21 C,  21 R are under transmissive state so that the player can see the symbols on the reels  3 L,  3 C,  3 R, at least when the corresponding reels  3 L,  3 C,  3 R are being rotated and when the corresponding stop buttons  7 L,  7 C,  7 R can be pushed.  
      The frame display areas  22 L,  22 C,  22 R are provided to surround each of the symbol display areas  21 L,  21 C,  21 R, and display the frames of the symbol display areas  21 L,  21 C,  21 R arranged on the front of the reels  3 L,  3 C,  3 R.  
      The effect display area  23  is an area except the symbol display areas  21 L,  21 C,  21 R and the frame display areas  22 L,  22 C,  22 R of the liquid crystal display unit  2   b . The fixed display unit  2   c  is an area in which a predetermined figure, picture and the like are drawn. It may be such structured that the figure, picture and the like drawn on the fixed display unit  2   c  and the image displayed on the effect display area  23  are correlated to display one still image or moving image.  
       FIG. 3  is a perspective view of schematically showing a structure of the liquid crystal display device  131 . First, an inside structure of the reels  3 L,  3 C,  3 R is described. In the reels  3 L,  3 C,  3 R, LED receiving circuit boards are mounted at the rear of the three rows of symbols (i.e., 9 symbols) which are displayed in each of the symbol display areas  21 L,  21 C,  21 R when the rotation of reels  3 L,  3 C,  3 R are stopped. The LED receiving circuit boards include three LED receiving units (i.e., total nine), respectively, and plural LED lamps are mounted therein.  
      The LED lamps illuminate rear surfaces of reel sheets mounted along the peripheries of the reels  3 L,  3 C,  3 R with a white light. More specifically, they illuminate areas corresponding to the symbol display areas  21 L,  21 C,  21 R. The reel sheet is structured to have a transparent property and the lights emitted from the LED lamps pass through the front surface of the reel sheet.  
      In addition, the left reel  3 L consists of a cylindrical frame structure formed by spacing two ring-shaped frames having a same shape at a predetermined interval (for example, reel width) and connecting them with plural connection members, and a transfer member for transferring a driving force of a stepping motor  49 L mounted at a center of the frame structure to the ring-shaped frames. In addition, the reel sheet is mounted along the periphery of the left reel  3 L.  
      The LED receiving circuit board arranged in the reel  3 L includes three LED receiving units for receiving plural LED lamps. The LED receiving circuit board is mounted in such a way that the LED receiving units are respectively located at the rears of symbols (total 3 symbols) that a player can see through the symbol display area  21 L. In addition, the center reel  3 C and the right reel  3 R have also the same structure as the left reel  3 L and comprise the LED receiving circuit boards therein, respectively.  
      Next, the transmissive liquid crystal display device  131  is described. The liquid crystal display device  131  consists of a protecting glass  132 , a display plate  133 , a liquid crystal panel  134 , a light guide plate  135 , a reflecting film  136 , fluorescent lamps  137   a ,  137   b ,  138   a ,  138   b  which are white light sources (for example, means for generating all wavelengths of lights, with a proportion that a specific color is unnoticeable), lamp holders  139   a ˜ 139   h  and a flexible board (not shown) consisting of a table carrier package having an IC for driving the liquid crystal panel mounted thereon and connected to a terminal unit of the liquid crystal panel  134 .  
      The liquid crystal display device  131  is mounted at the front (i.e., in front of a display surface) of the display areas of the reels  3 L,  3 C,  3 R, viewing from the front face. In addition, the reels  3 L,  3 C,  3 R and the liquid crystal display device  131  are separately (for example, at an interval) mounted.  
      The protecting glass  132  and the display plate  133  are made of transmissive members. The protecting glass  132  is provided to protect the liquid crystal panel  134 . In the display plate  133 , a figure, a picture and the like are drawn on areas corresponding to the panel display unit  2   a  and the fixed display unit  2   c  (see  FIG. 2 ).  
      Herein, in  FIG. 3 , it is not shown an electric circuit provided to operate the various display units (the bonus game information display unit  16 , the payout display unit  18 , the credit display unit  19 ) and the BET lamps  17   a  to  17   c  arranged at the rear of the area of the display plate  133  corresponding to the panel display unit  2   a.    
      In the liquid crystal panel  134 , liquid crystals are sealingly injected in a gap between a transparent board such as glass plate having a thin film transistor layer formed thereon and a transparent board opposite to the board. A display mode of the liquid crystal panel  134  is set as a normally white. The normally white is such a structure that it becomes a white display under state that the liquid crystal is not driven (i.e., state that a voltage is not applied to the liquid crystal panel  134 ). In other words, the light travels to the display surface, so that the transmitted light is visible from the outside.  
      Accordingly, by adopting the liquid crystal panel  134  structured with the normally white, even when there occurs a state at which the liquid crystal cannot be driven, it is possible to see the symbols arranged on the reels  3 L,  3 C,  3 R through the symbol display areas  21 L, 21 C,  21 R and to continuously play the game. In other words, even when there occurs such state that the liquid crystal cannot be driven, it is possible to play the game in relation to the rotation and stop of the reels  3 L,  3 C,  3 R.  
      The light guide plate  135  is provided at the rear of the liquid crystal panel  54  so as to guide the light from the fluorescent lamps  137   a ,  137   b  into the liquid crystal panel  134  (i.e., to illuminate the liquid crystal panel  134 ) and consists of a transmissive member (i.e., a member having a light guide function) such as acryl-based resin having about 2 cm thickness, for example.  
      For the reflecting film  136 , it is possible to use a material having silver deposition film formed on a white polyester film or aluminum thin film, for example. The reflecting film reflects the light, which is introduced into the light guide plate  135 , toward the front. Thereby, the liquid crystal panel  134  is illuminated. The reflecting film  136  consists of a reflecting area  136 A and non-reflecting areas (i.e., transmissive areas)  136 BL,  136 BC,  136 BR. The non-reflecting areas  136 BL,  136 BC,  136 BR are formed as light-transmitting units which are made of transparent materials, so that they transmit the incident light without reflecting it.  
      In addition, the non-reflecting areas  136 BL,  136 BC,  136 BR are provided at front positions of the symbols which are displayed when the rotation of reels  3 L,  3 C,  3 R is stopped. In the mean time, sizes and positions of the non-reflecting areas  136 BL,  136 BC,  136 BR are structured to be matched to the symbol display areas  21 L,  21 C,  21 R (see  FIG. 2 ). Further, in the reflecting film  136 , an area except the non-reflecting areas  136 BL,  136 BC,  136 BR is the reflecting area  136 A which reflects the light introduced to the light guide plate  135  toward the front.  
      The fluorescent lamps  137   a ,  137   b  are arranged along upper and lower ends of the light guide plate  135  and supported at their both ends by the lamp holders  139   a ,  139   b ,  139   g ,  139   h . The fluorescent lamps  137   a ,  137   b  generate the light to be introduced into the light guide plate  135 .  
      The fluorescent lamps  138   a ,  138   b  are arranged at upper and lower parts of the rear of the reflecting film  136 . The lights generated from the fluorescent lamps  138   a ,  138   b  are reflected at the surfaces of the reels  3 L,  3 C,  3 R and then incident on the non-reflecting area  136 BL,  136 BC,  136 BR. The incident lights pass through the non-reflecting area  136 BL,  136 BC,  136 BR to illuminate the liquid crystal panel  134 .  
      Hereinafter, functions of the LED lamps and the fluorescent lamps  137   a ,  137   b ,  138   a ,  138   b  are described.  
      First, it is described a function of each lamp when the liquid crystals of the symbol display areas  21 L,  21 C,  21 R are not driven (i.e., voltage is not applied to places corresponding to the symbol display areas  21 L,  21 C,  21 R of the liquid crystal panel  134 ).  
      Some of the lights emitted from the fluorescent lamps  138   a ,  138   b  are reflected by the reel sheet. In addition, some of the lights emitted from the LED lamps mounted at the LED receiving circuit board transmit the reel sheet. Since these lights transmit the non-reflecting areas  136 BL,  136 BC,  136 BR, and the light guide plate  135  and the liquid crystal panel  135  which constitute the liquid crystal display device  131 , the player can see the symbols arranged on the reels.  
      In addition, the lights, which are emitted from the fluorescent lamps  137   a ,  137   b  and introduced toward the light guide plate  135 , pass through the liquid crystal panel  134  and are incident to the player&#39;s eyes. In other words, the areas of the liquid crystal panel  134  corresponding to the frame display areas  22 L,  22 C,  22 R and the effect display area  23  are illuminated by the fluorescent lamps  137   a ,  137   b.    
      Next, it is described a function of each lamp when the liquid crystals of the symbol display areas  21 L,  21 C,  21 R are driven (i.e., voltage is applied to the places corresponding to the symbol display areas  21 L,  21 C,  21 R of the liquid crystal panel  134 ).  
      Some of the lights emitted from the fluorescent lamps  138   a ,  138   b  are reflected by the reel sheet. In addition, some of the lights emitted from the LED lamps transmit the reel sheet. Since some of these lights are reflected, absorbed or transmitted in the liquid crystal driven area of the areas of the liquid crystal panel  134 , the player can see an effect image and the like displayed in the symbol display areas  21 L,  21 C,  21 R.  
       FIG. 4  shows symbol rows displayed on the reels  3 L,  3 C,  3 R, in each of which 21 symbols are arranged. Each of the symbols is given with code numbers of “00”˜“20,” and stored (memorized) as a data table in a ROM  32  (see  FIG. 5 ) which will be described later. Each of the reels  3 L,  3 C,  3 R is arranged with the symbol row consisting of “Red 7 (symbol  91 ),” “Blue 7 (symbol  92 ),” “BAR (symbol  93 ),” “Bell (symbol  94 ),” “Watermelon (symbol ( 95 ),” “Red Cherry (symbol  96 ),” “Replay (symbol  97 )” and “Blue Cherry (symbol  98 )”. Each of the reels  3 L,  3 C,  3 R is rotated so that the symbol rows are moved in an arrow direction of  FIG. 4 .  
      Herein, in one embodiment, BB 1 , BB 2  and Middle Bonus (hereinafter, referred to as “MB”), Red Cherry, Bell, Watermelon, RT 1 , RT 2 , RT 3 , complex combination and Replay are provided as a combination. In addition, BB 1 , BB 2  and MB are collectively referred to as “bonus.” BB 1  and BB 2  are collectively referred to as “BB.” RT 1 , RT 2  and RT 3  are collectively referred to as “RT.” In addition, BB is a single bonus-continuous operation device relating to a first type special single bonus. RT is a combination providing an occasion that a RT section is operated.  
      The combination (combination data) is the control information in which a payout to be awarded to the player is matched to a symbol combination in advance, and is used for the stop control of the reels  3 L,  3 C,  3 R, the switch (shift) of the gaming state, the award of the game value and the like. In the complex combination, plural combinations of a payout to be awarded to the player and a symbol combination are matched (i.e., it is a set of plural combinations). A symbol combination to be displayed (payout to be awarded to a player) is determined in accordance with an operation timing of the stop buttons  7 L,  7 C,  7 R by the player.  
      In addition, in one embodiment, the gaming state includes a normal gaming state, a RB gaming state and a challenge bonus gaming state (hereinafter, abbreviated to “CB gaming state”). Basically, the gaming state can be identified by a kind of an internal lottery table used to determine an internal winning combination and a mode of the stop control of the reel (so-called “the maximum number of sliding symbols”). Specifically, the gaming state can be identified by a kind of a combination which may be internally won, a probability that an internal winning will be made, the maximum number of sliding symbols and the like.  
      The normal gaming state consists of a base section having no internal carryover combination, a Replay time section (hereinafter, abbreviated to “RT section”) in which it is high a probability that an internal winning of Replay will be made, and a carryover section having an internal carryover combination. In the carryover section, there is no case where an internal winning of the bonus is made. In the base section and the RT section, an internal winning of the bonus may be made. In the RT section, it is higher a probability that an internal winning of Replay will be made, as compared to the base section and the carryover section.  
      Accordingly, the base section, the RT section and the carryover section are gaming states different from each other. The internal carryover combination is a combination which permits a corresponding symbol combination to be arranged along the activated line over one or more games (i.e., it is a combination permitted depending on the internal winning combination). The internal carryover combination is included in the internal winning combination. The game section, except the RT section, in the normal gaming state is referred to as “non-RT section.” 
      It is possible to determine whether or not it is under RT section, depending on whether or not a RT game-number counter is 1 or more. When a symbol combination corresponding to RT is displayed along the activated line, one of 50, 100 and 200 is set in the RT game-number counter, correspondingly to RT established (see a RT operation checking process). In addition, 50 is set in the RT game-number counter at the time when a normal gaming state is started after BB is established (see a step S 139  in  FIG. 26 ). The value of the RT game-number counter is subtracted by 1 in one game (see a step S 10  in  FIG. 16 ). In addition, when an internal winning of the bonus is made, the value of the RT game-number counter is updated (cleared) to 0.  
      It is possible to determine whether or not it is under carryover section, depending on whether or not there is the internal carryover combination. In case that there is no internal carryover combination and the value of the RT game-number counter is 0, it is under base section.  
      The RB gaming state is a gaming state consisting of a game in which “the first type special single bonus” operates. The RB gaming state can be identified, depending on whether a flag under RB operation is ON or OFF. The flag under RB operation is the information for identifying whether or not a gaming state is the RB gaming state. When a flag under BB operation is ON, the flag under RB operation is updated to ON.  
      When a possible game-number is 0, when a possible winning-number is 0 or when the flag under BB operation is updated to OFF, the flag under RB operation is updated to OFF. The possible game-number is the number of unit games which can be carried out in the RB gaming state. The possible winning-number is the number of cases where a winning can be made in the RB gaming state.  
      The flag under BB operation is the information for identifying whether or not it is under advantageous state which occurs when BB is made. With regard to a unit game value (for example, 1 medal bet per a game) used to play a game in the advantageous state, an expected value of a game value to be awarded to a player is relatively higher than in the normal gaming state (i.e., the extent of advantage is relatively higher). When BB is made, the flag under BB operation is updated to ON. When the number of medals paid out exceeds a possible payout-number (i.e., when bonus ending-number counter becomes 0), the flag under BB operation is updated to OFF. The possible payout-number is the number of medals which can be paid out in a game from after the flag under BB operation is updated to ON until the flag under BB operation is updated to OFF. When BB is made, 350 is set as an initial value of the bonus ending-number counter.  
      Herein, it is described a relationship of the flag under RB operation and the flag under BB operation from after the flag under BB operation is updated to ON until it is updated to OFF. When BB is made, the flag under BB operation is updated to ON. As the flag under BB operation is updated to ON, the flag under RB operation is updated to ON. Then, when the possible game-number becomes 0 or when the possible winning-number becomes 0, the flag under RB operation is updated to OFF. If the flag under BB operation is ON the flag under RB operation is again updated to ON.  
      If the condition that the flag under BB operation is updated to OFF is satisfied, the flag under BB operation is updated to OFF. At this time, with the flag under BB operation being updated to OFF, the flag under RB operation is updated to OFF. Accordingly, when the flag under BB operation is ON, the flag under RB operation is updated to ON. In other words, after BB is made, the RB gaming state is maintained until the flag under BB operation is updated to OFF.  
      The CB gaming state is a gaming state structured by a game in which “a second type special single bonus” operates. In the CB gaming state, the left reel  3 L is under no control state (the maximum number of sliding symbols is 1) and the maximum number of sliding symbols of the other reels is 4. In addition, in the gaming state except the CB gaming state, the maximum number of sliding symbols is 4. The number of sliding symbols is a moving amount of a symbol after the corresponding stop button is pushed.  
      The CB gaming state can be identified depending on whether a flag under CB operation is ON or OFF. The flag under CB operation is the information for identifying whether or not a gaming state is the CB gaming state. When a flag under MB operation is ON, the flag under CB operation is updated to ON. When one game is over, the flag under CB operation is updated to OFF (see a step S 132  in  FIG. 26 ).  
      The flag under MB operation is the information for identifying whether or not it is under advantageous state which occurs when MB is made. With regard to a unit game value used to play a game (for example, 1 medal bet per a game) in the advantageous state, an expected value of a game value to be awarded to a player is relatively higher than in the normal gaming state (i.e., the extent of advantage is relatively higher). When MB is made, the flag under MB operation is updated to ON. MB is a single bonus-continuous operation device relating to a second type special single bonus. When the number of medals paid out exceeds the possible payout-number (i.e., when the bonus ending-number counter becomes 0), the flag under MB operation is updated to OFF. The possible payout-number is the number of medals which can be paid out in a game from after the flag under MB operation is updated to ON until the flag under MB operation is updated to OFF. When MB is made, 250 is set as an initial value of the bonus ending-number counter.  
      Herein, it is described a relationship of the flag under CB operation and the flag under MB operation from after the flag under MB operation is updated to ON until it is updated to OFF. When MB is made, the flag under MB operation is updated to ON. In case that the flag under MB operation is ON, the flag under CB operation is updated to ON. Then, when a game is over, the flag under CB operation is updated to OFF. If the flag under MB operation is ON at the time when a game is started, the flag under CB operation is again updated to ON.  
      If the condition that the flag under MB operation is updated to OFF is satisfied, the flag under MB operation is updated to OFF. At this time, with the flag under MB operation being updated to OFF, it is maintained the state that the flag under CB operation is updated to OFF. Accordingly, when the flag under MB operation is ON, the flag under CB operation is updated to ON. In other words, after MB is made, the CB gaming state is maintained until the flag under MB operation is updated to OFF.  
       FIG. 5  shows a circuit structure comprising a main control circuit  71  controlling a game process operation of the gaming machine  1 , a peripheral device (i.e., actuator) electrically connected to the main control circuit  71 , and a sub-control circuit  72  controlling the liquid crystal display device  131 , the speakers  9 L,  9 R, the LED  100   a  and the lamp  100   b  on the basis of control commands transmitted from the main control circuit  71 . In addition, a sound volume of the speakers  9 L,  9 R can be adjusted by a manipulation of a sound volume adjusting unit  103 .  
      The main control circuit  71  comprises a micro computer  30  arranged on a circuit board as a main constituting element and is further provided with a circuit for sampling random numbers. The micro computer  30  includes a CPU  31  for carrying out the control operations in accordance with preset programs (see FIGS.  16  to  29 ), and a ROM  32  and a RAM  33  which are memory means.  
      To the CPU  31  is connected a clock pulse generating circuit  34  and a frequency divider  35  for generating a reference clock pulse, and a random number generator  36  and a sampling circuit  37  for generating a random number to be sampled. In the mean time, as means for the random number sampling, it may be structured such that the random number sampling is carried out in the micro computer  30 , i.e., on an operating program of the CPU  31 . In this case, the random number generator  36  and the sampling circuit  37  may be omitted. Alternatively, they may be also held for a backup of the random number sampling operation.  
      The ROM  32  of the micro computer  30  stores an internal lottery table (see  FIG. 10 ) used to determine the random number sampling which is carried out whenever the start lever  6  is operated (the start operation is carried out), a stop table group for determining a stop mode of the reel in accordance with the operation of the stop button, and the like. In addition, various control commands for being transmitted to the sub-control circuit  72  and the like are stored therein. In the mean time, a command, information and the like are not transmitted from the sub-control circuit  72  to the main control circuit  71 . In other words, it is carried out a one-way communication from the main control circuit  71  to the sub-control circuit  72 . Various information is stored in the RAM  33  which is provided with various storage areas. The RAM  33  stores an internal winning combination, an internal carryover combination, the information about a current gaming state, and the like.  
      In the circuit shown in  FIG. 5 , main actuators controlled by control signals from the micro computer  30  include display units such as BET lamps (1-BET lamp  17   a , 2-BET lamp  17   b , MAX-BET lamp  17   c ), bonus game information display unit  16 , payout display unit  18 , credit display unit  19  and the like, a hopper  40  (including a driving unit for payout) receiving a medal and paying out the predetermined number of medals by a command of a hopper driving circuit  41 , and stepping motors  49 L,  49 C,  49 R for rotating the reels  3 L,  3 C,  3 R.  
      In addition, to the outputs of the CPU  31  are connected a motor driving circuit  39  for controlling the stepping motors  49 L,  49 C,  49 R, the hopper driving circuit  41  for controlling the hopper  40 , a lamp driving circuit  45  for controlling the BET lamps  17   a ,  17   b ,  17   c  and a display unit driving circuit  48  for controlling the display units, such as bonus game information display unit  16 , payout display unit  18 , credit display unit  19  and the like. These driving circuits receive the control signals outputted from the CPU  31  to control the operations of the actuators, respectively.  
      In addition, as means for generating an input signal required so that the micro computer  30  generates a control signal, there are provided the start switch  6 S, the stop switches  7 LS,  7 CS,  7 RS, the 1-BET switch  11 , the 2-BET switch  12 , the MAX-BET switch  13 , the C/P switch  14 , a medal sensor  10 S, a reel position detection circuit  50  and a payout completion signal circuit  51 .  
      The start switch  6 S detects a manipulation of the start lever  6  and outputs a game start command signal (signal for commanding a game start). The medal sensor  10 S detects a medal inserted into the medal insertion slot  10 S. The stop switches  7 LS,  7 CS,  7 RS generate a stop command signal (signal for commanding a stop of the symbol variation) in accordance with the operations of the corresponding stop buttons  7 L,  7 C,  7 R. The reel position detection circuit  50  receives a pulse signal from reel rotating sensors and supplies a signal for detecting a position of the respective reels  3 L,  3 C,  3 R to the CPU  31 . The payout completion signal circuit  51  generates a signal for detecting a payout completion of the medal when a value counted by a medal detection unit  40 S (i.e., the number of medals paid out from the hopper  40 ) reaches the data of a predetermined value.  
      In the circuit of  FIG. 5 , the random number generator  36  generates random numbers within a predetermined range, and the sampling circuit  37  samples one random number at an appropriate timing after the start lever  6  is manipulated. The random number value sampled is used to determine an internal winning combination and the like on the basis of the internal lottery table (see  FIG. 10 ) stored in the ROM  32 , for example. The internal winning combination (internal winning combination data) is the information for identifying a mode of the stop control or identifying a combination which can be a display combination (a combination which can be allowed as a display combination). It can be said that an internal winning combination is indirectly matched to a corresponding symbol combination and a payout to be awarded to the player, through a mode of stop control corresponding to the internal winning combination.  
      After the reels  3 L,  3 C,  3 R start to rotate, it is counted the number of driving pulses supplied to the respective stepping motors  49 L,  49 C,  49 R and the counted value is written in a predetermined area of the RAM  33 . In the mean time, a reset pulse is obtained from the reels  3 L,  3 C,  3 R every one revolution and then inputted to the CPU  31  through the reel position detection circuit  50 . The counted value of the driving pulses stored in the RAM  33  is cleared to “0” by the reset pulse obtained. Thereby, the counted value corresponding to a rotating position within a range of one revolution is stored in the RAM  33 , with regard to each of the reels  3 L,  3 C,  3 R.  
      In order to match the rotating positions of the reels  3 L,  3 C,  3 R to the symbols arranged on the peripheries of the reels, a symbol arrangement table (see  FIG. 7 ) is stored in the ROM  32 . In this symbol table, on the basis of the rotating positions generated by the reset pulse, code numbers sequentially given every rotation pitch of the respective reels  3 L,  3 C,  3 R are matched to symbol codes representing symbols provided to correspond to each of the code numbers.  
      In addition, a symbol combination table (see  FIG. 8 ) is stored in the ROM  32 . In the symbol combination table, it is matched a combination of symbols (a combination of symbols corresponding to a display combination) in which a combination is made (winning), the payout number of medals corresponding to a display combination and a winning determining code (establishment determining code) (not shown) representing that the winning is made. The symbol combination table is referred to when it is carried out the stop control of the left reels  3 L, the center reel  3 C and the right reel  3 R, when it is carried out a winning confirmation (confirmation of a display combination) after all the reels  3 L,  3 C,  3 R are stopped and when it is carried out a determination of the payout number. The display combination (display combination data) is a combination (establishment combination) corresponding to a symbol combination arranged along the activated line. A payout corresponding to the display combination is awarded to the player.  
      In case that an internal winning combination is determined by a lottery process (for example, internal lottery process) based on the random number sampling, the CPU  31  transmits a signal for performing the control for stopping the rotations of the reels  3 L,  3 C,  3 R to the motor driving circuit  39 , on the basis of the signals transmitted from the stop switches  7 LS,  7 CS,  7 RS at the timing at which the player operates the stop buttons  7 C,  7 L,  7 R and the determined stop table.  
      When it is made a stop mode (winning mode) representing a winning of a determined combination, the CPU  31  supplies a payout command signal to the hopper driving circuit  41  to pay out the predetermined number of medals from the hopper  40 . At this time, the medal detection unit  40 S counts the number of medals paid out from the hopper  40 , and the medal payout completion signal is inputted to the CPU  31  when the counted value reaches a predetermined value. Thereby, the CPU  31  stops the driving of the hopper  40  through the hopper driving circuit  41  and ends the medal payout process.  
      In the followings, it is described display examples A to D of the liquid crystal display unit  2   b , with reference to  FIG. 6 .  
      A display example A shown in  FIG. 6A  is one mode of the liquid crystal display unit  2   b  at the time of the stop operation of the right reel  3 R, when RT 1 , RT 2  and RT 3  are determined as an internal winning combination by the lottery of one time. In the liquid crystal display unit  2   b , it is displayed “Aim one of “Red 7,” “Blue 7” and “BAR” at the time of the stop operation of the right reel!,” as a notification of an internal winning combination. In addition, the notification is carried out when the start lever  6  is manipulated and RT 1 , RT 2  and RT 3  are determined as an internal winning combination by the lottery of one time, and is over when the third stop operation is carried out.  
      A display example B shown in  FIG. 6B  is one example of the stop mode of the stopped symbols caused by the third stop operation which is carried out in the display example A. Specifically, “Bell-Bell-Red 7” are displayed along the activated line in the symbol display areas  21 L,  21 C,  21 R of the liquid crystal display unit  2   b . A display example C shown in  FIG. 6C  is one example of the stop mode of the stopped symbols caused by the third stop operation which is carried out in the display example A. Specifically, “Bell-Bell-Blue 7” are displayed along the activated line in the symbol display areas  21 L,  21 C,  21 R of the liquid crystal display unit  2   b . A display example D shown in  FIG. 6D  is one example of the stop mode of the stopped symbols caused by the third stop operation which is carried out in the display example A. Specifically, “Bell-Bell-BAR” are displayed along the activated line in the symbol display areas  21 L,  21 C,  21 R of the liquid crystal display unit  2   b.    
      Herein, the internal winning combination is determined on the basis of the internal lottery table (see  FIG. 10 ) by an internal lottery process which will be described later. In the internal lottery table, the lowest and upper limits corresponding to RT 1 , RT 2  and RT 3  are constituted to be same. In other words, in case that a random number value sampled (i.e., random number value sampled in a process of a step S 5  in  FIG. 16 ) is within a numerical range of the lowest and upper limits, RT 1 , RT 2  and RT 3  are determined as an internal winning combination by the lottery of one time.  
      In addition, as described in below with regard to  FIG. 8 , when “Bell-Bell-Red 7” are displayed along the activated line, RT 1  becomes a display combination, when “Bell-Bell-Blue 7” are displayed along the activated line, RT 2  becomes a display combination, and when “Bell-Bell-BAR” are displayed along the activated line, RT 3  becomes a display combination. In the arrangement of the symbols in the left reel  3 L and the center reel  3 R, it is such structured that an interval between “Bell” and “Bell” is within 4 symbols. Accordingly, since the maximum number of sliding symbols is 4, it is possible to stop “Bell” on the activated line, irrespective of the timing of the stop operation. Thereby, when RT 1 , RT 2  and RT 3  are determined as an internal winning combination, “Bell” is stopped at the central stop positions of the left reel  3 L and the center reel  3 R, without fail.  
      Accordingly, in case that RT 1 , RT 2  and RT 3  are determined as an internal winning combination by the lottery of one time and “Bell” is displayed along the activated line (see  FIG. 6A ) after the stop operation is carried out through the left stop button  7 L corresponding to the left reel  3 L and the center stop button  7 C corresponding to the center reel  3 C, it is permitted that one of “Red 7,” “Blue 7” and “BAR” is stopped at the central symbol stop position (i.e., activated position) of the right reel  3 R. In addition, in case that Bell is determined as an internal winning combination and “Bell” is displayed along the activated line after the stop operation is carried out through the left stop button  7 L corresponding to the left reel  3 L and the center stop button  7 C corresponding to the center reel  3 C, it is not permitted that one of “Red 7,” “Blue  7 ” and “BAR” is stopped at the central symbol stop position of the right reel  3 R.  
      In addition, since one “Red 7” is arranged, two “Blue 7&#39;s” are successively arranged and three “BARs” are successively arranged in the right reel  3 R (see  FIG. 4 ), it is easy to carry out the stop operation, so-called push observation operation so that desired symbols are stopped at the central symbol position of the right reel  3 R in order of “Red 7,” “Blue 7” and “BAR.” In addition, it is such set that the number of sliding symbols of “Red 7” is 1, the number of sliding symbols of “Blue 7” is 2 and the number of sliding symbols of “BAR” is 3. In other words, it is easy to carry out the push observation operation so that desired symbols are stopped at the central symbol position of the right reel  3 R in order of “Red 7,” “Blue 7” and “BAR.” Like this, the degree of difficulty of the observation push operation is constituted to be different depending on the desired symbols, through the symbol arrangement of the right reel  3 R and the number of sliding symbols set to correspond to the symbol.  
      In the mean time, in case that “Bell-Bell-Red 7” are displayed along the activated line by the observation push operation for “Red 7” and RT 1  becomes a display combination (see  FIG. 6B ), it is awarded a payout that the RT section is continued over 200 games. In case that “Bell-Bell-Blue 7” are displayed along the activated line by the observation push operation for “Blue 7” and RT 2  becomes a display combination (see  FIG. 6C ), it is awarded a payout that the RT section is continued over 100 games. In case that “Bell-Bell-BAR” are displayed along the activated line by the observation push operation for “BAR” and RT 3  becomes a display combination (see  FIG. 6D ), it is awarded a payout that the RT section is continued over 50 games.  
      Like this, when it is notified that RT 1 , RT 2  and RT 3  are determined as an internal winning combination, it is allowed that one of “Red 7,” “Blue 7” and “BAR” is stopped at the central symbol stop position of the center reel  3 R. However, since the degrees of difficulty of the observation push operation are different and the payouts resulting from the degrees of difficulty of the observation push operation are different, the player can carry out the stop operation with the aiming of any one of “Red 7,” “Blue 7” and “BAR,” considering the player&#39;s own ability.  
      Accordingly, since the number of times (i.e., the number of games in which the RT section is continued) is different, which is caused by the player&#39;s decision and stop operation, the player takes a positive attitude to the game, so that it is possible to exclude a source causing the player to lose an interest in a game and a source causing a game to be monotonous.  
      In the followings, it is described a symbol arrangement table with reference to  FIG. 7 .  
      The symbol arrangement table includes the information about the symbols arranged on the reel peripheries corresponding to the symbol positions (code numbers) of the reels  3 L,  3 C,  3 R. Based on the symbol arrangement table and a symbol combination table which will be described later, it is possible to perceive the combinations of symbols arranged along the respective activated lines.  
      In the followings, it is described a symbol combination table with reference to  FIG. 8 .  
      The symbol combination table includes the information about a display combination corresponding to a combination of symbols stopped at each of the three symbol stop positions connected by the one activated line and the information about the payout number for each of the insertion numbers (bet numbers) corresponding to the display combination. The symbol combination table is referred to when the payout number is determined in accordance with the combination of symbols displayed along the activated line after all the reels  3 L,  3 C,  3 R are stopped.  
      When a winning number, which will be described later, is 1 (Red Cherry), Red Cherry may be a display combination. Red Cherry comprises a corner cherry and an inner cherry. One of the corner cherry and the inner cherry becomes a display combination, depending on the operation timing of the left stop button  7 L. When a so-called “reckless push operation” for “Red Cherry” is carried out at the center line  8   c , the inner cherry becomes a display combination.  
      When “Red Cherry (corner)-Any-Any” are arranged along the activated line, the corner cherry becomes a display combination. At this time, when the insertion number is 1 or 2, 15 medals are paid out, and when the insertion number is 3, 8 medals are paid out. “Red Cherry (corner)” represents “Red Cherry” which is stopped at the upper or lower position of the left symbol display area  21 L. “Any” represents any symbol.  
      When “Red Cherry (inner)-Any-Any” are arranged along the activated line, the inner cherry becomes a display combination. At this time, when the insertion number is 1 or 2, 15 medals are paid out, and when the insertion number is 3, 4 medals are paid out. “Red Cherry (inner)” represents “Red Cherry” which is stopped at the central position of the left symbol display area  21 L.  
      When “Bell-Bell-Bell” are arranged along the activated line, Bell becomes a display combination. At this time, when the insertion number is 1 or 2, 15 medals are paid out, and when the insertion number is 3, 10 medals are paid out. When “Watermelon-Watermelon-Watermelon” are arranged along the activated line, Watermelon becomes a display combination. At this time, when the insertion number is 1 or 2, 15 medals are paid out, and when the insertion number is 3, 8 medals are paid out.  
      When “Bell-Bell-Red 7” are arranged along the activated line, RT 1  becomes a display combination, 9 medals are paid out and 200 is set in the RT game-number counter, so that the gaming state is shifted to the RT section. When “Bell-Bell-Blue 7” are arranged along the activated line, RT 2  becomes a display combination, 9 medals are paid out and 100 is set in the RT game-number counter, so that the gaming state is shifted to the RT section. When “Bell-Bell-BAR” are arranged along the activated line, RT 3  becomes a display combination, 9 medals are paid out and 50 is set in the RT game-number counter, so that the gaming state is shifted to the RT section. When “Replay-Replay-Replay” are arranged along the activated line, Replay becomes a display combination and medals are automatically inserted.  
      When “BAR-BAR-BAR” are arranged along the activated line, MB becomes a display combination and the gaming state is shifted to the CB gaming state. When “Red 7-Red 7-Red 7” are arranged along the activated line, BB 1  becomes a display combination and the flag under BB operation becomes ON, so that the gaming state is shifted to the RB gaming state. When “Blue 7-Blue 7-Blue 7” are arranged along the activated line, BB 2  becomes a display combination and the flag under BB operation becomes ON, so that the gaming state is shifted to the RB gaming state.  
      In the followings, it is described an internal lottery table determining table with reference to  FIG. 9 .  
      The internal lottery table determining table includes the information about an internal lottery table (see  FIG. 10 ) and the number of lotteries corresponding to the gaming state.  
      Herein, in case of the normal gaming state, an internal lottery table for a normal gaming state (see  FIG. 10A ) is selected and “10” is basically determined as the number of lotteries (see a step S 71  of  FIG. 21 ). The number of lotteries indicates the number of processes carried out to determine an internal winning combination. Specifically, the number of lotteries is the (maximum) number of calculations of “random number value (R)−lower limit (L)” and “random number value (R)−upper limit (U)”. However, in the case of the carryover section, the number of lotteries determined to be “10” is updated to “7” (see a step S 73  of  FIG. 21 ).  
      In the followings, it is described an internal lottery table with reference to  FIG. 10 . The internal lottery table is provided every gaming state and includes the information about the numerical range expressed by the lowest and upper limits corresponding to a winning number, for each of the insertion numbers.  FIG. 10A  shows an internal lottery table for a normal gaming state.  FIG. 10B  shows an internal lottery table for a RB gaming state. In the RT section, it is basically used the information of the numerical range indicated in the internal lottery table for a normal gaming state. However, when the insertion number is 3 in the RT section, a value of the upper limit corresponding to a winning number 7 is “61513,” rather than “15028.” In other words, a probability that Replay corresponding to the winning number 7 will be determined is “8980/65536” in the non-RT section and “55465/65536” in the RT section. In the mean time, it is omitted an internal lottery table for a CB gaming state.  
      In the determination (lottery) of a winning number based on the internal lottery table, it is determined whether a random number value is within a numerical range expressed by the lowest and upper limits corresponding to the winning number, from the same winning number as the number of lotteries determined every gaming state to the winning number 0, in descending power. When the random number value is within a numerical range expressed by the lowest and upper limits, a corresponding winning number is determined. In addition, the number of cases where it is determined whether the random number value is within a numerical range expressed by the lowest and upper limits corresponding to a winning number is same as the number of lotteries determined in the internal lottery table determining table of  FIG. 9 .  
      In addition, in case that the random number value is never within a numerical range expressed by the lowest and upper limits until the winning number becomes “0,” the winning number becomes 0 (i.e., losing). The losing of the internal winning combination represents that it is not determined a combination matched to a payout to be awarded to the player in the internal lottery. In addition, in one embodiment, the losing is not a combination matched to a game value. Additionally, it may be thought that a symbol combination corresponding to the losing as an internal winning combination is any symbol combination different from the symbol combinations corresponding to the plural combinations preset. However, in one embodiment, it is such structured that a symbol combination corresponding to the losing is not provided.  
      In addition, it is determined whether or not a winning is made, from a winning number, in descending power, until the winning number becomes 0, and it is set that the numerical ranges defined by the lowest and upper limits corresponding to each of the plural combinations are duplicated. Accordingly, plural combinations may be determined as an internal winning combination. An internal winning combination is determined on the basis of the winning number determined, the gaming state, the insertion number and an internal winning combination determining table (see  FIG. 11 ).  
      For example, in case of the normal gaming state (game section except the carryover section), when the insertion number is 3 and the random number value sampled from the range of 0˜65535 is 1250, “the random number value (R) (1250)−the lowest limit (L) (1696)” is calculated for the winning number 10 first of all. The calculation result is less than 0. Accordingly, since the random number value is not within the numerical range (L≦R≦U) expressed by the lowest and upper limits corresponding to the winning number, when the random number value sampled is 1250, the winning number 10 is not determined.  
      Next, “the random number value (R) (1250)−the lowest limit (L) (1600)” is calculated for the winning number 9. Accordingly, since the random number value is not within the numerical range (L≦R≦U) expressed by the lowest and upper limits corresponding to the winning number, when the random number value sampled is 1250, the winning number 9 is not determined. Subsequently, “the random number value (R) (1250)−the lowest limit (L) (1152)” is calculated for the winning number 8. The calculation result becomes 0 or more. Next, “the random number value (R) (1250)−the upper limit (U) (1247)” is calculated. This calculation result is greater than 0. Accordingly, since the random number value is not within the numerical range (L≦R≦U) expressed by the lowest and upper limits corresponding to the winning number, when the random number value sampled is 1250, the winning number 8 is not determined.  
      “The random number value (R) (1250)−the lowest limit (L) (6049)” is calculated for the winning number 7. This calculation result is less than 0. Accordingly, since the random number value is not within the numerical range (L≦R≦U) expressed by the lowest and upper limits corresponding to the winning number, when the random number value sampled is 1250, the winning number 7 is not determined.  
      “The random number value (R) (1250)−the lowest limit (L) (1248)” is calculated for the winning number 6. Next, “the random number value (R) (1250)−the upper limit (U) (1279)” is calculated. This calculation result is 0 or less. Accordingly, since the random number value is within the numerical range (L≦R≦U) expressed by the lowest and upper limits corresponding to the winning number, when the random number value sampled is 1250, the winning number 6 is determined. When the winning number 6 is determined, RT 3  corresponding to the winning number 6 becomes an internal winning combination, based on an internal winning combination determining table which will be described later.  
      Like this, the calculations of “random number value (R) (1250)−lowest limit (L)” and “random number value (R) (1250)−upper limit (U)” are repeated in descending power until the winning number becomes 0 so as to determine whether each of the winning numbers 5˜1 is determined or not. When the random number value sampled is 1250, the winning numbers 1˜3 and 7˜10 are not determined. Accordingly, RT 1 , RT 2  and RT 3  are determined as an internal winning combination, based on an internal winning combination determining table which will be described later.  
      Herein, in case that it is sampled a random number value within the range from the lowest value 1248 to the upper limit  1279  of the winning number 4 corresponding to RT 1 , RT 2  and RT 3  are also determined as an internal winning combination without fail. In addition, in the carryover section, since the number of lotteries is updated to “7” (see a step S 73  of  FIG. 21 ), there is no case where the winning numbers “8”˜“10” are determined. Accordingly, in the carryover section, there is no case where the bonus is determined as an internal winning combination on the basis of the internal winning combination determining table which will be described later.  
      In the followings, it is described an internal winning combination determining table with reference to  FIG. 11 .  
      The internal winning combination determining table includes the information (data) about an internal winning combination (flag) corresponding to a winning number. The flag is expressed by a binary number. An internal winning combination  1  and an internal winning combination  2  expressed to correspond to the winning number are the information for identifying an internal winning combination and consist of 1 byte, respectively. The internal winning combination  1  is basically related to an internal carryover combination.  
      In the normal gaming state and the RB gaming state, when the winning number is 0 and the internal winning combination  2  is “00000000,” the losing is determined as an internal winning combination. When the winning number is 1 and the internal winning combination  2  is “00000001,” an internal winning combination is Red Cherry. When the winning number is 2 and the internal winning combination  2  is “00000010,” an internal winning combination is Bell.  
      When the winning number is 3 and the internal winning combination  2  is “00000100,” an internal winning combination is Watermelon. When the winning number is 4 and the internal winning combination  2  is “00001000,” an internal winning combination is RT 1 . When the winning number is 5 and the internal winning combination  2  is “00010000,” an internal winning combination is RT 2 . When the winning number is 6 and the internal winning combination  2  is “00100000,” an internal winning combination is RT 3 .  
      When the winning number is 7 and the internal winning combination  1  is “00000001,” an internal winning combination is Replay. When the winning number is 8 and the internal winning combination  1  is “00000010,” an internal winning combination is MB. When the winning number is 9 and the internal winning combination  1  is “00000100,” an internal winning combination is BB 1 . When the winning number is 10 and the internal winning combination  1  is “00010000,” an internal winning combination is BB 2 .  
      In the CB gaming state, the internal winning combination  2  is “00111111” for any of the winning numbers 0 to 6, and an internal winning combination is a complex combination.  
      In the followings, it is described a reel stop beginning determination table with reference to  FIG. 12 .  
      The reel stop beginning determination table includes the information of stop tables corresponding to the respective values 0 to 11 of a select counter for stop. The winning numbers are set in the select counter for stop (see a step S 106  in  FIG. 23 ). However, in case that an internal winning combination is a complex combination, 11 is set in the select counter for stop (see a step S 108  in  FIG. 23 ).  
      In the followings, a priority attraction-in ranking table is described with reference to  FIG. 13 .  
      The priority attraction-in ranking table includes the information of the priority ranking in which “attraction-in” of the symbol combinations corresponding to the combinations is relative. Replay has the highest priority attraction-in ranking. A priority ranking of the bonus is higher than those of the combinations except Replay. Accordingly, in case that the bonus is carried over, Replay is preferentially established when an internal winning of Replay is determined. In the mean time, in case that the bonus is carried over, the bonus is preferentially established when an internal winning of a combination except Replay is determined.  
      In addition, the priority rankings of RT 1 , RT 2  and RT 3  are higher than those of Red Cherry, Bell and Watermelon. Accordingly, in the CB gaming state, it is preferentially carried out the attraction-in of RT 1 , RT 2  and RT 3  over Red Cherry, Bell and Watermelon when the stop control of the center and right reels  3 C,  3 R is carried out.  
      In the followings, it is described a bonus operation table with reference to  FIG. 14 .  
      The bonus operation table includes the information of a flag under operation to be updated to ON, a value to be set in the bonus ending-number counter, the possible game-number and the possible winning-number, for each of display combinations. The bonus operation table is referred to in a process of a step S 33  in  FIG. 18 , and processes of steps S 154  and S 157  in  FIG. 27  which will be described later.  
      The flag under operation is the information for identifying a gaming state being operated (i.e., current gaming state). The flag under operation includes a flag under BB operation, a flag under MB operation and a flag under RB operation in correspondence with a display combination.  
      The bonus ending-number counter is a counter for counting the number of medals paid out in a game from after the flag under BB operation is updated to ON until it is updated to OFF.  
      In the followings, it is described areas (memory areas) for storing an internal winning combination  1 , an internal winning combination  2 , an internal carryover combination and a random number value, with reference to  FIG. 15 .  
       FIG. 15A  shows an internal winning combination  1  storing area. The information (data) of an internal winning combination is stored (memorized) in the internal winning combination  1  storing area consisting of 1 byte. In the internal winning combination  1  storing area, a bit  0  (first bit) is a storing area corresponding to Replay. A bit  1  (second bit) is a storing area corresponding to MB.  
      A bit  2  (third bit) is a storing area corresponding to BB 1 . A bit  3  (fourth bit) is a storing area corresponding to BB 2 . A bit  4  (fifth bit) to a bit  7  (eighth bit) are unused storing areas. In the internal winning combination  1  storing area, a combination corresponding to a bit which is 1 is an internal winning combination. For example, when “00000010” is stored in the internal winning combination  1  storing area (i.e., when the bit  1  (second bit) is 1), an internal winning combination is MB.  
       FIG. 15B  shows an internal winning combination  2  storing area. The information (data) of an internal winning combination is stored (memorized) in the internal winning combination  2  storing area consisting of 1 byte. In the internal winning combination  2  storing area, a bit  0  (first bit) is a storing area corresponding to Red Cherry. A bit  1  (second bit) is a storing area corresponding to Bell.  
      A bit  2  (third bit) is a storing area corresponding to Watermelon. A bit  3  (fourth bit) is a storing area corresponding to RT 1 . A bit  4  (fifth bit) is a storing area corresponding to RT 2 . A bit  5  (sixth bit) is a storing area corresponding to RT 3 . A bit  6  (seventh bit) and a bit  7  (eighth bit) are unused storing areas. In the internal winning combination  2  storing area, a combination corresponding to a bit which is 1 is an internal winning combination. For example, when “00000010” is stored in the internal winning combination  2  storing area (i.e., when the bit  1  (second bit) is 1), an internal winning combination is Bell.  
       FIG. 15C  shows an internal carryover combination storing area. The information of an internal carryover combination is stored in the internal carryover combination storing area consisting of 1 byte. In the internal carryover combination storing area, a bit  1  (second bit) is a storing area (memory area) corresponding to MB. In the internal carryover combination storing area, a bit  2  (third bit) is a storing area (memory area) corresponding to BB 1 . In the internal carryover combination storing area, a bit  3  (fourth bit) is a storing area (memory area) corresponding to BB 2 . A bit  0  (first bit) and a bit  4  (fifth bit) to a bit  7  (eighth bit) are unused storing areas. When there is an internal carryover combination (when it is under carryover section),  1  is stored in the bit  1  (second bit), the bit  2  (third bit) or the bit  3  (fourth bit) corresponding to MB, BB 1  or BB 2  of the internal carryover combination storing area (“00000010,” “00000100” or “00001000” is stored in the internal carryover combination storing area).  
       FIG. 15D  shows a random number value storing area (memory area). The random number value storing area is provided in the RAM  33 . In the random number value storing area, it is stored the numerical information about the random number for lottery which is sampled in a step S 5  of  FIG. 16 . In a step S 6  of  FIG. 16 , it is sampled the numerical information of one of 0˜65535 as a random number for lottery and the sampled numerical information is stored in the random number value storing area.  
      In the followings, it is described a control operation of the main control circuit  71 , with reference to flow charts shown in  FIGS. 16 and 17 .  
      First, the CPU  31  carries out an initialization process (step S 1 ). Specifically, the CPU initializes the memory contents and communication data of the RAM  33 , and then proceeds to a step S 2 . In the step S 2 , the CPU erases (clears) predetermined memory contents of the RAM  33 . Specifically, the CPU erases the data of the writable area of the RAM  33  used in a previous game, writes a parameter necessary for a next game into the writable area of the RAM  33  and indicates a start address of a sequence program for the next game, etc.  
      In a step S 3 , the CPU carries out a bonus operation supervisory process which will be described with reference to  FIG. 18 , and then proceeds to a step S 4 . In this process, in case that the flag under BB operation is ON, the CPU carries out a process of updating the flag under RB operation to ON so that the RB gaming state is continued even though the RB gaming state is over. In the step S 4 , the CPU carries out a medal insertion•start checking process which will be described with reference to  FIG. 19 , and then proceeds to a step S 5 . In this process, the CPU updates the bet number, based on the inputs from the start switch  6 S, the medal sensor  10 S or the BET switches  11  to  13 .  
      In the step S 5 , the CPU samples a random number value for lottery, and proceeds to a step S 6 . The random number value sampled in this process is used for an internal lottery process which will be described later. In the step S 6 , the CPU carries out a gaming state supervisory process which will be described with reference to  FIG. 20 , and then proceeds to a step S 7 . In the step S 7 , the CPU carries out an internal lottery process which will be described with reference to  FIGS. 21 and 22 , and then proceeds to a step S 8 . In the step S 8 , the CPU carries out a reel stop initialization process which will be described with reference to  FIG. 23 , and then proceeds to a step S 9 .  
      In the step S 9 , the CPU transmits a start command and then proceeds to a step S 1 . The start command contains the information of a gaming state, an internal winning combination, etc., and is transmitted to the sub-control circuit  72 . In the step S 10 , the CPU carries out a subtraction process of the RT game-number counter and then proceeds to a step S 11  in  FIG. 11 . In the subtraction process of the RT game-number counter, the CPU carries out the process of subtracting 1 from the RT game-number counter when the value of the counter is 1 or more.  
      In the step S 11  of  FIG. 17 , the CPU determines whether “4.1 seconds” have elapsed after the reel has started to rotate in the previous game. When a result of the determination is YES, the CPU proceeds to a step S 13 , otherwise proceeds to a step S 12 . In the step S 12 , the CPU consumes a game start waiting time (waiting process) and then proceeds to a step S 13 . Specifically, the CPU annuls an input related to a game start operation by a player during the period from after the previous game has started until a predetermined time (for example, 4.1 seconds) has elapsed.  
      In the step S 13 , the CPU requests the rotation start of all reels, and then proceeds to a step S 14 . In the step S 14 , the CPU carries out a reel stop control process which will be described with reference to  FIG. 24 , and then proceeds to a step S 15 . In the step S 15 , the CPU carries out a display combination retrieving process which will be described with reference to  FIG. 25 , and then proceeds to a step S 16 . In the step S 16 , the CPU transmits a display combination command, and then proceeds to a step S 17 .  
      In the step S 17 , the CPU carries out a medal payout process, and then proceeds to a step S 18 . In the step S 18 , the CPU updates the bonus ending-number counter based on the payout number, and then proceeds to a step S 19 . In this process, when the bonus ending-number counter is 1 or more, the CPU subtracts the counter depending on the payout number of medals. In the step S 19 , the CPU determines whether the flag under RB operation, the flag under BB operation, the flag under MB operation or the flag under CB operation is ON or not. When a result of the determination is YES, the CPU proceeds to a step S 20 , otherwise proceeds to a step S 21 .  
      In the step S 20 , the CPU carries out a bonus end checking process which will be described with reference to  FIG. 26 , and then proceeds to a step S 21 . In the step S 21 , the CPU carries out a bonus operation checking process which will be described with reference to  FIG. 27 , and then proceeds to the step S 22 . In the step S 22 , the CPU carries out a RT operation checking process which will be described with reference to  FIG. 28 , and then proceeds to the step S 2  in  FIG. 16 .  
      In the followings, it is described a bonus operation supervisory process with reference to  FIG. 18 .  
      First, the CPU  31  determines whether the flag under BB operation is ON or not (step S 31 ). When a result of the determination is YES, the CPU proceeds to a step S 32 , otherwise proceeds to a step S 34 . In the step S 32 , the CPU determines whether the flag under RB operation is ON or not. When a result of the determination is YES, the CPU proceeds to the step S 4  in  FIG. 16 , otherwise proceeds to a step S 33 .  
      In the step S 33 , the CPU carries out a process on RB operation, based on the bonus operation table (see  FIG. 14 ), and then proceeds to the step S 4  in  FIG. 16 . Specifically, the CPU updates the flag under RB operation to ON, and stores the possible game-number and the possible winning-number in the RAM  33 . In the step S 34 , the CPU determines whether the flag under MB operation is ON or not. When a result of the determination is YES, the CPU proceeds to a step S 35 , otherwise proceeds to the step S 4  in  FIG. 16 . In the step S 35 , the CPU updates the flag under CB operation to ON, and then proceeds to the step S 4  in  FIG. 16 . In other words, after MB is established, the CB gaming state is maintained until the flag under MB operation is updated to OFF.  
      In the followings, a medal insertion•start checking process is described with reference to  FIG. 19 .  
      First, the CPU  31  determines whether an automatic insertion counter is 0 or not, i.e., whether Replay has been established in the previous game (step S 41 ). When a result of the determination is YES, the CPU proceeds to a step S 42 , otherwise proceeds to a step S 43 . The automatic insertion counter is a counter for counting the number of medals which are automatically inserted when a display combination is Replay. In the step S 42 , the CPU permits the insertion of medal and then proceeds to a step S 45 . In the step S 43 , the CPU updates the insertion number (insertion number counter), based on the automatic insertion counter, and then proceeds to a step S 44 . The insertion number counter is a counter for counting the number of medals inserted.  
      In the step S 44 , the CPU  31  transmits the BET command, and then proceeds to a step S 45 . In the step S 45 , the CPU determines whether it is permitted the insertion of medal or not. When a result of the determination is YES, the CPU proceeds to a step S 46 , otherwise proceeds to a step S 53 . In the step S 46 , the CPU checks the medal sensor and the BET switches, and then proceeds to a step S 47 . Specifically, the CPU checks the inputs from the medal sensor  10 S or BET switches  11  to  13 .  
      In the step S 47 , the CPU determines whether it is detected signals from the medal sensor and the BET switches, i.e., whether a medal is inserted or not. Specifically, the CPU determines whether or not it is detected signals from the medal sensor  10 S or BET switches  11  to  13 . When a result of the determination is YES, the CPU proceeds to a step S 48 , otherwise proceeds to a step S 53 . In the step S 48 , the CPU determines whether the value of the insertion number counter is smaller than the maximum insertion number. When a result of the determination is YES, the CPU proceeds to a step S 49 , otherwise proceeds to a step S 52 .  
      In the step S 49 , the CPU adds 1 to the insertion number counter and then proceeds to a step S 50 . In the step S 50 , the CPU stores  5  in an activated line counter and then proceeds to a step S 51 . The activated line counter is a counter for counting the number of activated lines for which it is carried out a determination of the display combination, among the plural activated lines. In the step S 51 , the CPU transmits the BET command and then proceeds to a step S 53 . In the step S 52 , the CPU adds 1 to the credit counter and then proceeds to a step S 53 .  
      In the step S 53 , the CPU determines whether the insertion number is 1 or more. When a result of the determination is YES, the CPU proceeds to a step S 54 , otherwise proceeds to the step S 45 . In the step S 54 , the CPU determines whether the start switch is ON or not. When a result of the determination is YES, the CPU proceeds to the step S 5  in  FIG. 16 , otherwise proceeds to the step S 45 .  
      In the followings, it is described a gaming state supervisory process with reference to  FIG. 20 .  
      First, the CPU  31  determines whether the flag under RB operation is ON or not (step S 61 ). When a result of the determination is YES, the CPU proceeds to a step S 62 , otherwise proceeds to a step S 63 . In the step S 62 , the CPU stores an identifier of the RB gaming state and then proceeds to the step S 7  in  FIG. 16 .  
      In the step S 63 , the CPU  31  determines whether the flag under CB operation is ON or not. When a result of the determination is YES, the CPU proceeds to a step S 64 , otherwise proceeds to a step S 65 . In the step S 64 , the CPU stores an identifier of the CB gaming state and then proceeds to the step S 7  in  FIG. 16 . In the step S 65 , the CPU stores an identifier of the normal gaming state and then proceeds to the step S 7  in  FIG. 16 . Like this, in the gaming state supervisory process, the CPU supervises the gaming state, based on the flag under operation (flag under RB operation, flag under CB operation), and stores the information for selecting a type of an internal lottery table determining table relating to the gaming state in the RAM  33  (gaming state storing area) in a step S 71  of  FIG. 21 .  
      In the followings, it is described an internal lottery process with reference to  FIGS. 21 and 22 .  
      First, the CPU  31  determines the number of lotteries relating to the gaming state, based on the internal lottery table determining table (see  FIG. 9 ) (step S 71 ), and then proceeds to a step S 72 . In the step S 72 , the CPU determines whether the data (information) stored in the internal carryover combination storing area is 0 or not (i.e., whether or not there is an internal carryover combination). When a result of the determination is YES, the CPU proceeds to a step S 74 , otherwise proceeds to a step S 73 . Herein, a result of the determination in the step S 72  is NO in case of the carryover section. In the step S 73 , the CPU changes the number of lotteries into 7, and then proceeds to a step S 74 .  
      In the step S 74 , the CPU  31  sets a value same as the number of lotteries in the register of the CPU, as a winning number, and then proceeds to a step S 75 . Thereby, as the winning number, “10” is set in the normal gaming state, “6” is set in the CB gaming state, “3” is set in the RB gaming state and “7” is set in the internal winning state (carryover section). In the step S 75 , the CPU refers to the internal lottery table corresponding to the gaming state determined in the step S 71  to obtain the lowest limit (U), based on the winning number and the insertion number, and then proceeds to a step S 76 . In the step S 76 , the CPU subtracts the lowest limit (L) from the random number value (R) stored in the random number value storing area of the RAM  33  (R−L), and then proceeds to a step S 77 .  
      In the step S 77 , the CPU determines whether or not it is carried out an underflow. Specifically, the CPU determines whether the calculation result of R−L is negative or not. When a result of the determination is YES, the CPU proceeds to a step S 86  in  FIG. 22 , otherwise proceeds to a step S 78 . The result of determination becomes YES when the random number value is smaller than the lowest limit (L&gt;R). In addition, the result of determination becomes NO when the random number value is equal to or greater than the lowest limit (L≦R).  
      In the step S 78 , the CPU refers to the internal lottery table corresponding to the gaming state determined in the step S 71  to obtain the upper limit (U), based on the winning number and the insertion number, and then proceeds to a step S 79 . In the step S 79 , the CPU subtracts the upper limit (U) from the random number value (R) stored in the random number value storing area of the RAM  33  (R−U), and then proceeds to a step S 80 .  
      In the step S 80 , the CPU determines whether a value resulting from the subtraction, i.e., the calculation result of R−U is “0” or not. When a result of the determination is YES, the CPU proceeds to a step S 82  in  FIG. 22 , otherwise proceeds to a step S 81 . The result of determination becomes YES when the random number value is equal to the upper limit (R=U). In addition, the result of determination becomes NO when the random number value is not equal to the upper limit (L≠R).  
      In the step S 81 , the CPU determines whether or not it is carried out an underflow. Specifically, the CPU determines whether the calculation result of R−U is negative or not. When a result of the determination is YES, the CPU proceeds to a step S 82  in  FIG. 22 , otherwise proceeds to a step S 86  in  FIG. 22 . The result of determination becomes YES when the random number value is smaller than the upper limit (R&lt;U). In addition, the result of determination becomes NO when the random number value is greater than the upper limit (R&gt;U).  
      In the step S 82  of  FIG. 22 , the CPU stores the winning number in an area for storing internal lottery result information of the RAM  33 , and then proceeds to a step S 83 . In the step S 83 , the CPU refers to the internal winning combination determining table to determine internal winning combinations  1  and  2 , based on the winning number, and then proceeds to a step S 84 . In the step S 84 , the CPU stores a logical sum of the internal winning combination  2  determined in the step S 83  and the internal winning combination  2  storing area ( FIG. 15B ) in the internal winning combination  2  storing area. Herein, it is established a bit corresponding to a type of Small Win which is won in the internal winning combination  2  storing area.  
      In the step S 85 , the CPU takes a logical product of the internal winning combination  1  and the bonus check data, stores a logical sum of a result thereof and the internal carryover combination storing area in the internal carryover combination storing area, and then proceeds to a step S 86 . Thereby, the bonus determined is stored in the internal carryover combination storing area. In addition, the bonus check data is “00000110.” In the step S 86 , the CPU stores a logical sum of the internal winning combination  1  and the internal carryover combination storing area in the internal winning combination  1  storing area, and then proceeds to a step S 87 .  
      In the step S 87 , the CPU subtracts 1 from the number of lotteries and then proceeds to a step S 88 . In the step S 88 , the CPU determines whether or not the number of lotteries is 0. When a result of the determination is YES, the CPU proceeds to a step S 89 , otherwise proceeds to the step S 74  in  FIG. 21 . The result of determination becomes YES when the number of cases where it is determined whether or not the random number value (R) is within the numerical range defined by the upper limit (U) and the lowest limit (L) is 10 times in the normal gaming state, 6 times in the CB gaming state, 3 times in the RB gaming state and 7 times in the internal winning state (carryover section). In the mean time, the result of determination becomes NO when the number of determination cases is less than 10 times in the normal gaming state, less than 6 times in the CB gaming state, less than 3 times in the RB gaming state and less than 7 times in the internal winning state (carryover section).  
      In the step S 89 , the CPU refers to the internal winning combination determining table (see  FIG. 11 ) to determine the internal winning combinations  1  and  2  based on the winning number, and then proceeds to a step S 90 . In the step S 90 , the CPU stores a logical sum of the internal winning combination  2  determined and the internal winning combination  2  storing area (see  FIG. 15B ) in the internal winning combination  2  storing area. In the step S 91 , the CPU takes a logical product of the internal winning combination  1  and the bonus check data, stores a logical sum of a result thereof and the internal carryover combination storing area in the internal carryover combination storing area, and then proceeds to a step S 92 . Thereby, the internal carryover combination is stored in the internal carryover combination storing area. In the step S 92 , the CPU stores a logical sum of the internal winning combination  1  and the internal carryover combination storing area in the internal winning combination  1  storing area and then proceeds to the step S 8  in  FIG. 16 . As a result, when the random number value (R) is not within any numerical ranges of the internal lottery table in  FIG. 10  and the processes in the steps S 82 ˜S 85  are not carried out, the losing or internal carryover combination is stored in the internal winning combination  1  storing area.  
      In the followings, a reel stop initialization process is described with reference to  FIG. 23 .  
      First, the CPU  31  compares the data of the internal winning combination  2  storing area with the complex combination check data (“00111111”) (step S 101 ), and then proceeds to a step S 102 . In the step S 102 , the CPU determines whether or not the data of the internal winning combination  2  storing area is equal to the complex combination check data. When a result of the determination is YES (i.e., when the internal winning combination is the complex combination), the CPU proceeds to a step S 108 , otherwise proceeds to a step S 103 .  
      In the step S 103 , the CPU  31  determines whether or not the winning number is 0. When a result of the determination is YES, the CPU proceeds to a step S 104 , otherwise proceeds to a step S 106 . In the step S 104 , the CPU takes a logical product of the data of the internal winning combination  1  storing area and the operation combination check data (“00001111”), and then proceeds to a step S 105 . In the step S 105 , the CPU determines whether the logical product is 0 or not. When a result of the determination is YES, the CPU proceeds to a step S 106 , otherwise (i.e., when there is Replay or an internal carryover combination) proceeds to a step S 107 .  
      In the step S 106 , the CPU stores the winning number in the select counter for stop, and then proceeds to a step S 109 . In the step S 107 , the CPU numbers the data of the internal winning combination  1  storing area, adds 6, stores it in the select counter for stop and then proceeds to a step S 109 . The numbering is as follows: when the bit  0  is ON (1 is stored in the bit  0 ), 1 is set, when the bit  1  is ON (1 is stored in the bit  1 ), 2 is set, and when the bit  2  is ON (1 is stored in the bit  2 ), 3 is set. Specifically, when the data of the internal winning combination  1  storing area represents Replay, MB 1 , BB 1  or BB 2 ,  7 ,  8 ,  9  and  10  are stored in the select counter for stop, in the respective cases. In the step S 108 , the CPU stores  11  in the select counter for stop and then proceeds to a step S 109 . In the step S 109 , the CPU determines and stores a stop table, based on the reel stop initialization table, and then proceeds to the step S 9  in  FIG. 16 .  
      In the followings, it is described a reel stop control process with reference to  FIG. 24 .  
      First, the CPU  31  determines whether or not an active stop button is pushed, i.e., whether or not there is an input from the stop switches  7 LS,  7 CS,  7 RS (step S 111 ). When a result of the determination is YES, the CPU proceeds to a step S 114 , otherwise proceeds to a step S 112 . In the step S 112 , the CPU determines whether or not the automatic stop timer is 0. When a result of the determination is YES, the CPU proceeds to a step S 113 , otherwise proceeds to the step S 111 .  
      In the step S 113 , the CPU sets the information of the reel which is nearer at the right side and being rotated, and then proceeds to a step S 114 . By the information, for example, when the plural reels are being rotated, the reels are stopped from the right side. In the step S 114 , the CPU determines the number of sliding symbols, based on the internal winning combination, the stop table and the priority attraction-in ranking table, and then proceeds to a step S 115 . In the step S 115 , the CPU determines an expected stop position (position for stopping the symbol), based on the determined number of sliding symbols and the current symbol position, and then proceeds to a step S 116 . In the step S 116 , the CPU shifts to an expected stop position-stand by state, and then proceeds to a step S 117 .  
      In the step S 117 , the CPU transmits a reel stop command and then proceeds to a step S 118 . In the step S 18 , the CPU determines whether there is a reel being rotated. When a result of the determination is YES, the CPU proceeds to the step S 111 , otherwise proceeds to the step S 15  in  FIG. 17 .  
      In the followings, it is described a display combination retrieving process with reference to  FIG. 25 .  
      First, the CPU  31  obtains the activated line counter (step S 121 ) and then proceeds to a step S 122 . When a game is started, 5 is stored in the activated line counter (step S 50  in  FIG. 19 ). In the step S 122 , the CPU determines whether the activated line counter is 0 or not. When a result of the determination is YES, the CPU proceeds to the step S 16  in  FIG. 17 , otherwise proceeds to a step S 123 . When it is ended the retrieval of the display combination for all of the five activated lines, the value of the activated line counter becomes 0.  
      In the step S 123 , the CPU determines a display combination, based on the symbol combination table (see  FIG. 8 ), and then proceeds to a step S 124 . In the step S 124 , the CPU stores a logical sum of the display combination and the display combination storing area in the display combination storing area, and then proceeds to a step S 125 . In the step S 125 , the CPU updates the payout number, based on the display combination and the insertion number, and then proceeds to a step S 126 . In the step S 126 , the CPU changes the activated line of the retrieval target, and then proceeds to a step S 127 . In the step S 127 , the CPU subtracts 1 from the activated line counter and then proceeds to the step S 122 .  
      In the followings, a bonus end checking process is described with reference to  FIG. 26 .  
      First, the CPU  31  determines whether the flag under RB operation is ON or not (step S 131 ). When a result of the determination is YES, the CPU proceeds to a step S 134 , otherwise proceeds to a step S 132 . In the step S 132 , the CPU updates the flag under CB operation to OFF, and then proceeds to a step S 133 . In the step S 133 , the CPU determines whether the bonus ending-number counter is 0 or not. When a result of the determination is YES, the CPU proceeds to a step S 137 , otherwise proceeds to the step S 21  in  FIG. 17 .  
      In the step S 134 , the CPU determines whether a winning is made or not. When a result of the determination is YES, the CPU proceeds to a step S 135 , otherwise proceeds to a step S 142 . In the step S 135 , the CPU determines whether the bonus ending-number counter is 0 or not. When a result of the determination is YES, the CPU proceeds to a step S 136 , otherwise proceeds to a step S 140 .  
      In the step S 136 , the CPU carries out a process on RB ending, and then proceeds to a step S 137 . Specifically, the CPU clears the flag under RB operation, the possible winning-number and the possible game-number and the like. In the step S 137 , the CPU carries out a process on bonus ending and then proceeds to a step S 138 . Specifically, the CPU clears the flag under BB operation, the bonus ending-number counter and the like. In the step S 138 , the CPU determines whether it is at the end time of BB. When a result of the determination is YES, the CPU proceeds to a step S 139 , otherwise proceeds to the step S 21  in  FIG. 17 . In the step S 139 , the CPU stores 50 in the RT game-number counter and then proceeds to the step S 21  in  FIG. 17 .  
      In the step S 140 , the CPU subtracts 1 from the possible winning-number, and then proceeds to a step S 141 . In the step S 141 , the CPU determines whether the possible winning-number is 0 or not. When a result of the determination is YES, the CPU proceeds to a step S 144 , otherwise proceeds to a step S 142 . In the step S 142 , the CPU subtracts 1 from the possible game-number, and then proceeds to a step S 143 . In the step S 143 , the CPU determines whether the possible game-number is 0 or not. When a result of the determination is YES, the CPU proceeds to a step S 144 , otherwise proceeds to the step S 21  in  FIG. 17 . In the step S 144 , the CPU carries out the process on RB ending, and then proceeds to the step S 21  in  FIG. 17 .  
      In the followings, a bonus operation checking process is described with reference to  FIG. 27 .  
      First, the CPU  31  determines whether or not the display combination is Replay (step S 151 ). When a result of the determination is YES, the CPU proceeds to a step S 152 , otherwise proceeds to a step S 153 . In the step S 152 , the CPU copies the insertion number counter to the automatic insertion counter and then proceeds to the step S 22  in  FIG. 17 . Specifically, in the step S 152 , the CPU sets (automatically inserts) the number same as the insertion number inserted to play this game to the automatic insertion counter.  
      In the step S 153 , the CPU determines whether the display combination is BB 1  or BB 2 . When a result of the determination is YES, the CPU proceeds to a step S 154 , otherwise proceeds to a step S 156 . In the step S 154 , the CPU carries out a process on BB operation, based on the bonus operation table, and then proceeds to a step S 155 . In the process on BB operation, the CPU updates the flag under BB operation to ON, and sets  350  in the bonus ending-number counter.  
      In the step S 155 , the CPU clears the internal carryover combination and then proceeds to the step S 22  in  FIG. 17 . In the step S 156 , the CPU determines whether the display combination is MB or not. When a result of the determination is YES, the CPU proceeds to a step S 157 , otherwise proceeds to the step S 22  in  FIG. 17 . In the step S 157 , the CPU carries out a process on MB operation, based on the bonus operation table, and then proceeds to a step S 158 . In the process on MB operation, the CPU updates the flag under MB operation to ON, and sets  250  in the bonus ending-number counter. In the step S 158 , the CPU clears the internal carryover combination and then proceeds to the step S 22  in  FIG. 17 . In addition, in the steps S 155  and S 158 , the CPU may clear (i.e., store  0 ) the RT game-number counter while clearing the internal carryover combination.  
      In the followings, it is described a RT operation checking process with reference to  FIG. 28 .  
      First, the CPU  31  determines whether the display combination is RT 1  or not (step S 161 ). When a result of the determination is YES, the CPU proceeds to a step S 162 , otherwise proceeds to a step S 163 . In the step S 162 , the CPU stores 200 in the RT game-number counter and then proceeds to the step S 2  in  FIG. 16 . In the step S 163 , the CPU  31  determines whether the display combination is RT 2  or not. When a result of the determination is YES, the CPU proceeds to a step S 164 , otherwise proceeds to a step S 165 . In the step S 164 , the CPU stores 100 in the RT game-number counter and then proceeds to the step S 2  in  FIG. 16 .  
      In the step S 165 , the CPU  31  determines whether the display combination is RT 3  or not. When a result of the determination is YES, the CPU proceeds to a step S 166 , otherwise proceeds to the step S 2  in  FIG. 16 . In the step S 166 , the CPU stores 50 in the RT game-number counter and then proceeds to the step S 2  in  FIG. 16 . Like this, in the steps S 161 ˜S 166 , when the display combination is RT, the information (one of 200, 100 and 50) about the number of times defined to correspond to RT 1 , RT 2  and RT 3  is stored in the RT game-number counter.  
      In the followings, it is described an intervention process under control of the main CPU (CPU  31 ), with reference to  FIG. 29 . The intervention process is carried out every 1.1173 ms.  
      First, the CPU  31  evacuates a register (step S 171 ), and then proceeds to a step S 172 . In the step S 172 , the CPU checks an input port and then proceeds to a step S 173 . Specifically, the CPU checks whether there is a signal input from the start switch  6 S resulting from the push operation of the start lever  6 . In the step S 173 , the CPU carries out a reel control process, and then proceeds to a step S 174 . Specifically, the CPU sets the information representing the control target reel as an identifier of a reel, and controls the driving of the reel.  
      In the step S 174 , the CPU performs a lamp•7SEG driving process, and then proceeds to a step S 175 . Specifically, the CPU  31  turns on the BET lamps  17   a  to  17   c , based on the number of medals bet per a game. In addition, the CPU displays the number of medals deposited (credited) and the payout number when a combination is established on the credit display unit  19 . In the step S 175 , the CPU restores the register and then ends the periodic intervention process.  
      The invention has been described with reference to the embodiments. However, the invention is not limited thereto.  
      In the embodiment, in the symbol arrangement of the right reel  3 R, “Red 7,” “Blue 7” and “BAR” are respectively arranged at an interval of 5 symbols. However, the invention is not limited thereto. For example, in the symbol arrangement of the right reel  3 R, it may be such structured that two “Red 7&#39;s” are successively arranged, three “Blue 7&#39;s” are successively arranged and four “BARs” are successively arranged and “Red 7,” “Blue 7” and “BAR” are respectively arranged at an interval of 4 symbols. By doing so, the maximum number of sliding symbols becomes 4. Accordingly, when RT 1 , RT 2  and RT 3  are determined as an internal winning combination by the lottery of one time, any one of symbol combinations corresponding to RT 1 , RT 2  and RT 3  is displayed along the activated line (in other words, there is no unexpected missing of RT), irrespective of the timing of the stop operation corresponding to the right reel  3 R. Accordingly, the player can carry out the stop operation with the aiming of a desired symbol combination while feeling at rest.  
      In addition, for example, it may be such structured that the bell corresponding to “Bell-Bell-Bell” is made to be RT 4  and the upper and lowest limits corresponding to RT 4  are same as RT 1 , RT 2  and RT 3 . In addition, it is preferred that the priority ranking corresponding to RT 4  is lower than those of RT 1 , RT 2  and RT 3 , and the number of games of the RT section, which results from that the symbol combination corresponding to RT 4  is displayed along the activated line, is smaller than those in RT 1 , RT 2  and RT 3 .  
      By doing so, since the maximum number of sliding symbols is 4, when RT 1 , RT 2 , RT 3  and RT 4  are determined as an internal winning combination by the lottery of one time, any one of symbol combinations corresponding to RT 1 , RT 2 , RT 3  and RT 4  is displayed along the activated line (in other words, there is no unexpected missing of RT), irrespective of the timing of the stop operation corresponding to the right reel  3 R. Accordingly, the player can carry out the stop operation with the aiming of a desired symbol combination while feeling at rest.  
      In the embodiment, in the symbol arrangement of the right reel  3 R, one “Red 7” is arranged, two “Blue 7&#39;s” are successively arranged and three “BARs” are successively arranged. However, the invention is not limited thereto. For example, similarly to the right reel  3 R, it may be such structured that one “Red 7” is arranged, two “Blue 7&#39;s” are successively arranged and three “BARs” are successively arranged, with regard to the left reel  3 L and the center reel  3 C. In addition, it is necessarily structured such that the symbol combination corresponding to BB (“Red 7-Red 7-Red 7,” “Blue 7-Blue 7-Blue 7”) should correspond to another symbol combination (for example, “Watermelon-Watermelon-Red 7,” “Watermelon-Watermelon-Blue 7”).  
      By doing so, when it is informed that RT 1 , RT 2  and RT 3  are determined as an internal winning combination by the lottery of one time, the player can make progress the game with being strained in all the stop operations (first stop operation, second stop operation and third stop operation). In addition, since it is different the number of games of the RT section caused by all the stop operations, it is possible to change the degree of difficulty of the stop operation (so-called technique intervention characteristics), thereby excluding the source causing the game to be monotonous.  
      In the embodiment, the internal lottery table (not shown) for a CB gaming state is structured such that RT 1 , RT 2  and RT 3  are determined in the CB gaming state. However, the invention is not limited thereto. For example, the internal lottery table for a CB gaming state may be structured such that RT 1 , RT 2  and RT 3  are not determined in the CB gaming state. By doing so, since there is no case where the CB gaming state is over in the course of the game and thus the RT section is made, it is possible to secure the payout to be obtained in the CB gaming state (the number of medals obtained).  
      In addition, the invention can be applied to another gaming machine such as pachinko gaming machine, pachi-lot and the like, in addition to the gaming machine  1  of the above embodiment. In addition, the invention can be applied to a game program which pseudo-executes the operations in the gaming machine  1  described above as a home gaming machine. In this case, a medium for recording the game program may include a CD-ROM, FD (flexible disk) and the other recording media.  
      While this invention has been described in conjunction with the specific embodiments outlined above, it is evident that many alternatives, modifications and variations will be apparent to those skilled in the art. Accordingly, the preferred embodiments of the invention as set forth above are intended to be illustrative, not limiting. Various changes may be made without departing from the spirit and scope of the invention as defined in the following claims.