Abstract:
A gaming machine is provided, which includes a memory, a counter and a controller. The memory stores data of award tables each having a level of award correlated with a number of played games. The counter stores the number of played games. The controller is configured with logic to: (a) start a game; (b) cause the counter to increase the stored number of played games each time a game is executed; and (c) search the data of award tables for an award table having a level of award that corresponds to the number of played games, and pay a player in accordance with an award extracted from the searched award table.

Description:
[0001]    This application is based on and claims the benefit of priority from Japanese Patent Application No. 2007-002712, filed on 10 Jan. 2007, the content of which is incorporated herein by reference. 
       BACKGROUND OF THE INVENTION 
       [0002]    1. Field of the Invention 
         [0003]    The present invention relates to a gaming machine which varies an award based on the number of games played. 
         [0004]    2. Related Art 
         [0005]    Conventionally, regarding a slot machine, which is a type of gaming machine, a game is generally started by inserting a game medium such as coins into the gaming machine. Then, the slot machine displays an image of a symbol line which is rotated in a predetermined area of the gaming machine. After a predetermined amount of time elapses, the slot machine displays an image of the symbol line which is stopped. Finally, the slot machine provides an award to a player based on the combination of the stationary symbols. Whether the combination which provides an award has been formed or not is generally determined based on whether or not a predetermined number of the same type of symbols (for example, “Cherry”, “7”, etc.) is arranged along a predetermined active pay line. In addition, U.S. Unexamined Patent Application, First Publication No. 2003/0069073 discloses a technique to randomly decide to provide a special award called a jackpot at a single slot machine when the amount of money that a player spends at the slot machine reaches a predetermined value. The technique can offer probabilities to provide more award than the jackpot to a player as well as awards which the player can get at his/her own slot machine, thereby enhancing players&#39; motivation to games. 
       SUMMARY OF THE INVENTION 
       [0006]    Since an award which a player can obtain from a jackpot is the cumulative amount of credits bet by a plurality of players or a single player, it can improve further entertainment properties based on a probability for the player to receive a jackpot. However, recently this technique has become ordinary, thereby making the player lose interest. 
         [0007]    The object of the present invention is to provide a gaming machine which can further improve entertainment properties. 
         [0008]    In an aspect of the present invention, a gaming machine is provided, which includes a memory, a counter and a controller. The memory stores data of award tables each having a level of award correlated with a number of played games. The counter stores the number of played games. The controller is configured with logic to: (a) start a game; (b) cause the counter to increase the stored number of played games each time a game is executed; and (c) search the data of award tables for an award table having a level of award that corresponds to the number of played games, and pay a player in accordance with an award extracted from the searched award table. 
         [0009]    The gaming machine described above allows the player to have a chance to obtain a higher award in proportion as the player accumulates the number of played games. 
         [0010]    Since the player may expect to gradually recover credits lost in the games while increasing the number of games, the gaming machine can provide more fun to the player. 
         [0011]    In another aspect of the present invention, a gaming machine is provided, which includes a memory, a counter and a controller. The memory stores data of award tables each having a level of award correlated with a number of played games. The counter stores the number of played games. The controller is configured with logic to: (a) start a game; (b) cause the counter to increase the stored number of played games each time a game is executed; (c) when a result of the game satisfies a predetermined condition, cause the counter to reset the stored number of played games to a certain number; and (d) search the data of award tables for an award table having a level of award that corresponds to the number of played games, and pay a player in accordance with an award extracted from the searched award table. 
         [0012]    The gaming machine described above allows the player to have a chance to obtain a higher award in proportion as the player accumulates the number of played games. However, the gaming machine, which resets the number of played games for the predetermined condition, the player has a risk to decrease the award. In this way, the gaming machine allows the player to feel more excited in playing the game. 
         [0013]    In still another aspect of the present invention, a gaming machine is provided, which includes a display device, a memory, a counter and a controller. The display device displays an image related to a game. The memory stores data of award tables each having a level of award correlated with a number of played games and symbol data corresponding to a plurality of types of symbols. The counter stores the number of played games. The controller is configured with logic to: (a) start a game; (b) cause the counter to increase the stored number of played games each time a game is executed; (c) randomly determine symbol data to be displayed on the display device among the symbol data stored in the memory; (d) cause the display device to display symbols corresponding to the determined symbol data; and (e) search the data of award tables for an award table having a level of award that corresponds to the number of played games, and pay a player in accordance with an award corresponding to the symbols displayed on the display device. 
         [0014]    The gaming machine described above allows the player to have a chance to obtain a higher award in accordance with the symbols displayed on the display device in proportion as the player accumulates the number of played games. Since the player may expect to gradually recover credits lost in the games while increasing the number of games, the gaming machine can provide more fun to the player. 
         [0015]    In yet another aspect of the present invention, a gaming machine is provided, which includes a display device, a memory, a counter and a controller. The display device displays an image related to a game. The memory stores data of award tables each having a level of award correlated with a number of played games and symbol data corresponding to a plurality of types of symbols. The counter stores the number of played games. The controller is configured with logic to: (a) start a game; (b) cause the counter to increase the stored number of played games each time a game is executed; (c) randomly determine symbol data to be displayed on the display device among the symbol data stored in the memory; (d) cause the display device to display symbols corresponding to the determined symbol data; (e) when a combination of the symbols displayed on the display device matches a specific combination, cause the counter to reset the stored number of played games to a certain number; and (f) search the data of award tables for an award table having a level of award that corresponds to the number of played games, and pay a player in accordance with an award corresponding to the symbols displayed on the display device. 
         [0016]    The gaming machine described above allows the player to have a chance to obtain a higher award in accordance with the symbols displayed on the display device in proportion as the player accumulates the number of played games. However, the gaming machine, which resets the number of played games for the predetermined condition, the player has a risk to decrease the award. In this way, the gaming machine allows the player to feel more excited in playing the game. 
         [0017]    Accordingly, the more a player plays the game, the more the size of awards that the player can receive increases. Consequently, it can gradually increase the probability that the total game cash flow becomes positive. Thus, the player can enjoy the game with further entertainment properties. 
     
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
         [0018]      FIG. 1  is a flowchart showing the flow of a game which is executed in a slot machine according to the preferred embodiment of the present invention; 
           [0019]      FIG. 2  is an external perspective view showing the slot machine according to the preferred embodiment of the present invention; 
           [0020]      FIG. 3  is an enlarged front view showing an enlarged view of a display region of the slot machine according to the preferred embodiment of the present invention; 
           [0021]      FIG. 4  is a block diagram showing a controller of the slot machine according to the preferred embodiment of the present invention; 
           [0022]      FIG. 5  is a block diagram showing a display/input controller of the slot machine according to the preferred embodiment of the present invention; 
           [0023]      FIG. 6  is a diagram showing a symbol line represented on each video reel according to a preferred embodiment of the present invention; 
           [0024]      FIG. 7  is a diagram showing a symbol arrangement table according to the preferred embodiment of the present invention; 
           [0025]      FIG. 8  is a flowchart showing a flow for processing a basic game executed by the slot machine according to the preferred embodiment of the present invention; 
           [0026]      FIG. 9  is a flowchart showing a flow for processing for counting the number of the played games executed by the slot machine according to the preferred embodiment of the present invention; 
           [0027]      FIG. 10  is a flowchart showing a flow for payout processing executed by the slot machine according to the preferred embodiment of the present invention; 
           [0028]      FIG. 11  is a diagram showing a random number table for a basic game used in a basic game according to the preferred embodiment of the present invention; 
           [0029]      FIG. 12  is a diagram showing a payout table for a basic game (award table level  1 ) according to the preferred embodiment of the present invention; 
           [0030]      FIG. 13  is a diagram showing a payout table for a basic game (award table level  2 ) according to the preferred embodiment of the present invention; 
           [0031]      FIG. 14  is a diagram showing a payout table for a basic game (award table level  3 ) according to the preferred embodiment of the present invention; 
           [0032]      FIG. 15  is a diagram showing a table for award table level used in a basic game executed by the slot machine according to the preferred embodiment of the present invention; 
           [0033]      FIGS. 16 and 17  are examples of display images according to the preferred embodiment of the present invention; and 
           [0034]      FIG. 18  is an example of a display image according to the preferred embodiment of the present invention. 
       
    
    
     DETAILED DESCRIPTION OF THE INVENTION 
       [0035]    The embodiments of the present invention are hereinafter described in detail with reference to the attached drawings. 
         [0036]    The slot machine  13  according to the present invention is provided with award table data with a plurality of levels associated with the number of games played, and RAM  110  storing the number of games played. The CPU  106  starts the game and increments by a predetermined number the number of games played stored in the RAM  110  every time the game is performed. When the CPU  106  provides an award, the CPU  106  refers to the award table data for which level corresponds to the number of games played, so as to provide the award corresponding to a predetermined dividend number. 
         [0037]    Specifically, as shown in  FIG. 1 , the CPU  106  starts the game (Step S 100 ), and increments by a predetermined number the number of games played stored in the RAM  110  every time the game is performed (Step S 200 ). When the CPU  106  provides an award, the CPU  106  refers to the award table data for which level corresponds to the number of games played, so as to provide the award corresponding to predetermined dividend number (Step S 300 ). 
         [0038]      FIG.2  is a perspective diagram illustrating the slot machine  13  according to the embodiment of the present invention. The slot machine  13  includes a cabinet  20  and a main door  42 . The cabinet  20  has a structure in which the face facing the player is open. The cabinet  20  includes various kinds of components. Such components include: a controller  100  (see  FIG. 4 ) for electrically controlling the slot machine  13 ; a hopper  44  for controlling insertion, retaining, and paying out of coins (game medium) (see  FIG. 4 ), etc. The game medium is not restricted to coins. Furthermore, examples of such game media include medals, tokens, electronic money or electronic value information (credit) having the same value. 
         [0039]    The main door  42  is a member that serves as a cover of the cabinet  20 , which protects the internal components stored in the cabinet  20  from being exposed to the outside. The main door  42  includes the liquid crystal display  30  at approximately the center thereof. 
         [0040]    The liquid crystal display  30  is provided for displaying various kinds of images with respect to the game such as images for providing visual effects. Such an arrangement allows the player to advance the game while visually confirming various kinds of images displayed on the liquid crystal display  30 . The liquid crystal display  30  includes a transparent liquid crystal panel  34 . The transparent liquid crystal panel  34  has a function of switching a part of or the entire area of the liquid crystal panel  34  between a transparent mode and an opaque mode, and a function of displaying various kinds of images. 
         [0041]    In a configuration in which the slot machine  13  includes video reels, five virtual reels are displayed on the liquid crystal display  30 . Note 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. Multiple kinds of symbols necessary for the basic game include “BONUS”, “WILD”, “TREASURE BOX”, “GOLDEN MASK”, “HOLY CUP”, “COMPASS &amp; MAP”, “SNAKE”, “A”, “K”, “Q”, “J”, and “10”. With such an arrangement, the liquid crystal display  30  displays these symbols with an image as if the reel were rotating. 
         [0042]    The slot machine  13  includes an approximately horizontal operation unit  21  below the liquid crystal display  30 . Furthermore, a coin insertion opening  22  is provided on the right side of the operation unit  21 , which allows the player to insert coins. On the other hand, the components provided to the left side of the operation unit  21  include: a bet switch  23  which allows the player to determine which lines are to be set to active pay lines among nine lines L 1 , L 2 , L 3 , L 4 , L 5 , L 6 , L 7 , L 8 , and L 9 , for providing an award described later (which will simply be referred to as “active pay lines” hereafter), and which allows the player to select the number of coins as game media which are to be bet on the active pay lines; a spin repeat bet switch  24  which allows the player to play the game again without changing the number of coins bet on the active pay lines from that in the immediately prior game. Such an arrangement allows the player to set the number of coins bet on the active pay lines by performing a pressing operation on either the bet switch  23  or the spin repeat bet switch  24 . 
         [0043]    With the operation unit  21 , a start switch  25  is provided on the left side of the bet switch  23 , which allows the player to input a start operation instruction for the basic game in increments of games. Upon performing a pressing operation on either the start switch  25  or the spin repeat bet switch  24 , which serves as a trigger to start the game, the five mechanical reels  3 A to  3 E start to rotate. 
         [0044]    On the other hand, a cash out switch  26  is provided near the coin insertion opening  22 . Upon the player pressing 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 of the main door  42 . The coins thus paid out are retained in a coin tray  28 . Furthermore, the coin payout opening  27  is provided on the upper side of the coin tray  28 , with sound transmission openings  29  provided to both the left and right of the coin payout opening  27 . Here, the sound transmission openings  29  are provided for transmitting sound effects generated by a speaker  41  (see  FIG. 4 ) stored within the cabinet  20 . 
         [0045]      FIG. 3  is an enlarged view illustrating the display region of the slot machine  13 . The liquid crystal display  30  of the slot machine  13  includes a front panel  31  and the transparent liquid crystal panel  34  provided to the rear face of the front panel  31 . The front panel  31  comprises a transparent display screen  31   a  and a design formation area  31   b  where designs have been formed. Such an arrangement allows the player to visually confirm the image information displayed on the transparent liquid crystal panel  34  provided to the rear face of the front panel  31  through the display screen  31   a  of the front face  31 . On the other hand, let us consider an arrangement in which the slot machine  13  comprises video reels. With such an arrangement, the transparent liquid crystal panel  34  in an opaque state may display the reels in the form of an image. Furthermore, an ordinary liquid crystal panel may be employed instead of the transparent liquid crystal panel  34 . 
         [0046]    Furthermore, various kinds of display units, i.e., a payout display unit  48 , a credit amount display unit  49 , and a bet amount display unit  50 , are provided on the left side of the rear face the liquid crystal display  30 . Note that the design formation area  31   b  of the front panel  31  is formed having a transparent portion that covers the top faces of these display units  48  through  50 , thereby allowing the player to visually confirm the contents displayed on the display units  48  through  50 . 
         [0047]    The slot machine  13  has the nine lines L 1  through L 9  for providing awards as shown in  FIG. 3 . Each of the lines L 1  through L 9  for providing awards is formed such that it extends so as to pass through one of the symbols for each of the mechanical reels  3 A to  3 E when the five video reels have stopped. 
         [0048]    Upon pressing the bet switch  23  once, the line L 3  for providing a third award, the line L 5  for providing a fifth award, and the line L 7  for providing a seventh award, are set to be active pay lines, and one coin is input as a credit medal, for example. 
         [0049]    Furthermore, upon pressing the bet switch  23  twice, the line L 1  for providing a first award, the line L 4  for providing a fourth award, and the line L 8  for providing an eighth award, are set to be active pay lines, in addition to the three lines, and two coins are input as credit medals, for example. 
         [0050]    Furthermore, upon pressing the bet switch  23  three times, the line L 2  for providing a second award, the line L 6  for providing a sixth award, and the line L 9  for providing a ninth award, are set to be active pay lines, in addition to the six lines, and three coins are input as credit medals, for example. 
         [0051]    The payout display unit  48  is a component for displaying the amount of the coins paid out when a combination of the symbols has been established along any one of the active lines for providing an award. The credit amount display unit  49  is a component for displaying the amount of the coins retained in the slot machine  13  in the form of a credit. The bet amount display unit  50  is a component for displaying the bet amount which is the number of coins bet on the active pay lines. Each of the display units  48  through  50  comprises a segment display device. Alternatively, each of the display units  48  through  50  may be displayed on the transparent liquid crystal panel  34  in the form of an image. 
         [0052]      FIG. 4  is a block diagram illustrating an electric constitution of the controller  100  of the slot machine  13  having video reels. As shown in  FIG. 4 , the controller  100  of the slot machine  13  is a micro computer, and includes an interface circuit group  102 , an input/output bus  104 , the CPU  106 , ROM  108 , RAM  110 , a communication interface circuit  111 , a random number generator  112 , a speaker driving circuit  122 , a hopper driving circuit  124 , a display unit driving circuit  128 , and a display/input controller  140 . 
         [0053]    The interface circuit group  102  is electrically connected with the input/output bus  104 , which carries out input and output of data signals and address signals for the CPU  106 . 
         [0054]    The start switch  25  is electrically connected with the interface circuit group  102 . In the interface circuit group  102 , a start signal generated by the start switch  25  is transformed into a predetermined form of signal to be supplied to the input/output bus  104 . 
         [0055]    Furthermore, the bet switch  23 , the spin repeat bet switch  24 , and the cash out switch  26  are connected to the interface circuit group  102 . In the interface circuit group  102 , a switching signal generated by each of these switches  23 ,  24  and  25  is transformed into a predetermined form of signal to be supplied to the input/output bus  104 . 
         [0056]    A coin sensor  43  is also electrically connected with the interface circuit group  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 . In the interface circuit group  102 , a sensing signal generated by the coin sensor  43  is transformed into a predetermined form of signal to be supplied to the input/output bus  104 . 
         [0057]    The ROM  108  and the RAM  110  are connected to the input/output bus  104 . 
         [0058]    Upon reception of the basic game start operation instruction input through the start switch  25 , which serves as a trigger, the CPU  106  reads a basic game program, and executes the basic game. The basic game program has been programmed so as to instruct the CPU  106  to perform the following operation. That is to say, according to the basic game program, the CPU  106  displays an image of the five video reels commencing to scroll the symbols on the five video reels on the liquid crystal display  30  via the display/input controller  140 . Then, the CPU  106  displays an image of the five video reels stopping such that the combination of the symbols on these five video reels is rearranged, whereupon a new combination of the symbols is made along the active pay lines. In a case that a specified combination of the stationary symbols for providing an award has been made along any one of the active pay lines, the CPU  106  pays out a predetermined amount of coins corresponding to the specified combination for providing the award. 
         [0059]    The ROM  108  stores: a control program for central control of the slot machine  13 ; a program for executing a routine shown in  FIG. 8  to  FIG. 10  (which is referred to as the “routine execution program” hereafter); initial data for executing the control program; and various data tables used for determination processing. Note that the routine execution program includes the basic game program etc. The RAM  110  temporarily stores flags, variables, etc., used for the control program. 
         [0060]    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 a server, etc., via various kinds of communication networks including a public telephone line network, LAN, etc. 
         [0061]    Furthermore, the random number generator  112  for generating a random number is connected to the input/output bus  104 . The random number generator  112  generates a random number in a predetermined range, e.g., in a range of 0 and 65535 (the sixteenth power of two minus one). Alternatively, an arrangement may be made in which the CPU  106  generates a random number by computation. 
         [0062]    Furthermore, the display unit driving circuit  128  for driving each of the display units  48  through  50  is connected to the input/output bus  104 . The CPU  106  controls the operation of each of the display units  48  through  50  via the display unit driving circuit  128  according to occurrence of a predetermined event. 
         [0063]    The speaker drive 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. 
         [0064]    The hopper drive circuit  124  for driving the hopper  44  is also electrically connected with the input/output bus  104 . Upon reception of a cash out signal input from the cash out switch  26 , the CPU  106  transmits a driving signal to the hopper driving circuit  124  via the input/output bus  104 . Accordingly, the hopper  44  pays out coins such that the number of them is equivalent to the current number of coins remaining as credit, which is stored in a predetermined memory area of RAM  110 . 
         [0065]    Furthermore, the display/input controller  140  is connected to the input/output controller  140 . 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 reception of 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  according to the image display command thus input, and outputs the driving signal thus created to the liquid crystal display  30 . As a result, a predetermined image is displayed on the transparent liquid crystal panel  34  of the liquid crystal display  30 . 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. 
         [0066]      FIG. 5  is a block diagram illustrating the electric constitution of display/input controller  140  of the slot machine  13 . The display/input controller  140  of the slot machine  13  is a sub-microcomputer for performing image display processing and input control for the touch panel  32 . The display/input controller  140  comprises an interface circuit  142 , an input/output bus  144 , the CPU  146 , ROM  148 , RAM  150 , a VDP  152 , video RAM  154 , image data ROM  156 , a driving circuit  158 , and a touch panel control circuit  160 . 
         [0067]    The interface circuit  142  is connected to the input/output bus  144 . The image display command output from the CPU  106  of the 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/from the CPU  146 . 
         [0068]    Furthermore, the ROM  148  and the RAM  150  are connected to the input/output bus  144 . The ROM  148  stores a display control program for generating a driving signal, which is to be supplied to the liquid crystal display  30 , according to an image display command received from the CPU  106  of the controller  100 . On the other hand, the RAM  150  stores flags and variables used in the display control program. 
         [0069]    Furthermore, 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 kinds of processing for displaying images on the liquid crystal display  30 . With such an arrangement, the components connected to the VDP  152  include: the video RAM  154  for storing image data according to the image display command received from the CPU  106  of the controller  100 ; and the image data ROM  156  for storing various kinds of image data including the image data for visual effects etc. Furthermore, the driving circuit  158  for outputting a driving signal for driving the liquid crystal display  30  is connected to the VDP  152 . 
         [0070]    The CPU  146  instructs the video RAM  154  to store the image data which is to be displayed on the liquid crystal display  30  according to the image display command received from the CPU  106  of the controller  100  by reading out the display control program stored in the ROM  148  and by executing the program thus read. Examples of the image display commands include various kinds of image display commands including the image display commands for visual effects etc. 
         [0071]    The image data ROM  156  stores various kinds of image data including the image data for visual effects etc. 
         [0072]    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. 
         [0073]      FIG. 6  shows symbol lines on which  21  symbols arranged on each video reel  3 A to  3 E are represented. The symbol line for the first video reel corresponds to the video reel  3 A. The symbol line for the second video reel corresponds to the video reel  3 B. The symbol line for the third video reel corresponds to the video reel  3 C. The symbol line for the fourth video reel corresponds to the video reel  3 D. The symbol line for the fifth video reel corresponds to the video reel  3 E. 
         [0074]    Referring to  FIG. 6 , a code number of “00” to “20” is assigned to for each symbol of video reels  3 A to  3 E. The code number is converted to be data in a data table so as to be stored in the ROM  108  ( FIG. 4 ). 
         [0075]    On each video reel  3 A to  3 E, a symbol line is represented with symbols as follows: Bonus symbol (symbol  61 ) (hereafter, “Bonus”), Wild symbol (symbol  62 ) (hereafter, “Wild”), Treasure Chest symbol (symbol  63 ) (hereafter, “Treasure Chest”), Golden Mask symbol (symbol  64 ) (hereafter, “Golden Mask”), Holy Cup symbol (symbol  65 ) (hereafter, “Holy Cup”), Compass and Map symbol (symbol  66 ) (hereafter, “Compasses and Map”), Snake symbol (symbol  67 ) (hereafter, “Snake”), Ace symbol (symbol  68 ) (hereafter, “Ace”), King symbol (symbol  69 ) (hereafter, “King”), Queen symbol (symbol  70 ) (hereafter, “Queen”), Jack symbol (symbol  71 ) (hereafter, “Jack”), and 10 symbol (symbol  72 ) (hereafter, “10”). The symbol line of each video reel  3 A to  3 E displays an image moving to the direction of the arrow in  FIG. 8  (moving below from the top) by displaying an image that the each video reel  3 A to  3 E is being moved in forward direction. 
         [0076]    Here in the present embodiment, each combination of “Bonus”, “Wild”, “Snake”, “Treasure Chest”, “Golden Mask”, “Holy Cup”, “Compass and Map”, “Ace”, “King”, “Queen”, “Jack” and “10” is set as an award combination. A combination (combination data) is control information which relates credits awarded to a player (the amount of payout of coins) to a combination of an award combination, and which is used for stop control of each video reel  3 A through  3 E, change (shift) of a game state, awarding of coins, and the like. 
         [0077]      FIG. 7  shows a symbol arrangement table. The symbol arrangement table relates the code number indicating the position of each symbol which constitutes the symbol lines to each symbol of the respective video reels  3 A to  3 E, and then, registers thereof. In addition, the first video reel through the fifth video reel corresponds to the video reels  3 A to  3 E, respectively. In other words, the symbol arrangement table includes symbol information corresponding to the symbol position (the code number) of video reels  3 A to  3 E. 
         [0078]      FIG. 8  is a flow chart illustrating a flow of the processing operation in the game machine  13  executed by the controller  100  of the game machine  13 . The processing operation is called from a main program for the slot machine  13  at a predetermined timing, and then executed. 
         [0079]    A description is provided below regarding a case in which the slot machine  13  has been activated beforehand. Furthermore, let us say that the variables used by the CPU  106  included in the controller  100  have been initialized to predetermined values, thereby operating the slot machine  13  in a normal state. 
         [0080]    First, the CPU  106  included in the controller  100  determines whether or not any coins inserted by the player (Step S 1 ) are remaining. More specifically, the CPU  106  reads an amount of credits C stored in RAM  110  and executes processes according to the amount of credits C thus read. When the amount of credits C equals “0” (NO in Step S 1 ), the CPU  106  terminates the routine without executing any process, because it cannot start a game. When the amount of credits C is not less than “1” (YES in Step S 1 ), the CPU  106  determines that coins remain as credit, moving the process to Step S 2 . 
         [0081]    In Step S 2 , the CPU  106  determines whether or not a pressing action has been applied to the spin bet repeat switch  24 . In a case that the spin repeat bet switch  24  has been pressed, and accordingly, in a case that the operation signal has been input from the spin repeat bet switch  24  (in a case of “YES” in the determination processing in Step S 2 ), the flow proceeds to Step S 14  according to the instruction from the CPU  106 . On the other hand, when the CPU  106  does not receive a signal from the switch  24  after a predetermined amount of time is elapsed (NO in Step S 2 ), the CPU  106  determines that the switch  24  has not been pressed and moves the process to Step S 3 . 
         [0082]    In Step S 3 , the CPU  106  determines a game condition. Specifically, the CPU  106  determines the amount of coins bet on the active pay lines in this game. The CPU  106  receives the operation signals generated by the player operating the bet switch  23 . Then, the CPU  106  determines the bet amount to be bet on the active pay lines based upon the number of times the signals that indicate operation of the bet switch  23  have been received, and stores the bet amount thus determined in a predetermined memory area of the RAM  110 . The CPU  106  reads the amount of credits C stored in a predetermined memory area of the RAM  110 , and subtracts the total bet amount, which is the sum of the bet amounts, 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  moves the process to Step S 4 . 
         [0083]    In the following Step S 4 , the CPU  106  determines whether or not the start switch  25  is ON, i.e., waits for the start switch  35  to be operated. When the CPU  106  receives a signal indicative of pressing action for the start switch  25  (YES in Step S 4 ), the CPU  106  determines that the start switch  25  has been turned on, moving the process to Step S 5 . 
         [0084]    On the other hand, in a case that the flow has proceeded to Step S 14 , the CPU  106  determines whether or not the amount of credits C is equal to or greater than the total bet amount bet on the previous game. In other words, the CPU  106  determines whether or not it can start a game in response to a pressing action applied to the spin repeat bet switch  24 . Specifically, in a case that the spin repeat bet switch  24  has been pressed, and accordingly, in a case that the operation signal has been input from the switch  24 , the CPU  106  read the amount of credits C and the bet amount bet on each of the active pay lines L 1  to L 9  in the previous game stored in the predetermined memory areas of the RAM  110 . Then, the CPU  106  determines whether or not the amount of credits C is equal to or greater than the total bet amount bet in the previous game based upon the relation between the amount of credits C and the bet amount thus read. In a case that determination has been made that the amount of credits C is less than the total bet amount bet on the previous game (in a case of “NO” in the determination processing in Step S 14 ), the CPU  106  cannot start the game, and accordingly, the CPU  106  ends this routine without performing any processing. On the other hand, in a case where determination has been made that the amount of credits C is at least the total bet amount bet in the previous game (in a case of YES in the determination processing in Step S 14 ), the CPU  106  subtracts the total bet amount bet in the previous game from the amount of credits C, and stores the subtracted value in a predetermined area of the RAM  110 . Subsequently, the CPU  106  moves the process to Step S 5 . 
         [0085]    Upon moving to Step S 5 , the CPU  106  performs processing for counting the number of the played games, and then, moves the processing to Step S 6 . 
         [0086]    In Step S 6 , the CPU  106  performs processing for determining a combination of symbols. A specific description is provided below regarding the combination determination processing. 
         [0087]    In the combination determination processing, first, the CPU  106  determines the combinations of the stationary symbols along the active pay lines. Specifically, the CPU  106  issues a command for the random number generator  112  to generate a random number, thereby extracting a random number in a predetermined range (in a range of “0” to “65535” in the present embodiment) generated by the random number generator  112 . The CPU  106  stores the random number thus extracted in a predetermined memory area of the RAM  110 . In this embodiment, the random number generator  112  displaced outside the CPU  106  generates random numbers. However, the present invention is not restricted to this setup. It may be alternatively possible that the CPU  106  generates random numbers without the random number generator  112 . The CPU  106  reads a random number table for a basic game (see  FIG. 11 ), and a payout table for a basic game (see  FIGS. 12 to 14 ), each of which is stored in the ROM  108 . Then, the CPU  106  stores the random number table for a basic game and the payout table for a basic game thus read in a predetermined memory area of the RAM  110 . It should be noted that the CPU  106  controls display of the stationary symbols for each reel based upon the random number table for a basic game. Furthermore, the CPU  106  reads the random number table for a basic game and the payout table for a basic game stored in the predetermined area of the RAM  110 . Then, the CPU  106  determines the combination of the stationary symbols with respect to the active pay lines with reference to the random number table for a basic game, using the random number stored in the predetermined memory region of the RAM  110  as a parameter. Upon determination of specified combinations for providing an award, the CPU  106  stores the specified combination data for providing an award thus determined in a predetermined memory area of the RAM  110 . Then, the CPU  106  reads the random number and the specified combination data for providing an award stored in the predetermined memory area of the RAM  110 , and determines the combination of the stationary symbols to be displayed based upon the random number and the specified combination data for providing an award thus read. In this stage, a symbol arrangement table (see  FIG. 7 ) stored in the ROM  108  is read by the CPU  106 . The symbol arrangement table thus read is stored in a predetermined memory area of the RAM  110 , and used as reference data. The CPU  106  stores the data for the stationary symbols thus determined in a predetermined memory area of the RAM  110 . Alternatively, an arrangement may be made in which the stationary symbols are determined for each reel using the random number table for a basic game. 
         [0088]    Upon determination of the combination of the stationary symbols with respect to the active pay lines, the CPU  106  determines whether or not the combination of the stationary symbols with respect to the active pay lines matches any one of the specified combinations for providing an award. In a case that the stationary combination of the symbols with respect to the active pay lines matches any one of the specified combinations for providing an award, the CPU  106  activates a flag, which indicates that the player has won the award that corresponds to the kind of specified combination for providing an award, in order to provide the award that accords with the specified combination of symbols with respect to the active pay lines for providing the 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 that the combination of the stationary symbols with respect to the active pay lines matches any one of the other combinations, i.e., the losing combinations, the CPU  106  does not activate the flag which indicates that the player has won an award. Subsequently, CPU  106  moves the process to step S 7 . 
         [0089]    Here, a random number table for a basic game shown in  FIG. 11  is explained. In the random number table for a basic game, a range of random numbers and the probability of winning are registered in association with each of the specified winning combinations. In processing for determining a symbol combination, for example, in a case where a random number lying in a range of “0” to “299” is extracted from a range of numbers between “0” to “65535”, the internal component of the slot machine  13  determines to generate a bonus combination as the final results of the basic game. In other words, the probability is “300/65536” that the combination of the stationary symbols matches any one of the bonus combinations. On the other hand, in a case where a random number lying in a range of “10000” to “65535” is extracted from a range of numbers “0” to “65535”, the internal component of the slot machine  13  determines to generate other combinations, i.e. losing combinations, as the final results of the basic game. In other words, the probability is “55536/65536” that the combination of the stationary symbols matches any one of the losing combinations. 
         [0090]      FIG. 12  shows a payout table for a basic game (Award table level  1 ). In the payout table for a basic game (Award table level  1 ), the coin amount to be paid out is registered in association with each specified combination for providing an award for each credit amount bet on one game. Therefore, let us consider a stage in which a determination is made whether the combination thus generated matches any one of the specified combinations for providing an award. In this stage, let us consider a case in which the combination thus generated matches the combination “Wild”. In this case, in a case where the credit amount bet is “1”, 50 coins are paid out. In a case where the credit amount bet is “2”, 100 coins are paid out. In a case where the credit amount bet is “3”, 150 coins are paid out. The same applies to  FIGS. 13 and 14 . 
         [0091]    In addition, the number of credits to be paid out in the payout table for a basic game (award table level  2 ) shown in  FIG. 13  is more than that in the payout table for a basic game (award table level  1 ) shown in  FIG. 12 . 
         [0092]    Similarly, the number of credits to be paid out in the payout table for a basic game (award table level  3 ) shown in  FIG. 14  is more than that in the payout table for a basic game (award table level  2 ) shown in  FIG. 13 . 
         [0093]    Referring to  FIG. 8  again, in Step S 7 , the CPU  106  displays an image of the video reels  3 A through  3 E starting to rotate. Specifically, the CPU  106  displays an image which shows rotating the video reels  3 A to  3 E, in sequence or simultaneously, based upon the symbol arrangement table stored in the RAM  110 . 
         [0094]    Upon displaying the image which shows the video reels  3 A to  3 E starting to rotate, the CPU  106  waits for a predetermined period of time to elapse (Step S 8 ). After the predetermined period of time has elapsed (in a case of YES in the determination processing in Step S 8 ), the CPU  106  instructs the video reels  3 A to  3 E to automatically stop rotating (Step S 9 ). Specifically, the CPU  106  displays an image which shows the video reels  3 A to  3 E stopping rotation in sequentially or simultaneously such that the stationary symbols, which correspond to the specified combinations for providing an award determined in the Step S 6 , are displayed within a display region that has a visually interactive relationship with the player. Subsequently, CPU  106  moves the process to step S 10 . 
         [0095]    In the following Step S 10 , the CPU  106  determines whether a predetermined symbol combination has been formed based upon the results of the combination determination processing performed in Step S 6 . Specifically, the CPU  106  makes this determination based upon the state of the flag that indicates whether or not the player has won an award with respect to the active pay lines stored in the predetermined memory area of the RAM  110 . In a case where the flag, which indicates that the player has won an award, has not been activated, i.e. in a case where the symbol combination matches a combination of “Others”, which is a combination other than the specified combinations for providing an award (in a case of NO in the determination processing in Step S 10 ), the CPU  106  determines that the specified combination for providing an award has not been formed, and ends this routine. On the other hand, in a case where the flag, which indicates that the player has won an award, has been activated, i.e. in a case where the symbol combination matches any one of the combinations other than the combination of “Others” (in a case of YES in the determination processing in Step S 10 ), the flow proceeds to Step  11  according to the instruction from the CPU  106 . 
         [0096]    In the following Step S 11 , the CPU  106  determines whether the symbol combination thus formed based upon the combination determination processing performed in Step S 6  is a bonus combination. Specifically, the CPU  106  makes this determination based upon the state of the flag that indicates whether or not the player has won an award with respect to the active pay lines stored in the predetermined memory area of the RAM  110 . In a case where the flag, which indicates that the player has won an award, has been activated, and the specified combination for providing an award is a “bonus” combination, the flow proceeds to Step  12  according to the instruction from the CPU  106 . If not, the flow proceeds to Step  13 . 
         [0097]    In the following Step S 12 , the CPU  106  performs bonus game processing. Upon finishing the processing in Step S 12 , the CPU  106  terminates the routine. 
         [0098]    In step S 13 , the CPU  106  performs a payout processing. Upon finishing the processing in Step S 13 , the CPU  106  terminates the routine. 
         [0099]    A description is provided regarding processing for counting the number of games played with reference to  FIG. 9 . 
         [0100]    In Step S 21 , the CPU  106  performs processing for reading the number of games played, and the flow proceeds to Step S 22 . More specifically, the CPU  106  reads a value of a counter which counts the number of games played from a predetermined memory area in the RAM  110 . 
         [0101]    In Step S 22 , the CPU  106  increments by  1  the number of games played. Specifically, the CPU  106  increments by 1 the number of sub games played, and stores it in a predetermined memory area in the RAM  110 . Upon finishing the processing in Step S 22 , the CPU  106  terminates the routine. 
         [0102]    A description is provided regarding the payout processing with reference to  FIG. 10 . 
         [0103]    In Step S 31 , the CPU  106  determines whether a predetermined combination of symbols is displayed or not. In a case where the CPU  106  determines that the predetermined combination of symbols is displayed, the CPU  106  moves the processing to Step S 32 . In the case where the CPU  106  determines that the predetermined combination of symbols is not displayed, the CPU  106  returns the processing to Step S 33 . Specifically, the CPU  106  determines that a predetermined combination of symbols is displayed when, for example, at least Holy Grail symbols are displayed. 
         [0104]    In Step S 32 , the CPU  106  resets the number of sub games played to zero, and moves the processing to Step S 33 . Specifically, the CPU  106  renders the value of the counter, which counts the number of the played games stored in a predetermined memory area in the RAM  110 , to be zero. 
         [0105]    In Step S 33 , the CPU  106  performs payout processing according to the number of games played and a symbol combination. Specifically, the CPU  106  refers to a table for an award table level described later in  FIG. 15 , so as to determine the award table for which the level corresponds to the number of games played. Then, the CPU  106  refers to the determined award table to pay out credits. 
         [0106]    Here, the table for an award table level shown in  FIG. 15  is explained. The table for an award table level is referred to when the CPU  106  performs processing payout corresponding to the number of games played and a symbol combination. For example, in a case where the number of games played is  105 , the corresponding level of an award table is “level 2”. Therefore, the CPU  106  refers to the payout table for the basic game shown in  FIG. 13  (award level  2 ) and performs processing payout corresponding to a symbol combination. 
         [0107]      FIG. 16  illustrates an example of the rendered image. In  FIG. 16 , an award table level is displayed on a display area  81  and the number of games played is displayed on the display area  82  during execution of a game. The CPU  106  displays the image on the liquid crystal display  30  via the display/input controller  140 . 
         [0108]      FIG. 17  illustrates an example of the rendered image. According to  FIG. 17 , in Step S 32  in  FIG. 10 , since the number of games played is reset to zero, an image in which the award table level displayed on the displayed area  81  turns to be level  1  is displayed, and an image in which the number of the played games displayed on the displayed area  82  is reset to be zero is displayed. The CPU  106  displays the image on the liquid crystal display  30  via the display/input controller  140 . 
         [0109]      FIG. 18  is a diagram showing an example of the rendered image. In  FIG. 18 , an image in which the payout number corresponding to the number of games played is displayed on a display screen  31   a  is displayed for each symbol combination. The image is displayed during execution of a game at a predetermined timing. In the displayed example, the payout number in a case where 3 credits are bet is displayed based on the payout tables for a basic game ( FIGS. 12 to 14 ) stored in the ROM  108 . In addition, the payout number is highlighted based on the current number of games played. The CPU  106  displays the image on the display screen  31   a  of the liquid crystal display  30  via the display/input controller  140 . 
         [0110]    In addition, in the present embodiment, although the payout number is varied according to the level of the award table in regards to all of the plurality of symbols, the present invention is not limited thereto, and the payout number may be varied for a specified symbol. 
         [0111]    In addition, in the present embodiment, although the payout number is varied according to the level of the award table in regards to all the plurality of symbols for which the level of the award table is the lowest at a predetermined condition, the present invention is not limited thereto, and the payout number may be varied for a specified symbol. 
         [0112]    In addition, although in the present embodiment, an 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 slot machine. 
         [0113]    Furthermore, although in the present embodiment, an example using a slot machine (a so-called casino machine) in which a reel is automatically stopped after being rotated without using a stop button is explained regarding the present invention, the present embodiment is not limited thereto, and for example, the present invention may be applied to a slot machine (a so-called Pachinko-slot machine) in which reels are stopped in the order by which a player stops the reels by hand using the stop button. 
         [0114]    While the embodiments according to the present invention have been described as mentioned above, it is understood that many changes and modifications may be made therein without departing from the spirit and scope of the present invention.