Patent Publication Number: US-2009227333-A1

Title: Gaming machine that rearranges symbols based on rearrangement pattern data

Description:
CROSS REFERENCE TO RELATED APPLICATIONS 
     This application claims benefit of U.S. Provisional Application No. 61/033,947, filed Mar. 5, 2008, the entire contents of which are incorporated herein by reference. 
    
    
     BACKGROUND OF THE INVENTION 
     1. Field of the Invention 
     The present invention relates to a gaming machine that rearranges symbols based on rearrangement pattern data. 
     2. Related Art 
     Conventionally, in slot machines, a game is started when a player bets a certain amount of credits. Then, a plurality of reels on which a plurality of symbols are depicted start to rotate, and are stopped after a predetermined time elapses. As a result, a certain award is provided to the player based on a symbol combination which is displayed statically. U.S. Pat. No. 6,517,433 discloses a slot machine in which the order of reels to be stopped is determined in advance when rearranging symbols. 
     However, if the rotation of the reels is stopped in the order determined in advance, the order of symbols to be rearranged cannot be changed variably, which makes games monotonous. 
     The present invention provides a gaming machine with novel entertainment properties, which enhances a players&#39; interest with processing of symbol rearrangement by offering a plurality of patterns for the order in which symbols are rearranged. 
     SUMMARY OF THE INVENTION 
     In an aspect of the present invention, a gaming machine is provided, which includes: a display for variably displaying each of a plurality of symbol groups; memory for storing rearrangement pattern data for symbol rearrangement; and a controller executing the following operations of: (a) generating a random number and starting a game; (b) determining a symbol to be rearranged on the display corresponding to the generated random number; (c) variably displaying each of the plurality of symbol groups on the display; (d) when at least a predetermined number of identical symbols are determined to be rearranged, extracting rearrangement pattern data corresponding to the number of the identical symbols from the memory; (e) rearranging symbols based on the extracted rearrangement pattern data; and (f) providing an award corresponding to the identical symbols of which at least the predetermined number are rearranged. 
     In another aspect of the present invention, a gaming machine is provided, which includes: a display for variably displaying each of a plurality of symbol groups; memory for storing rearrangement pattern data for symbol rearrangement; and a controller executing the following operations of: (a) generating a random number and starting a game; (b) determining a symbol to be rearranged on the display corresponding to the generated random number; (c) variably displaying each of the plurality of symbol groups on the display; (d) when at least a predetermined number of identical symbols are determined to be rearranged, extracting rearrangement pattern data corresponding to the number of the identical symbols from the memory; (e) after rearranging symbols other than the identical symbols, rearranging the identical symbols based on the extracted rearrangement pattern data; and (f) providing an award corresponding to the identical symbols of which at least the predetermined number are rearranged. 
     In still another aspect of the present invention, a gaming machine is provided, which includes: a display for variably displaying each of a plurality of symbol groups; memory for storing rearrangement pattern data for symbol rearrangement; and a controller executing the following operations of: (a) generating a random number and starting a game; (b) determining a symbol to be rearranged on the display corresponding to the generated random number; (c) variably displaying each of the plurality of symbol groups on the display; (d) when at least a predetermined number of identical symbols are determined to be rearranged and a multiplication factor symbol representing a multiplication factor of an award to be provided is determined to be rearranged, extracting rearrangement pattern data corresponding to the number of the identical symbols from the memory; (e) rearranging symbols based on the extracted rearrangement pattern data so that the multiplication factor symbol is rearranged last; and (f) providing an award corresponding to the identical symbols of which at least the predetermined number and the multiplication factor symbol are rearranged. 
     In yet another aspect of the present invention, a gaming machine is provided, which includes: a display for variably displaying each of a plurality of symbol groups; memory for storing rearrangement pattern data for symbol rearrangement; and a controller executing the following operations of: (a) generating a random number and starting a game; (b) determining a symbol to be rearranged on the display corresponding to the generated random number; (c) variably displaying each of the plurality of symbol groups on the display; (d) when at least a predetermined number of identical symbols are determined to be rearranged and a multiplication factor symbol representing a multiplication factor of an award to be provided is determined to be rearranged, extracting rearrangement pattern data corresponding to the number of the identical symbols from the memory; (e) after rearranging symbols other than the identical symbols, rearranging symbols based on the extracted rearrangement pattern data, and further rearranging symbols so that the multiplication factor symbol is rearranged last; and (f) providing an award corresponding to the identical symbols of which at least the predetermined number and the multiplication factor symbol are rearranged. 
     In a further aspect of the present invention, a gaming machine is provided, which includes: a display for displaying each block arranged in the form of a matrix for displaying a plurality of symbols; an input device for allowing a player to start a game; and a controller for rearranging each symbol in each block arranged in the form of a matrix displayed on the display upon input to the input device, wherein the controller executes the following operations of: (a) determining symbols to be rearranged in each of the plurality of blocks by way of input to the input device; (b) when the number of identical symbols targeted for provision of an award are included among a plurality of symbols to be rearranged in all of the plurality of blocks, replacing the number of identical symbols, which are targeted for provision of an award, to be rearranged in each of the blocks with symbols to be rearranged in other blocks; and (c) providing an award after rearranging the number of identical symbols targeted for the award in all of the plurality of blocks. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         FIG. 1  is a flowchart showing processing in a game executed in a gaming machine according to an embodiment of the present invention; 
         FIG. 2  is a perspective view showing the appearance of the gaming machine according to the embodiment of the present invention; 
         FIG. 3  is an enlarged front view showing a display area of the gaming machine according to the embodiment of the present invention; 
         FIG. 4  is a block diagram of a controller of the gaming machine according to the embodiment of the present invention; 
         FIG. 5  is a block diagram of a display/input controller of the gaming machine according to the embodiment of the present invention; 
         FIG. 6  is a flowchart showing a basic game processing executed in the gaming machine according to the embodiment of the present invention; 
         FIG. 7  is a flowchart of rearrangement processing executed in the gaming machine according to the embodiment of the present invention; 
         FIG. 8  is a rearrangement pattern data table according to the embodiment of the present invention; 
         FIG. 9  shows symbols to be rearranged in each of a plurality of symbol display regions in the gaming machine according to the embodiment of the present invention; and 
         FIGS. 10 to 15  are examples of display screens displaying rendered effects executed in the gaming machine according to the embodiment of the present invention. 
     
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
     An embodiment of the present invention is described below with reference to the accompanying drawings. 
     As shown in  FIG. 1 , CPU  106  starts a game (Step S 100 ), determines symbols to be rearranged (Step S 200 ), and variably displays a symbol group (Step S 300 ). Next, the CPU  106  determines whether at least a predetermined number of identical symbols is rearranged (Step S 400 ), extracts rearrangement pattern data when at least a predetermined number of identical symbols is rearranged (Step S 500 ), rearranges symbols based on the extracted rearrangement pattern data (Step S 600 ), and provides an award corresponding to the identical symbols of which at least the predetermined number are rearranged (Step S 700 ). 
       FIG. 2  is a perspective view showing the gaming machine  13  according to an embodiment of the present invention. The gaming machine  13  includes a cabinet  20 . The cabinet  20  has a structure in which the face facing the player is open. The cabinet  20  contains various components including a game controller  100  (refer to  FIG. 4 ) for electrically controlling the gaming machine  13 , and a hopper  44  (refer to  FIG. 4 ) for controlling the insertion, storage, and payout of coins (game medium), and the like. The game medium is not restricted to coins. In addition, examples of such game media include medals, tokens, electronic money or electronic value information (credits) having the same value. 
     The liquid crystal display  30  is installed substantially in the middle of the front face of the cabinet  20 , and the liquid crystal display  40  is installed in an upper side of the cabinet  20 . 
     The liquid crystal display  30  realizes a display device for displaying a variety of images related to the game including rendered images and the like. Such a configuration allows the player to advance the game while visually confirming various kinds of images displayed on the aforementioned liquid crystal display  30 . In such a game, the liquid crystal display  30  displays slot games shown in  FIGS. 10 to 15  which are described later. 
     The gaming machine  13  includes video reels (a group of symbol images) and can display fifteen virtual reels on the liquid crystal display  30 . It should be noted that the term “video reel” as used here represents a mechanism for displaying a reel on the liquid crystal display  30  in the form of an image. 
     The other liquid crystal display  40  above the liquid crystal display  30  is a display functioning as a sub display for displaying the rules of the game, demonstration screens, and the like. 
     Sound transmission openings  29   a  and  29   b , through which sound effects emitted from a speaker  41  (refer to  FIG. 4 ) contained inside the cabinet  20  are propagated outside the cabinet  20 , are disposed on the upper right and left sides of the liquid crystal display  40 , respectively. The sound transmission openings  29   a  and  29   b  generate sound effects and the like in accordance with the progress of the game. In addition, decorative lamps  42   a  and  42   b  are disposed on the right and left sides substantially in the middle of the gaming machine  13 , respectively. The decorative lamps  42   a  and  42   b  emit light in accordance with the progress of the game. 
     The gaming machine  13  includes a substantially horizontal operation portion  21  below the liquid crystal display  30 . Disposed on the right side of the operation portion  21  is a coin insertion slot  22  through which a number of coins are inserted into the gaming machine  13 . On the other hand, the components provided to the left side of the operation portion  21  include: a BET switch  23  that allows the player to select the number of coins, which serves as a gaming medium to be bet; and a spin repeat bet switch  24  that allows the player to play another game without changing the number of coins bet in the previous game. Such an arrangement allows the player to set the number of coins to be bet by performing a pushing operation on either the BET switch  23  or the spin repeat bet switch  24 . 
     In the operation portion  21 , a start switch  25  for accepting for each game the player&#39;s operation for starting a game is disposed on the left side of the BET switch  23 . Upon performing a pushing operation on either the start switch  25  or the spin repeat bet switch  24 , which serves as a trigger to start the game, an image in which the aforementioned fifteen video reels start to rotate is displayed. 
     A cash out switch  26  is provided near the coin insertion opening  22  on the operation portion  21 . Upon the player pushing the cash out switch  26 , the inserted coins are paid out from a coin payout opening  27  provided at a lower portion of the front face. The coins thus paid out are retained in a coin tray  28 . 
       FIG. 3  is an enlarged view showing the display region of the gaming machine  13 . As shown in  FIG. 3 , the gaming machine  13  has symbol display regions  81  to  95  arranged in the form of a matrix with 3 rows×5 columns. The symbol display regions are also called as symbol display blocks or symbol display locations. The abovementioned fifteen video reels are arranged at each of the symbol display regions  81  to  95 , respectively. 
     The game available in the present embodiment is a game in which an award is provided to a player corresponding to the number of identical symbols rearranged in the symbol display regions  81  to  95 . The number of identical symbols targeted for provision of awards can be defined arbitrarily such as three or more symbols, or the like. 
     It is arranged so that a payout number display portion  48 , a bet number display portion  50 , and a credit number display portion  49  can be displayed in this order from the left side on the upper portion of the liquid crystal display  30 . The payout display portion  48  is something for displaying the amount of the coins paid out when no less than a predetermined number of identical symbols for providing an award are rearranged and displayed on the symbol display regions  81  to  95 . The credit number display portion  49  displays the credit number of coins stored in the gaming machine  13 . The bet amount display portion  50  is a component for displaying the bet amount, which is the number of coins bet. 
       FIG. 4  is a block diagram showing the electrical configuration of the game controller  100  of the gaming machine  13 . As shown in  FIG. 4 , the game controller  100  of the gaming machine  13  is a microcomputer and provided with an interface circuit group  102 , an input-output bus  104 , a CPU  106 , a ROM  108 , a RAM  110 , an interface circuit  111  for communication, a random number generator  112 , a speaker drive circuit  122 , a hopper drive circuit  124 , a lamp drive circuit  126 , and a display/input controller  140 . 
     The interface circuit groups  102  are electrically connected with the input/output bus  104 , which carries out input and output of data signals or address signals for the CPU  106 . 
     The start switch  25  is electrically connected with the interface circuit groups  102 . In the interface circuit groups  102 , a start signal generated by the start switch  25  is converted into a predetermined form of signal to be supplied to the input/output bus  104 . 
     Furthermore, the BET switch  23 , the spin repeat bet switch  24 , and the cash out switch  26  are also connected to the interface circuit groups  102 . Each of the switching signals output from these switches  23 ,  24 , and  26  is also supplied to the interface circuit groups  102 , and is converted into a predetermined signal by the interface circuit groups  102 . The switching signals thus converted are supplied to the input/output bus  104 . 
     A coin sensor  43  is also electrically connected to the interface circuit groups  102 . The coin sensor  43  detects coins inserted into the coin insertion slot  22 , and is disposed at an appropriate position relative to the coin insertion slot  22 . The sensing signal output from the coin sensor  43  is also supplied to the interface circuit groups  102 , and is converted into a predetermined signal by the interface circuit groups  102 . The sensing signal thus converted is supplied to the input/output bus  104 . 
     The ROM  108  and the RAM  110  are connected to the input/output bus  104 . 
     Upon acceptance of the start operation of a game through the start switch  25 , the CPU  106  reads a game program to execute the game. The game program is programmed as follows. That is, a display for starting the scrolling of the symbols on the fifteen video reels is made on the liquid crystal display  30  via the display/input controller  140 . Thereafter, a display for stopping the fifteen video reels is made to rearrange the fifteen video reels. In a case where at least a predetermined number of identical symbols among all of the symbols which are stopped in each reel are rearranged and displayed, coins corresponding to the number of identical symbols rearranged and displayed are paid out. 
     The ROM  108  stores a control program for governing and controlling the gaming machine  13 , a program for executing routines as shown in  FIGS. 6 and 7  (hereinafter referred to as a “routine execution program”), and initial data for executing the control program, and various data tables used in determination processes. The routine execution program includes the abovementioned game program. The table shown in  FIG. 8  and the like are examples of the data tables described above. The RAM  110  temporarily stores flags, variables, etc., used for the aforementioned control program. 
     The game program includes a rearranged symbol determination program. The aforementioned rearranged symbol determination program is used for determining 15 symbols rearranged on the symbol display regions  81  to  95 . The aforementioned rearranged symbol determination program includes symbol weighing data that corresponds to each of multiple types of payout rates (e.g., 80%, 84%, and 88%). The symbol weighing data is data for each of the fifteen video reels, and indicates the corresponding relationship between each symbol and one or multiple random numbers in a predetermined number range (0 to 65535). The payout rate is determined based upon the payout rate setting data stored in the ROM  108 . The determination of rearranged symbols is performed based upon the symbol weighing data that corresponds to the payout rate. 
     Furthermore, a communication interface circuit  111  is connected to the input/output bus  104 . The communication interface circuit  111  is a circuit for communicating with the central controller  11 , etc. via the network including various types of networks such as a LAN. 
     The random number generator  112  for generating a random number is connected to the input/output bus  104 . The random number generator  112  generates random numbers in a predetermined range of “0” to “65535” (the sixteenth power of two minus one), for example. Alternatively, an arrangement may be made in which the CPU  106  generates a random number by computation. 
     The speaker driving circuit  122  for the speakers  41  is also electrically connected with the input/output bus  104 . The CPU  106  reads the sound data stored in the ROM  108 , and transmits the sound data thus read to the speaker driving circuit  122  via the input/output bus  104 . In this way, the speakers  41  generate predetermined sound effects. 
     The hopper driving circuit  124  for driving the hopper  44  is also electrically connected to the input/output bus  104 . Upon receiving a cash out signal input from the cash out switch  26 , the CPU  106  transmits a driving signal to the hopper driving circuit  124  via the input/output bus  104 . Accordingly, the hopper  44  pays out coins such that the amount thereof is equivalent to the current number of coins remaining as credits, which is stored in a predetermined memory area of the RAM  110 . 
     Alternatively, the payout of the coins may be performed in a mode of storing credit data in a data card or the like, instead of using physical coins. That is, the player may carry a card functioning as a recording medium, and store the data related to the credit by inserting the card into the gaming machine  13 . 
     The lamp driving circuit  126  for driving the decorative lamps  42   a  and  42   b  is also connected to the input/output bus  104 . The CPU  106  transmits the signal for driving the lamps according to the predetermined conditions based on the program stored in the ROM  108  to the lamp driving circuit  126 . Thus, decorative lamps  42   a  and  42   b  blink and the like. 
     The display/input controller  140  is connected to the input/output controller  104 . The CPU  106  creates an image display command corresponding to the state and results of the game, and outputs the image display command thus created to the display/input controller  140  via the input/output bus  104 . Upon receiving the image display command input from the CPU  106 , the display/input controller  140  creates a driving signal for driving the liquid crystal display  30  and the liquid crystal display  40  according to the image display command thus input, and outputs the driving signal thus created to the liquid crystal display  30  and the liquid crystal display  40 . As a result, a predetermined image is displayed on the liquid crystal display  30  and the liquid crystal display  40 . The display/input controller  140  transmits the signal input through the touch panel  32  provided on the liquid crystal display  30  to the CPU  106  via the input/output bus  104  in the form of an input signal. In addition, the image display command includes commands corresponding to a payout number display portion  48 , a credit number display portion  49 , and a bet number display portion  50 . 
       FIG. 5  is a block diagram showing the electrical configuration of the display/input controller  140  of the gaming machine  13 . The display/input controller  140  of the gaming machine  13  is a sub-micro computer which performs image display processing and the control of input from the touch panel  32 , and which has an interface circuit  142 , an input/output bus  144 , CPU  146 , ROM  148 , RAM  150 , VDP  152 , video RAM  154 , ROM  156  for image data, a drive circuit  158 , and a touch panel control circuit  160 . 
     The interface circuit  142  is connected to the input/output bus  144 . An image display instruction outputted from the CPU  106  on the abovementioned game controller  100  is supplied to the input/output bus  144  via the interface circuit  142 . The input/output bus  144  performs input/output of data signals or address signals to and from the CPU  146 . 
     The ROM  148  and the RAM  150  are connected to the input/output bus  144 . The ROM  148  stores a display control program under which a drive signal to be supplied to the liquid crystal display  30  and the liquid crystal display  40  is generated based on the image display instruction from the CPU  106  on the game controller  100 . On the other hand, the RAM  150  stores flags and variables used in the aforementioned display control program. 
     The VDP  152  is connected to the input/output bus  144 . The VDP  152  includes a so-called sprite circuit, a screen circuit, a palette circuit, etc., and can perform various types of processing for displaying images on the liquid crystal display  30  and the liquid crystal display  40 . The video RAM  154  and the ROM  156  are connected to the VDP  152 . The video RAM  154  stores image data based on the image display instructions from the CPU  106  on the game controller  100 . The ROM  156  for image data stores various kinds of image data containing the abovementioned produced image data. Furthermore, the driving circuit  158  for outputting a driving signal for driving the liquid crystal display  30  and the liquid crystal display  40  is connected to the VDP  152 . 
     By reading and executing the display control program stored in the ROM  148 , the CPU  146  instructs the video RAM  154  to store image data to be displayed on the liquid crystal display  30  and the liquid crystal display  40  in response to the image display instruction from the CPU  106  on the game controller  100 . Examples of the image display commands include various kinds of image display commands including the aforementioned image display commands for visual effects, etc. 
     The image data ROM  156  stores various kinds of image data including the aforementioned image data for visual effects, etc. 
     The touch panel control circuit  160  transmits the signals input via the touch panel  32  provided on the liquid crystal display  30  to the CPU  106  via the input/output bus  144  in the form of an input signal. 
       FIG. 6  is a flowchart showing the flow of the processing operation of a basic game of the gaming machine  13 , which is executed by the game controller  100  of the gaming machine  13 . The routine of  FIG. 6  is a unit game. 
     Supposing that the gaming machine  13  is activated in advance and the variables used in the CPU  106  on the game controller  100  are initialized to predetermined values, respectively, thereby providing normal action of the gaming machine  13 . 
     Firstly, the CPU  106  on the game controller  100  determines whether any credits remain, which correspond to the remaining amount of coins inserted by the player (Step S 1 ). More specifically, CPU  106  reads the amount of credits C stored in the RAM  110 , and executes processing according to the amount of credits C. When the amount of credits C equals “0” (NO in Step S 1 ), the CPU  106  terminates the routine without executing any processing, since it cannot start a game. When the amount of credits C is at least “1” (YES in Step S 1 ), the CPU  106  determines that coins remain as credits, and the CPU  106  advances the processing to Step S 2 . 
     In Step S 2 , CPU  106  determines whether or not a pushing operation has been applied to the spin bet repeat switch  24 . When the spin repeat bet switch  24  has been pushed and the CPU  106  receives an operation signal from the spin repeat bet switch  24  (YES in Step S 2 ), the CPU  106  advances the processing to Step S 13 . On the other hand, when the CPU  106  does not receive the operation signal from the switch  24  after a predetermined period of time has elapsed (NO in Step S 2 ), the CPU  106  determines that the switch  24  has not been pressed and advances the processing to Step S 3 . 
     In the following Step S 3 , the CPU  106  sets the game conditions. More specifically, the CPU  106  determines the number of coins bet in a unit game based on the operation of the BET switch  23 . The CPU  106  receives the operation signals generated by the player operating the BET switch  23 . Then, the CPU  106  stores the bet amount in a predetermined memory area of the RAM  110  based on the number of times the operation signals have been received. The CPU  106  reads the amount of credits C stored in a predetermined memory area of the RAM  110 , and subtracts the abovementioned bet amount from the amount of credits C thus read. Then, the CPU  106  stores the subtracted value in a predetermined memory area of the RAM  110 . Subsequently, the CPU  106  advances the processing to Step S 4 . 
     In the following Step S 4 , the CPU  106  determines whether the start switch  25  is ON, and then waits for the start switch  35  to be operated. Upon the start switch  25  being operated, and accordingly, upon the operation signal being input from the start switch  25  (in a case of “YES” in the determination processing in Step S 4 ), the CPU  106  determines that the start switch  25  has been operated, and the processing advances to Step S 5 . 
     On the other hand, in Step S 13 , the CPU  106  determines whether the amount of credits C is at least the total bet number in a previous game. In other words, the CPU  106  determines whether it can start a game in response to a pressing operation applied to the spin repeat bet switch  24 . More specifically, when the spin repeat bet switch  24  has been pushed, and the operation signal has been inputted to the CPU  106  from the spin repeat bet switch  24 , the CPU  106  reads the credit amount C and the bet amount bet in the previous game, which are stored in RAM  110 . Then, the CPU  106  determines whether or not the credit amount C is equal to or greater than the bet amount bet in the previous game based upon the relation between the credit amount C thus read and the bet amounts. The CPU  106  performs processing based upon the determination results. When the CPU  106  determines that the amount of credits C is less than the bet amount (NO in Step S 13 ), the CPU  106  terminates the present routine without any processing, since it cannot start a game. On the other hand, in a case where determination has been made that the aforementioned amount of credits C is at least the bet amount bet in the previous game (in a case of “YES” in Step S 13 ), the CPU  106  subtracts the bet amount bet in the previous game from the aforementioned amount of credits C, and stores the subtracted value in a predetermined area of the RAM  110 . Subsequently, the CPU  106  advances the processing to Step S 5 . 
     In the following Step S 5 , the CPU  106  performs rearranged symbol determination processing. A specific description is made below regarding the rearranged symbol determination processing. 
     Firstly, the CPU  106  selects a random number in a range of values from 0 to 65535 for each of the fifteen reels by extracting a random number from the random generator  112 . Next, the CPU  106  reads payout rate setting data from the ROM  108  to store in the RAM  110 , refers to symbol weighing data corresponding to the payout rate setting data, and determines symbols to be rearranged in the symbol display regions  81  to  95  based on the fifteen random number values thus selected. The CPU  106  determines symbols to be rearranged in the symbol display regions  81  to  95 , thereby determining a winning combination. In the present embodiment, in a case where five or more identical symbols are rearranged on the symbol display regions  81  to  95 , a winning combination corresponding to the rearranged symbol is achieved. 
     Upon determining a rearranged symbol, the CPU  106  determines whether at least a predetermined number of identical symbols (five symbols) for providing an award among 15 symbols to be rearranged are rearranged or not. In a case where at least a predetermined number of identical symbols (five symbols) for providing an award among 15 symbols to be rearranged are rearranged, the CPU  106  activates a flag indicating providing an award for generating an award corresponding to the predetermined number of identical symbols (five symbols) for providing an award. The activated flag, which indicates the player has won an award, is stored in a predetermined area of the RAM  110  according to the instruction from the CPU  106 . On the other hand, in a case where at least a predetermined number of identical symbols (five symbols) for providing an award among 15 symbols to be rearranged are not rearranged (a losing combination), the CPU  106  does not activate the flag indicating providing the award. Subsequently, CPU  106  advances the processing to Step S 6 . 
     In the following Step S 6 , the CPU  106  instructs each of the fifteen video reels to start to rotate. 
     Upon displaying the image which shows the fifteen video reels starting to rotate, the CPU  106  waits for a predetermined period of time to elapse (Step S 7 ). After the predetermined period of time has elapsed (in a case of “YES” in processing of Step S 7 ), the CPU  106  instructs the fifteen video reels to stop rotating, thereby rearranging 15 symbols (Step S 8 ). Subsequently, the CPU  106  advances the processing to Step S 9 . Free game processing is described below with reference to  FIG. 7 . 
     In the following Step S 9 , the CPU  106  determines whether the flag indicating that an award is provided, which is stored in a predetermined memory area in the RAM  110 , is activated or not by means of the rearranged symbol determination processing in Step S 5 . In a case where the flag indicating that an award is provided is not activated (NO in the processing of Step S 9 ), the CPU  106  terminates the present routine. On the other hand, in a case where the flag indicating that an award is provided is activated (YES in the processing of Step S 9 ), the CPU  106  advances the processing to Step S 10 . 
     In the following Step S 10 , the CPU  106  determines whether the flag (a bonus flag) indicating switching to a bonus game, which is stored in a predetermined memory area in the RAM  110 , is activated or not by the rearranged symbol determination processing in Step S 5 . More specifically, in a case where the flag indicating the switch to a bonus game is activated (YES in the processing of step S 10 ), the CPU  106  advances the processing to step S 11 . On the other hand, in a case where the flag indicating the switch to a bonus game is not activated (NO in the processing of step S 10 ), the CPU  106  advances the processing to step S 12 . 
     In the following Step S 11 , the CPU  106  performs bonus game processing. More specifically, the CPU  106  starts a bonus game and performs a predetermined number of the bonus games. Subsequently, the CPU  106  terminates the present routine. 
     In the following Step S 12 , the CPU  106  pays out the amount of coins corresponding to the number of the rearranged identical symbols, which are at least a predetermined number (five symbols). More specifically, the CPU  106  refers to a payout table (not shown) and calculates the amount of coins corresponding to the number of the rearranged identical symbols, which are at least a predetermined number (five symbols). In a case where a multiplication factor symbol for multiplying the amount of coins by a predetermined number is rearranged, the CPU  106  recalculates as a payout amount the number which is the amount of coins thus calculated multiplied by the number corresponding to the multiplication factor symbol. The CPU  106  reads the credit amount stored in the aforementioned predetermined memory area of the RAM  110 . Then, the CPU  106  calculates the sum total amount of coins to be paid out thus calculated (recalculated) and the credit amount thus read, and stores the sum thus calculated in a predetermined memory area of the RAM  110 . The CPU  106  displays the aforementioned value thus stored on the credit number display portion  49 . Subsequently, the CPU  106  terminates the present routine. 
     Free game processing is described below with reference to  FIG. 7 . 
     In Step S 21  of  FIG. 7 , the CPU  106  determines whether at least five identical symbols are rearranged or not. More specifically, the CPU  106  determines whether at least five identical symbols are rearranged in the symbol display regions  81  to  95 . If this determination is YES, the processing is shifted to Step S 22 . If this determination is NO, the processing is shifted to Step S 9  of  FIG. 6 . 
     In Step S 22 , the CPU  106  determines whether the multiplication factor symbol is rearranged or not. If this determination is YES, the processing is shifted to Step S 23 . If this determination is NO, the processing is shifted to Step S 24 . 
     In Step S 23 , the CPU  106  refers to a rearrangement pattern data table, which is described later in  FIG. 8 , and extracts rearrangement pattern data (including a multiplication factor symbol). In addition, the CPU  106  stores the extracted data in a predetermined area of the RAM  110 . Then, the CPU  106  advances the processing to Step S 25 . 
     In Step S 24 , the CPU  106  refers to a rearrangement pattern data table, which is described later in  FIG. 8 , and extracts rearrangement pattern data (not including a multiplication factor symbol). In addition, the CPU  106  stores the extracted number in a predetermined memory area of the RAM  110 . Then, the CPU  106  advances the processing to Step S 25 . 
     In Step S 25 , the CPU  106  performs rearranging of symbols based on the extracted rearrangement pattern data. The rearrangement processing is described with reference to  FIGS. 9 to 15 . 
     The rearrangement pattern data table is described with reference to  FIG. 8 . The CPU  106  refers to the rearrangement pattern data table when extracting rearrangement pattern data (not including a multiplication factor symbol) in Step S 23  of  FIG. 7  and when extracting rearrangement pattern data (including a multiplication factor symbol) in Step S 24  of  FIG. 7 . For example, when the number of identical symbols to be rearranged is “5” and a multiplication factor symbol is rearranged, rearrangement pattern data (including a multiplication factor symbol) is determined to be “rearrangement pattern A 2 ”, and then extracted. 
       FIG. 9  shows that symbols rearranged in Step S 5  of  FIG. 6  are internally determined as to where those symbols will be rearranged in the symbol display regions  81  to  95 . 
     According to  FIG. 9 , it is internally determined that seven individual “7” symbols are rearranged in the symbol display regions  81 ,  83 ,  84 ,  85 ,  90 ,  91 , and  95 , respectively. In addition, it is internally determined that a multiplication factor symbol “×3” for recalculating the payout amount by multiplying by 3 is rearranged in the symbol display region  87 . That is, since it is determined that seven individual “7” symbols and one multiplication factor symbol “×3” are rearranged, the rearrangement pattern data (including a multiplication factor symbol) is determined to be the “rearrangement pattern C 2 ”, and then extracted. 
     In addition, when a multiplication factor is not rearranged, rearrangement pattern data is determined among rearrangement pattern data (not including a multiplication factor symbol), and then extracted. 
       FIGS. 10 to 15  show that symbols are rearranged in the symbol display regions  81  to  95 , respectively, based on rearrangement pattern data “rearrangement pattern C 2 ”. With reference to  FIGS. 10 to 15 , symbols “7” targeted for provision of an award are rearranged so as to be adjacent to a symbol display region  88  (the center symbol display region) after the other symbols are rearranged, and a multiplication factor symbol “×3” is rearranged last in the symbol display region  88 . 
     Although not shown, when a multiplication factor symbol is not rearranged, symbols “7” targeted for provision of an award are rearranged so as to be adjacent to a symbol display region  88  (the center symbol display region) after the other symbols are rearranged, and a symbol “7”, which is rearranged last, is rearranged in the center symbol display region  88 . 
     In  FIG. 10 , the symbols “7” have not been rearranged yet, and symbols that have already been rearranged in the symbol display regions  81  to  83  and  95  are different from those symbols determined to be rearranged in  FIG. 9 . This is because the other symbols to be rearranged are replaced so that symbols “7” targeted for provision of an award are rearranged so as to be adjacent to a symbol display region  88  (the center symbol display region) after the other symbols are rearranged. The CPU  106  performs the replacement processing for symbols to be rearranged in Step S 25  of  FIG. 7 . 
     According to  FIG. 10 , a “Thunder” symbol, a “K” symbol, a “Q” symbol, a “10” symbol, a “Thunder” symbol, and a “Sun” symbol are rearranged in the symbol display regions  81  to  83  and  93  to  95 , respectively. In addition, symbols in the other symbol display regions are being variably displayed, which indicates that the symbols have not been rearranged yet. 
       FIG. 11  shows that the remaining symbols as well as the symbols which have been rearranged in  FIG. 10  are rearranged next. According to  FIG. 11 , an “Umbrella” symbol and a “7” symbol are rearranged in the symbol display regions  84  and  91 , respectively.  FIG. 12  shows that the remaining symbols, as well as the symbols which had been rearranged in  FIG. 11 , are rearranged next. 
     According to  FIG. 12 , “7” symbols are rearranged in the symbol display regions  86  and  90 , respectively. 
       FIG. 13  shows that the remaining symbols, as well as the symbols which had been rearranged in  FIG. 12 , are rearranged next. According to  FIG. 13 , “7” symbols are rearranged in the symbol display regions  85  and  91 , respectively. 
       FIG. 14  shows that the remaining symbols, as well as the symbols which had been rearranged in  FIG. 13 , are rearranged next. According to  FIG. 14 , “7” symbols are rearranged in the symbol display regions  87  and  89 , respectively. 
       FIG. 15  shows that the remaining symbols, as well as the symbols which had been rearranged in  FIG. 14 , are rearranged next. According to  FIG. 15 , a “×3” symbol is rearranged in the symbol display region  88 . 
     Due to the symbol rearrangements shown in  FIGS. 10 to 15 , the player&#39;s interest can be enhanced regarding an appearance of a symbol targeted for provision of an award compared to a normal symbol rearrangement (once symbols are determined to be rearranged in the symbol display regions, the symbols are not changed and rearranged as is). In addition, the player not only has an interest as to whether a multiplication factor symbol appears or not, but also has a great interest regarding a resulting award in which the payout amount is multiplied corresponding to a multiplication factor symbol to appear. 
     While an embodiment of the gaming machine according to the present invention has been described, it is to be understood that the above description is intended to be illustrative, and not restrictive, and any changes in design may be made to specific configurations such as various means. Moreover, it should be understood that the advantages described in association with the embodiments are merely a listing of most preferred advantages, and that the advantages of the present invention are by no means restricted to those described in connection with the embodiments. 
     For example, although in the present embodiment, a rearrangement is made based on rearrangement pattern data during a basic game, the present invention is not limited thereto, and may be rearranged based on rearrangement pattern data during a bonus game. 
     In addition, although in the present embodiment, the example applied to a video reel slot machine is explained regarding the present invention, the present embodiment is not limited thereto, and for example, the present invention may be applied to a mechanical reel slot machine.