AUSTRALIA Patents Act 1990 COMPLETE STANDARD PATENT SPECIFICATION Applicant Konami Gaming, Inc. 585 Trade Center Drive Las Vegas NV 89119 UNITED STATES OF AMERICA Actual Inventor(s) Hayato MIZUE Address for Service Wallington-Dummer GPO Box 3888 Sydney NSW 2000 Invention Title Gaming Machine The invention is described in the following statement, including the best method of performing it known to us: Our Reference: 092097 GAMING MACHINE TECHNICAL FIELD [0001] The present invention relates to gaming machines such as slot machines, video slot machines and so on that are popularly played in casinos, pachisuro parlors and other locations. BACKGROUND OF THE INVENTION [0002] Video slots are popular gaming machines in casinos and attract many players. While slot machines have mechanical reels, video slots show imaginary reels in their displays. In a typical video slot, symbol images are aligned in columns and rows on its display. Once the player bets a credit, the symbols moves from top to bottom as if reels are rotating in the display. Then, symbols stop after a while. When the same type of symbols are aligned in a line, the player can get back the bet credit sometimes multiplied by dozens or even hundreds of times, Such occasional big wins make the video slots exciting. [0003] The advantage of the video slots is that since all the important components necessary for the games are generated as images on the display, they can provide more diverse game rules than slot machines. In addition, more stimulating visual effects and animations are easy to produce. Such features enable the video slots to have very entertaining games. Although hundreds of thousands of video slots have been manufactured so far, the video slots still have a 1 big potential to be more exciting and entertaining, utilizing software technologies. SUMMARY OF THE INVENTION [0004] The present invention of the gaming machine includes a display and a controller. The display shows reels and gauges. The reel includes symbols. The gauges are provided so that each of them corresponds to at least one of the reels. The controller controls the movement of the symbols. One of the symbols is a 'specific type of symbol'. When the 'specific type of symbol' appears in the display, the controller adds a certain value to the gauge corresponding to the reel where the 'specific type of symbol' appears, In other words, the controller counts the numbers of how many times the 'specific type of symbol' appears in the display reel by reel and reflects the counted numbers to the gauges. When the counted number reaches a threshold, the controller is arranged to initiate a 'feature' on the reel whose gauge's value reaches the threshold, This arrangement of the gaming machine results in an exciting game. [00051 Examples of the 'specific type of symbol' are a wild symbol and bonus symbol. The 'feature' is an event that brings a benefit to the player such ae an event that increases a winning chance on the reel whose gauge's value has reached the threshold. Such an event is realized for example by changing the 'specific type of symbol' into another type of symbol that brings a benefit to the player. Examples of the 'feature' are an appearance of an 'entire reel wild symbol' or a payout of a bonus credit to the player. The 'entire reel wild symbol' functions as a wild symbol 2 in all rows in the reel. [0006] One preferable arrangement of the gaming machine is that the total number of the gauges is the same as the total number of the reels. This arrangement makes the game more fun. In addition, this arrangement easily gives the beauty of unity brought by the reels and gauges, [0007] The other preferable arrangement of the gaming machine is that the threshold is lowered when the controller receives an input of an extra bet. This gives a benefit to the player who pays more. [0008] The other preferable arrangement of the gaming machine is that the total number of gauges is smaller than the total number of reels. This allows the game designer to easily design a good balanced game. [00091 The other preferable arrangement of the gaming machine is that the gaming machine includes plural gauges for one reel and plural kinds of the 'specific types of symbols'. And, each of the 'specific types of symbols' corresponds to each of the gauges provided for one reel, This arrangement gives diverse joy to the player. [0010] The other preferable arrangement of the gaming machine is that one gauge corresponds to plural reels. And the gauge is arranged to reflect a total counting number over the corresponding reels. This arrangement gives a chance to initiate the feature in plural reels at the same time, providing the player an opportunity to obtain a very high reward. [0011] The other preferable arrangement of the gaming machine is that the controller shows an availability to initiate the feature on the reel whose gauge's 3 value reaches the threshold. Then, the controller initiates the feature when the controller receives an instruction to initiate the feature from the player. This arrangement makes the game more tactical. [00121 In another preferred arrangement a gaming machine comprising: a display that displays a plurality of reels, on each of which a plurality of symbols are provided, the symbols comprising a specific type of symbol; a controller that moves and stops the symbols; and a plurality of gauges displayed in the display, each of the gauges being associated with one of the reels and each of the gauges being provided near the associated reel, wherein each of the gauges indicates a count of how many times the specific type of symbol has appeared on the associated reel in the display; wherein the count indicated by the gauge is represented by an occupancy of a color inside the gauge; wherein when the specific type of symbol appears on one of the reels in the display, the controller increments the count of the associated gauge by increasing the occupancy of said color in this associated gauge; and wherein when one of the counts of the gauges reaches a threshold number, the controller turns all the symbols into wild symbols in the display on the reel whose associated gauge's count has reached the threshold number. [0013] Preferably, the gauges are provided above the reels. [0014] Preferably, widths of the gauges are approximately same as those of 4 the reels. [0015] Preferably, a plurality of marks are provided in each of the gauges and a color of one of the marks is changed when the count of the gauge is incremented, [0016] Preferably, a visual effect is presented on the gauge whose count has reached the threshold number. [00171 Preferably, the threshold number is three or more and five or less. [00181 Preferably, the occupancy of the color is removed from the gauge whose count has reached the threshold number after all the symbols are turned into the wild symbols. [0019] Preferably, the specific type of symbol is a wild symbol. BRIEF DESCRIPTION OF THE DRAWINGS [00201 Figure 1 is a perspective view illustrating an example of a gaming machine of the present invention. Figure 2 is a block diagram illustrating input / output connections between the components of the gaming machine shown in Fig. 1. Figure 3 is a display image to explain Example 1 of the present invention. Figure 4 is a display image to explain Example 1 of the present invention. Figure 5 is a display image to explain Example 1 of the present invention. Figure 6 is a display image to explain Example 1 of the present invention. 6 Figure 7 is a display image to explain Example 1 of the present invention. Figure 8 is a display image to explain Example 1 of the present invention. Figure 9 is a display image to explain Example 1 of the present invention. Figure 10 is a flowchart describing an operation of Example 1 of the present invention. Figure 11 is a display image to explain Example 2 of the present invention. Figure 12 is a flowchart describing an operation of Example 2 of the present invention. Figure 13 is a display image to explain Example 3 of the present invention, Figure 14 is a flowchart describing an operation of Example 3 of the present invention. Figure 15 is a display image to explain Example 4 of the present invention. Figure 16 is a display image to explain Example 6 of the present invention. Figure 17 is a display image to explain Example 5 of the present invention, Figure 18 is a display image to explain Example 5 of the present invention. Figure 19 is a flowchart describing an operation of Example 5 of the present invention. Figure 20 is a display image to explain Example 6 of the present invention. Figure 21 is a display image to explain Example 6 of the present invention. Figure 22 is a display image to explain Example 7 of the present invention. Figure 23 is a display image to explain Example 7 of the present invention. Figure 24 is a display image to explain Example 7 of the present invention. 6 Figure 25 is a display image to explain Example 7 of the present invention. Figure 26 is a flowchart describing an operation of Example 7 of the present invention. DETAILED DESCRIPTION OF INVENTION [0021] Below, the present invention of the gaming machine is described in detail based on specific examples in the following order: §1. Architecture of the gaming machine 1 §2. Example 1 §2.1. Design of Example 1 §2.2. Operation of Example 1 §3. Example 2 §3.1. Design of Example 2 §3.2. Operation of Example 2 §4. Example 3 §4.1. Design of Example 3 §4.2. Operation of Example 3 §5. Example 4 §6. Example 5 §6,1, Design of Example 5 §6.2, Operation of Example 5 §7. Example 6 7 §8. Example 7 §8.1. Design of Example 7 §8.2. Operation of Example 7 §9. Miscellaneous Remarks §1. Architecture of the gaming machine 1 [0022] Fig. 1 is a perspective view illustrating an example of a gaming machine of the present invention. The Gaming machine 1 is a so called video slot, in which symbols are shown in columns and rows as an image on its display. Once a player bets a credit and instructs to spin imaginary reels, the symbols move from top to bottom in the display and stop after a while. When same type of symbols align in a same line, the player can get back the credit as a reward. Since the gaming machine 1 has unique and fun features as described later, it is so exciting as to attract many players. [0023] As shown in Fig. 1, the gaming machine 1 has an emergency lamp 61, an advertisement board 62, a card slot 63, a display 3, a touch panel 5, a coin slot 64, a bill acceptor 65, buttons 4 and a payout tray 66. The gaming machine 1 also has a controller 2 internally. [0024] On the top of the gaming machine 1 stands the emergency lamp 61. It is arranged to light on when a trouble happens somewhere on or in the gaming machine 1. The advertisement board 62 is located on the upper part of the gaming machine 1. It shows catchy illustrations and messages that attract potential 8 players. The card slot 63 is provided below the advertisement board 62. It accepts a player's card which records information about the player. The card slot 63 also reads and writes the player's information on the player's card. [0025] Below the card slot 63 lies the display 3. This shows images that make up the game like Fig. 3. The players are supposed to play games on the gaming machine 1, watching images and messages on the display 3. On the display 3, the touch panel 5 is overlayed, It sometimes receives a player's choice and instruction before, during or after the game when the player touches a specific area of the touch panel 5. [0026] Below the display 3, the coin slot 64 and the bill acceptor 65 are provided. The player can insert coins into the coin slot 64 and bills or a credit card into the bill acceptor 65, Once the slot machine 1 accepts the money, the amount of money is converted to an amount of credit. With this credit, the gaming machine 1 provides fun slot games to the player. [0027] The buttons 4 are also provided below the display 3. The buttons 4 are constituted with a MAX BET button 41, a PAYOUT button 42, BET buttons 43, LINE buttons 44, a SPIN button 45 and an Extra BET button 46, The BET buttons 43 are arranged from a 1 BET button to a 6 BET button from left to right. The numbers written on the BET buttons 43 correspond to the bet amounts for one line. For example, the player can bet one credit per line by pushing the 1 BET button, two credits per line by pushing the 2 BET button and three credits per line by pushing the 3 BET button. The MAX BET button 41 allows the player to bet the maximum 9 amount of credit that is permitted in the game, In a specific situation in the game, the gaming machine 1 allows the player to push the Extra BET button 46. This activates some features in the game other than betting credits to lines. Parallel to the BET buttons 43, the LINE buttons 44 are arranged. The LINE buttons 44 are arranged from a 10 LINE button to a 50 LINE button from left to right. The numbers written on the LINE buttons 44 correspond to the number of winning lines the gaming machine 1 activates. For example, the player pushes the 10 LINE button when he/she wants to activate 10 winning lines for the game and the player pushes the 50 LINE button when he/she wants to activate 50 winning lines. The SPIN button 46 is provided to initiate the game after the player selects the bet amount and winning lines, Once the player presses the SPIN button 46, the symbols in the display start to spin. The PAYOUT button 42 is provided to return money to the player based on the amount of credit remained in the gaming machine 1, When the player finishes the game and wants to leave the gaming machine 1, the player pushes the PAYOUT button 42. Then, a certain amount of money or a money order is paid out from the payout tray 66, which is located near the bottom of the gaming machine 1. [0028] All the components of the gaming machine 1 described above are controlled by the controller 2, which is installed inside of the gaming machine 1. Fig. 2 is a block diagram illustrating input / output connections between the components of the gaming machine 1. As shown in this figure, the display 3, buttons 4, touch panel 5, emergency lamp 61, advertisement board 62, card slot 63, 10 coin slot 64, bill acceptor 65, and payout tray 66 are all electrically connected to the controller 2. The controller 2 is composed of a central processing unit (CPU) 21, a memory 22 and an input / output (I/0) port 23, The CPU 21 is arranged to run a computer program written in the memory 22. The memory 22 is designed not only to provide the program to the CPU 21 but also to store temporary data including values sent from the CPU 21. Based on the program and data stored in the memory 22 and inputs from the buttons 4, touch panel 5, card slot 63, coin slot 64 and bill acceptor 65 via the 1/0 port 23, the CPU 21 generates timely image of the game. Then, the generated image is shown on the display 3 as an output. The CPU 21 also moves image components, such as symbols, shown in the display 3. Since the CPU 21 generates concrete and substantial slot images on the display 3, the player recognizes the game as real. When necessary, the CPU 21 also outputs to the emergency lamp 61, advertisement board 62, card slot 63 and payout tray 66 via the I/O port 23 for proper operation of the gaming machine 1. Accordingly, in the gaming machine 1, the game is substantially controlled by the controller 2 generating timely game images on the display 3. Furthermore, all the Examples described below are substantially realized by software stored in the memory 22, Thus, the gaming machine 1 can carry out all the Examples described below without replacing the hardware components, by just running a selected program written in the memory 22. [00291 To make the explanation plain, the below explanation just says 'the gaming machine 1 does something' or 'the gaming machine 1 shows something'. 11 Because of the architecture of the gaming machine 1 described above, these phrases usually mean 'the controller 2 does something' or 'the controller 2 shows something on the display 3'. Also, in the following Examples, there are expressions 'something is shown' or 'something is somewhere', Such expressions generally mean 'something is shown on the display 3' or 'something is somewhere in the display 3' §2. Example 1 [0030] In this section, Example 1 is explained, using Figs. 3 - 10. N2,1, Design of Example 1 [0031] Fig. 3 is a basic image of Example 1. As shown in this figure, the display 3 shows reels 31 having aligned symbols 32, gauges 33a and pay lines 36. The reels 31 are located in the center of the display 3. The reels 31 are made up of five reels. From left to right, the reel is called a first reel 311, second reel 312, third reel 313, fourth reel 314 and fifth reel 315 respectively. Each reel has a group of symbols in the display 3, which is composed of three symbols 32. Each symbol 32 represents a specific image (such as bear, rabbit, sheep or snake), letter (such as A, J, K, Q or 9) or their combination (such as Wild symbol 321 in Fig. 4). The symbols 32 are aligned by three in rows and five in columns. Thus, each column corresponds to each reel in the display 3. [0032] Near the reels 31, exactly speaking above the reels 31, gauges 33a are arranged. The biggest feature of this Example is that the gaming machine 1 provides the gauges 33a. The existence of the gauges 33a enables the gaming machine 1 to provide the players exciting games. 12 [0033] The gauges 33a are made up of five gauges. From left to right, the gauge is called a first gauge 331a, second gauge 332a, third gauge 333a, fourth gauge 334a and fifth gauge 335a respectively, Each gauge 33a corresponds to each reel 31 adjacent to each other, In other words, the first gauge 331a corresponds to the first reel 311, the second gauge 332a corresponds to the second reel 312, the third gauge 333a corresponds to the third reel 313, the fourth gauge 334a corresponds to the fourth reel 314 and the fifth gauge 335a corresponds to the fifth reel 315, Therefore, in this Example, the total number of the gauges 33a is same as the total number of the reels 31. f0034] Outside of the reels 31 lie pay lines 36 so that they sandwich the reels 31 between them. When the player plays the game, he/she selects the winning lines, pushing one of the LINE buttons 44. According to the buttons the player presses, some of the numbers in the pay lines 36 are selected. Each number represents a specific line that runs from the first reel 311 to the fifth reel 315 and that runs one of the three rows in each reel 31. This line is called the winning line and the player wins when same type of three or more symbols 32 (for example 'bear' symbols) aligns on the winning line consecutively. [0035] When the player pushes one of the BET buttons 43 or MAX BET button 41 as well as one of the LINE buttons 44, the gaming machine 1 is ready to provide a game. Then, when the player pushes the SPIN button 45 the gaming machine 1 begins to move the symbols 32 from top to bottom as if the reels 31 are rotating from top to bottom. After a while, the gaming machine 1 stops the 18 movement of the symbols 32 reel by reel from the first reel 311 to the fifth reel 315. Then, the arrangement of the symbols 32 changes, for example, like Fig. 4. [00361 When a specific type of symbol, in this Example Wild symbol 321, shows up in the display 3, a value such as 'one' is added to the gauge 33a corresponding to the reel 31 where the Wild symbol 321 showed up. The Wild symbol 321 is a symbol that is compatible to any types of the symbol 32. In Fig. 4, the Wild symbols 321 appear in the first reel 311, third reel 313 and fourth reel 314. Thus, the values of the first gauge 331a, third gauge 333a and fourth gauge 334a are incremented. In other words, a certain value is added to the first gauge 331a, third gauge 333a and fourth gauge 334a. [00371 As shown in Fig. 3, each gauge 33a has three 'star marks'. A 'white star mark' represents an empty or no value. The default values of the first to fifth gauges 331a to 335a are zero in the beginning. That's why all the gauges 31 are filled with only 'white star marks'. [0038] As shown in Fig. 4, when the value 'one' is added to the first gauge 331a, third gauge 333a and fourth gauge 334a, one 'white star mark' is replaced with one 'black star mark', which represents a value 'one'. In other words, one mark, which represents a value 'zero', is replaced with other mark, which represents a value 'one'. [0039] After several more spins, the gauges 33a may become as shown in Fig. 5. This figure is a good example to explain the status of the gauges 33a. The second gauge 332a has no 'black star marks', which represents the value 'zero'. The 14 fifth gauge 335a has one 'black star mark', which represents the value 'one'. The first and fourth gauges 331a and 334a have two 'black star marks', which represent the value 'two'. Lastly, the third gauge 383a has three 'black star marks', which represent the value 'three', In short, the values of the first gauge 331a to fifth gauge 336a represent the numbers of how many time the Wild symbols 321 show up in the first reel 311 to fifth reel 315 respectively. [0040] As shown in Fig. 5, the Wild symbol 321 is in the third reel 313, Thus, the third gauge 333a contains three 'black star marks' by the last spin and 'no white star marks'. This means the value of the third gauge 388a reached a threshold, whose value is 'three'. Then, as shown in Fig. 6, a visual effect 34 is shown on the third gauge 333a and the third reel 313. In this Example, an explosion image is shown on the third gauge 333a and the reel 313, [0041] As shown in Fig 7, after the explosion occurs, all the symbols 32 in the third reel 313 change into an Entire Reel Wild (also called Full Reel Wild) symbol 322, which works as a Wild symbol in all the rows in the third reel 313 in the display 3. In a functional view of the symbols 32, this is equivalent to what all the three symbols in the third reel 313 change to Wild symbols 321, More exactly speaking, since the middle symbol 32 is already the Wild symbol 321, the show-up of the Entire Reel Wild symbol 322 is functionally equivalent to what other non-Wild symbols 32 in the third reel 313 change into Wild symbols 821. [0042] As shown in Fig. 8, once the third gauge 313 turns to the Entire Reel Wild symbol 322, other reels begin to spin without accepting a bet and without 15 accepting the instruction to spin from the player. During the spin, the third reel 313 remains Entire Reel Wild symbol 322. Then other reels 31 stop one by one eventually. Since the symbol 32 in the third reel 313 is the Entire Reel Wild symbol 322, the winning chance in this spin is higher. This means, in a view point of the gaming machine 1, that the gaming machine 1 performs a process which increases a winning chance to the player on the third reel 313 whose corresponding gauge, the third gauge 333a reaches the threshold. This enables the gaming machine 1 to provide more exciting games to the player, [0043] If the status of the gauges 33a is like Fig. 5, the player can't help but imagine that exciting events may happen soon on the first reel 311 and fourth reel 314 other than the third reel 313, Therefore, the player would hesitate to leave the gaming machine 1 and may spend more money than usual. Such volatility is brought by the existence of the gauges 33a that correspond to their respective reels 31. [0044] In this Example, the Wild symbol 321 is the trigger to increase the value of the gauge and to initiate the feature, which is an event that brings a benefit to the player, The advantage of setting the Wild symbol 321 as the trigger for the feature as a specific type of symbol is that it is easy to design various stimulating features in the wake of the appearance of the Wild symbol 321. [0045] In this Example, the Entire Reel Wild symbol 322 appears as a feature when the value of the gauge reaches the threshold. This makes the player expect to win a larger award and the game is more exciting. In a lucky case, plural 16 gauges can reach the threshold at the same time and the Entire Reel Wild symbols 322 can appear in the plural reels like Fig 9. In this figure, the second gauge 332a, third gauge 333a and the fourth gauge 334a are at the threshold level and the Entire Reel Wild symbols 322 show up in the second reel 312, third reel 313 and fourth reel 314. If such a situation happens in the actual game, the player will be ecstatic and enthralled and may be addicted to the gaming machine 1. [0046] In this Example, the feature is confined to each of the reels 31. Such an arrangement realizes a good game balance in that the gaming machine 1 doesn't have to pay too much awards to the player at one time but can pay proper amounts of awards frequently so as to stimulate the player's motivation. [0047] In this Example, the feature is initiated after the visual effect 34 is illustrated. Both the visual effect and the feature catch the player's eye. Thus, showing the visual effect and the feature in this order will delight the player a lot. [0048] Furthermore, in this Example, the gaming machine 1 provides a free spin after the feature shows up, which is the appearance of the Entire Reel Wild Symbol 322. Such a free game will further delight the player. [0049] In this Example, the total number of the gauges 33a is same as the total number of the reels 31. This arrangement is easy to design because it has a beauty of unity. In addition, this design is easy. for the players to understand the concept of the gauges 33a, Therefore, such an arrangement gives the game designers flexibility to design a game and makes it easy for the players to understand the concept of the game, 17 §2.2. Operation of Example 1 [0050] Next, the operation of the gaming machine 1 in this Example is explained based on Fig. 10, [0051] To run a below operation, the gaming machine 1 needs to count the number of how many times the Wild symbol 321 shows up in the display 3 by reel and memorize it as a data. T do so, as shown in Fig. 2, the controller 2 has a counter 221 in some area of the memory 22. In other words, the controller 2 assigns a specific area in the memory 22 as a counter 221 that memorizes the value corresponding to the number of how many times the Wild symbol 321 shows up in the display 3 in each reel 31. [0052] Upon starting the game, the below operation premises the fact that the player paid a money to the gaming machine 1 and the gaming machine 1 converted the accepted money to a certain amount of credit. [0053] <Step 1> When the gaming machine 1 receives an instruction to start a game from the player, the operation shifts from Step 1 to Step 2, This instruction is composed of pressing the following three buttons by the player: 1) one of the BET buttons 43 or MAX BET button 41, 2) one of the LINE buttons 44 and 3) the SPIN button 45. Unless the player instructs to initiate the game, the gaming machine 1 stalls at Step 1. At this Step, the image on the display 3 may be like Fig. 3. [0054] <Step 2> Once the SPIN button 45 is pressed by the player, the gaming machine 1 spins the reels 31. Of course the gaming machine stops the reels 31 after a while, Then the image on the display 3 may be like Fig. 4. 18 [0055] <Step 3> The gaming machine 1 judges whether the Wild symbol 321 is in the display 3 reel by reel. If there is no Wild symbol 321, the operation branches to Step 3.1. If there is a Wild symbol 321 in the display 3 like Fig. 4, the operation forwards to Step 4. [00561 <Step 3.1> The gaming machine 1 calculates the winning amount of the game based on the symbols 32 aligned on the winning lines. Then the gaming machine 1 returns the winning amount of credit to the player if the winning amount is not zero. Then, the operation goes back to Step 1. [0057] <Step 4> The gaming machine 1 increments the value in the counter 221 that corresponds to the reel 31 where the Wild symbol 321 shows up. Also, the gaming machine 1 reflects the values stored in the counter 221 to the gauges 33a based on each reel 31. Thereby, some 'white star marks' turn into 'black star marks' as shown in Fig 4. [0058] <Step 5> The gaming machine 1 judges whether the gauge 33a has reached the threshold. In other words, the gaming machine 1 judges whether the value in the counter 221 has reached the threshold reel by reel. If the value is below the threshold, the operation branches to Step 3.1. While repeating the Steps 1 to 6, the image on the display 3 may become like Fig. 5. If the value in the counter 221 is the same or above the threshold, the operation proceeds to Step 6. [0059] <Step 6> The gaming machine 1 shows the visual effect 34 like Fig. 6. [0060] <Step 7a> The gaming machine 1 changes the symbols 32 whose corresponding gauge 33a has reached the threshold. For example, in Figs. 6 to 7, 19 since the third gauge 333a has reached the threshold, the group of the symbols 32 in the third reel 313, which corresponds to the third gauge 333a, is transformed to the Entire Reel Wild symbol 322. [00611 <Step 8a> The gaming machine 1 calculates the winning amount of the game, same as Step 3,1, assuming that all the symbols 32 in the reel 31, whose corresponding gauge 33a reached the threshold, are the Wild symbol 321. For example, in Fig 7, the gaming machine 1 calculates the winning amount as if all the symbols 32 in the third reel 333a are the Wild symbols 321. Then, the gaming machine 1 returns the winning amount of credit to the player if the winning amount is not zero. [0062] <Step 9a> The gaming machine 1 spins the reels 31 except the reel 31 where the Entire Reel Wild symbol 322 showed up. For example, in Fig 8, the gaming machine 1 spins the first, second, fourth and fifth reels 311, 312, 314 and 315, leaving the third reel 313 the Entire Reel Wild symbol 322. The gaming machine 1 stops the rotating reels 31 after a while. [0063] <Step 10a> The gaming machine 1 calculates the winning amount of the game and pays back the winning amount of credit to the player as described in the Step 8a. [0064] <Step 11a> The gaming machine 1 resets the value in the counter 221 and the gauge 33a whose corresponding reel 31 was a subject of the feature. For example, after finishing the game shown in Fig 8, the gaming machine 1 resets the value in the counter 221 corresponding to the third reel 313 and sets the value in the 20 gauge 333a same as the reset value in the counter 221. This means that all the 'black star marks' in the gauge 333a become 'white star marks', which indicate 'zero'. Then, the operation goes back to Step 1. [0065] Like this Example, if the gaming machine 1 resets the gauge 31 whose value reaches the threshold, the game rule becomes simpler and easier for the player to understand. §3. Example 2 [0066] In this section, Example 2 is explained, using Figs. 11 - 12. Below, only the things that are different from the things in Example 1 are explained and the same explanations are omitted, §3.1. Design of Example 2 [0067] As show in Fig. 11a, the Wild symbol 321 is replaced by a Bonus symbol 323, which illustrates a treasure box. This means that the specific type of symbol in this Example is the Bonus symbol 323. Each time the Bonus symbol 323 shows up in the display 3, a certain value is added to the gauge 33a corresponding to the reel 31 where the Bonus symbol 323 shows up. In the Fig. 11a, since the Bonus symbol 323 appears in the third reel 313, a certain value is added to the value in the counter 221 corresponding to the third reel 313 and the value in the counter 221 is reflected to the third gauge 333a. [0068] As shown in Fig. 1ib, since the value in the third gauge 333a reaches the threshold, the visual effect 34 is provided on the Bonus symbol 323 and the third reel 313. That's why the Bonus symbol 323 is exploding in Fig 11b. 21 [0069] Then, as shown in Fig 11c, the Bonus symbol 323 opens and turns into a Treasure symbol 324, which is another type of symbol. The Treasure symbol 324 brings a payment of a bonus credit to the player even when the consecutive Treasure symbols 324 are not on a winning line. [0070] In this Example, the feature is a payout of a bonus credit to the player brought by the emergence of the Treasure symbol 324. This Example gives the player chances to win a bonus credit even when the same symbols 32 do not align on the winning line. Therefore, in this game, the player can expect other form of win than aligning the symbols. When the player sees the Bonus symbol 323 open, he/she will be very happy. §3,2, Operation of Example 2 [0071] Below, only the operations that are different from those in Example 1 are described, using Fig. 12. [0072] <Steps 1 & 2> The gaming machine 1 starts a game and spins the reels 31. [0073] <Step 21> After the reels 31 stop, the gaming machine 1 calculates and returns a winning amount of credit to the player, same as Step 3. in Example 1. [0074] <Step 3> The gaming machine 1 judges whether the Bonus symbol 323 is in the display 3 reel by reel. If there is no Bonus symbol 323, the operation goes back to Step 1, If there is a Bonus symbol 323 in the display 3, the operation proceeds to Step 4. [0075] <Step 4> The gaming machine 1 increments the value in the counter 22 221 that corresponds to the reel 31 where the Bonus symbol 323 shows up. Also, the gaming machine 1 reflects the values stored in the counter 221 to the gauges 33a based on each reel 31. [0076] <Step 5> The gaming machine 1 judges whether the gauge 33a reached the threshold like Step 5 in Example 1, If the value is below the threshold, the operation goes back to Step 1. If the value in the counter 221 is the same or above the threshold like Fig. 11a, the operation proceeds to Step 6. [0077] <Step 6> The gaming machine 1 shows a visual effect 34 like Fig. 11b. [00781 <Step 7b> The gaming machine 1 changes the Bonus symbol 323 into the Treasure symbol 324 as shown in Fig 11c. [00791 <Step 8b> The gaming machine 1 calculates the amount of bonus credit based on the number of the Treasure symbols 324 that appeared in the display 3. Then, the gaming machine 1 rewards the calculated amount of bonus credit to the player. [0080] <Step 11a> The gaming machine 1 resets the value in the counter 221 and the gauge 33a as described in Example 1. Then, the operation goes back to Step 1. §4. Example 3 [0081] In this section, Example 3 is explained, using Figs. 13 - 14. Below, the only things that are different from the things in Example 1 are explained and the same explanations are omitted. 23 §4.1. Design of Example 3 [00821 As show in Fig. 13 left, the gauges 33b have five 'star marks' in the beginning. This means the value of the threshold is 'five'. As shown in Fig. 1, the gaming machine 1 has the Extra BET button 46. In this Example, the Extra BET button 46 is activated and the gaming machine 1 accepts an instruction of extra bet from the player. The extra bet is not a direct bet to activate the winning line but an additional bet of credit to trigger a feature or event that brings a benefit to the player. In this Example, once the Extra BET button 46 is pressed by the player, the gaming machine 1 lowers the threshold value of the gauge 33b and the counter 221. As shown in Fig. 13 right, after receiving the input of the extra bet, the gaming machine 1 set the threshold value of the gauge 33b down to 'three' from 'five'. That's why the gauges 33b have three 'star marks' in Fig. 18 right, which represent the threshold value 'three'. [00831 This design provides an advantage to the player who pays more. In addition, since the player can decide the timing when he/she bets the extra bet, the player can control the probability of the appearance of the feature at some degree. This makes the game more tactical. §4,2. Operation of Example 3 [00841 Below, only the operations that are different from those in Example 1 are described, using Fig. 14. This operation has two main stream lines of flow. One stream line is the flow (Steps 0.4c - 0.8c) after the value of the gauge 33b reaches or goes over the threshold when the player pushes the Extra BET button 46. 24 The other stream line is the flow (Steps ic - 1la) after the value of the gauge is still below the threshold even after the player pushes the Extra BET button 46. [0085] <Step 0.1c> The gaming machine 1 judges whether the Extra BET button 46 was pressed by the player, In other words, the gaming machine 1 judges whether it has received an input of an extra bet. When the gaming machine 1 has got the input of the extra bet, the operation moves to Step 0,2c, Otherwise, the operation proceeds to Step 0.9c. [0086] <Step 0.2c> The gaming machine 1 lowers the threshold value of the gauges 33b and the counter 221. Thereby, the gauges 33b change from Figs. 13 left to right. [0087] <Step 0.3c> The gaming machine 1 judges whether the value of the gauge 38b is same or above the threshold value. If the value is below the threshold, the operation jumps to Step 1c. If the value is the same or above the threshold, the operation proceeds to Step 0.4c. [0088] <Step 0.4c> The gaming machine shows the visual effect 34 on the reel 31 and the gauge 33b whose value is the same or above the threshold like Fig. 6. [0089] <Step 0.5c> The gaming machine 1 changes the reel 31, whose corresponding gauge's value is the same or above the threshold, into the Entire Reel Wild Symbol 322 like Fig. 7. [00901 <Step 0.6c> The gaming machine 1 spins the reels 31 except the reel 31, where the Entire Reel Wild symbol 322 showed up, like Fig. 8. The gaming machine 1 stops the rotating reels 31 after a while. 25 [0091] <Step 0.7e> The gaming machine 1 calculates and pays the winning amount of credit as Step 10a in Example 1. [0092] <Step 0.8e> The gaming machine 1 resets the value in the counter 221 and the gauge 33a whose corresponding reel 31 was a subject of the feature. Then, the operation goes back to Step 0.1c. [0093] <Step 0.9c> The gaming machine 1 increases the threshold value of the gauge 33b and the counter 221. More exactly speaking, the gaming machine 1 sets the threshold value to the original value for the gauge 33b without the extra bet. This changes the gauge 33b to be like Fig. 13 left. [0094] <Steps ic> The gaming machine 1 starts a game when the SPIN button 45 is pressed. [0095] <Steps 2 - 11a> Same as Steps 2 - 11a in Example 1. [0096] §5. Example 4 [0096] As shown in Fig. 15, in this Example, the total number of gauges 33a is less than the total number of reels 31. The gaming machine 1 has only three gauges 33a while it has five reels 31 because the gauges corresponding to the first and fifth reels 311 and 315 are omitted, though there remain the second, third and fourth gauges 332a, 333a and 334a that correspond to the second, third and fourth reels 312, 313 and 314, respectively [0087] Like this Example, if the number of gauges 33a is set smaller than that of the reels 31, the game designer can easily set the game balance so as to 26 reconcile the casino's profit and player's benefit. [0098] Since the operation of the gaming machine 1 in this Example is substantially the same as that in Example 1, the explanation of the operation in this Example is skipped. §6. Example 5 [0099] In this section, Example 5 is explained, using Figs, 16 - 19, Below, the only things that are different from the things in Examples 1 and 2 are explained and the same explanations are omitted. §6.1. Design of Example 5 [0100] In this Example, the gaming machine 1 has plural gauges for one reel. As shown in Fig. 16, Wild gauges 33a, which are a first type of gauge, are provided above the reels 31. Also Bonus gauges 33b, which are a second type of gauge, are provided below the reels 31. From left to right, the top gauges are called a first Wild gauge 331a, second Wild gauge 332a, third Wild gauge 383a, fourth Wild gauge 334a and fifth Wild gauge 335a respectively. Likewise, the bottom gauges are called a first Bonus gauge 331b, second Bonus gauge 332b, third Bonus gauge 333b, fourth Bonus gauge 334b and fifth Bonus gauge 335b from left to right respectively. [0101] Corresponding to theses gauge arrangements, the gaming machine 1 provides plural kinds of specific types of symbols 32 that are a Wild symbol 321 and a Bonus symbol 323. Each value of the Wild gauges 38a represents the counted number of how many times the Wild symbol 321 shows up in the display 3 according to each of the reels 31. Also, each value of the Bonus gauges 33b represents the 27 counted number of how many times the Bonus symbol 323 shows up in the display 3 according to each of the reels 31. Thus, when the Wild symbol 321 shows up in one of the reels 31, the value in the corresponding Wild gauge 33a is increased, Likewise, when the Bonus symbol 323 shows up in one of the reels 31, the value in the corresponding Bonus gauge 33b is increased. In Fig 16, since the Wild symbol 321 shows up in the first reel 311 and the Bonus symbol 323 show up in the third and fourth reels 313 and 314, certain amounts of values are added to the value of the first Wild gauge 331a and the values of the third and fourth Bonus gauges 333b and 334b. [0102] Once one of the Wild gauges 33a or Bonus gauges 33b reaches their thresholds, the gaming machine 1 shows a visual effect 34 on the Wild gauge 33a or Bonus gauge 33b whose value is same as, or above the threshold, In Fig 17, since the values of the first Wild gauge 331a and the fourth Bonus gauge 334b are at the threshold level, the visual effect 34, which illustrate explosions on the first reel 311 and first Wild gauge 331a and the fourth reel 314 and fourth Bonus gauge 334b, are shown, [0103] After the visual effect 34 is shown, in the reel 31 whose corresponding Bonus gauge 33b reaches the threshold, the Bonus symbol 323 changes into a Treasure symbol 324 and a certain amount of bonus credit is paid to the player. Likewise, an Entire Reel Wild Symbol 322 appears in the reel 31 whose corresponding Wild gauge 33a reaches the threshold. From Figs. 17 tol8, the Bonus symbol 323 in the fourth reel 314 turns to the Treasure symbol 324 and the 28 Wild symbol 322 in the first reel 311 changes to the Entire Reel Wild symbol 322. [01041 Like this Example, the game design having plural types of gauges per reel and plural kinds of specific types of symbols brings the player various kinds of joy. Thus the gaming machine 1 in this Example provides more joyful games to the player. In the game status such as in Fig. 18, two gauges are at the threshold and three gauges are close to the threshold. The player is obtaining the rewards from the first Wild gauge 331a and the fourth Bonus gauge 334b. Furthermore, the player would expect to acquire the rewards from the third Wild gauge 333a, fourth Wild gauge 334a and the second Bonus gauge 332b soon. Such a situation will excite the player. §6,2. Operation of Example 5 [0105] Below, only the operations that are different from those in the Examples 1 and 2 are described, using Fig. 19. [0106] <Steps 1 & 2> The gaming machine 1 starts a game and spins the reels 31. [0107] <Step 3d> After the reels 31 stop, the gaming machine 1 judges whether the Wild symbol 321 is in the display 3 reel by reel. If there is no Wild symbol 321, the operation jumps to Step 4d, If there is a Wild symbol 321 in the display 3, the operation proceeds to Step 3,1d. [0108] <Step 3,1d> The gaming machine 1 increments the value in the counter 221 that corresponds to the reel 31 where the Wild symbol 321 shows up. Also, the gaming machine I reflects the values stored in the counter 221 to the 29 values of the Wild gauges 33a based on each reel 31 as shown in Fig. 16. [0109] <Step 4d> The gaming machine 1 judges whether the Bonus symbol 323 is in the display 3 reel by reel. If there is no Bonus symbol 323, the operation jumps to Step 5d, If there is a Bonus symbol 323 in the display 3, the operation proceeds to Step 4.1d. [0110] <Step 4.ld> The gaming machine 1 increments the value in the counter 221 that corresponds to the reel 31 where the Bonus symbol 323 shows up. Also, the gaming machine 1 reflects the values stored in the counter 221 to the values of the Bonus gauges 33b based on each reel 31 as shown in Fig. 16. [0111] <Step 5d> The gaming machine 1 judges whether the Wild gauge 33a and/or Bonus gauge 33b have reached the threshold like Step 5 in Example 1. If the value is below the threshold, the operation branches to Step 5.1d. If the value in the counter 221 is the same or above the threshold, the operation proceeds to Step 6d. [0112] <Step 5.ld> The gaming machine 1 calculates and returns a winning amount of credit like Step 3.1 in Example 1. Then, the operation goes back to Step 1. [0113] <Step 6d> The gaming machine 1 shows the visual effect 34 like Fig. 17. [0114] <Step 6.1d> The gaming machine 1 judges whether the value in the counter 221 corresponding to the Bonus gauge 33b is the same as or above the threshold like Step 5 in Example 2, If the value is below the threshold, the 30 operation moves to Step 6.5d. If the value in the counter 221 is the same or above the threshold, the operation proceeds to Step 6,2d. [0115] <Step 6.2d> The gaming machine 1 changes the Bonus symbol 323 into the Treasure symbol 324 as show in Fig. 18. [0116] <Step 6.3d> The gaming machine 1 calculates the amount of bonus credit and rewards the bonus credit to the player. [01171 <Step 6.4d> The gaming machine 1 resets the value in the counter 221 and the Bonus gauge 33b as described at Step 11 in Example 2, [0118] <Step 6.5d> The gaming machine 1 judges whether the value in the counter 221 corresponding to the Wild gauge 33a is the same or above the threshold like Step 5 in Example 1. If the value is below the threshold, the operation goes back to Step 1. If the value in the counter 221 is the same or above the threshold, the operation proceeds to Step 7a. [0119] <Steps 7a - 10a> Same as Steps 7a - 10a in Example 1. [0120] <Step lid> The gaming machine 1 resets the value in the counter 221 and the Wild gauge 33a as described in Example 1. Then, the operation goes back to Step 1. q7. Example 6 [0121] As shown in Fig. 20, in this Example, each of the gauges 33c is provided to cover more than one of the reels 31. More exactly speaking, one of the gauges 33c corresponds to more than one of the reels 31. Also, some of the reels 31 correspond to more than one of the gauges 33c. In Fig. 20, the gauges 33c are made 31 up with the first gauge 331c, the second gauge 332c and the third gauge 333c from left to right. The first gauge 331c covers and corresponds to the first reel 311 and the second reel 312. The second gauge 332c covers and corresponds to the second reel 312, the third reel 313 and the fourth reel 314. The third gauge 333c covers and corresponds to the fourth reel 314 and the fifth reel 315. [0122] When the Wild symbol 321 shows up in the first reel 311, the value of the first gauge 331c is incremented. When the Wild symbol 321 shows up in the second reel 312, the values of the first gauge 331c and the second gauge 332c are incremented. When the Wild symbol 321 shows up in the third reel 313, the value of the second gauge 332c is incremented. When the Wild symbol 321 shows up in the fourth reel 314, the values of the second gauge 332c and the third gauge 333c are incremented. When the Wild symbol 321 shows up in the fifth reel 315, the value of the third gauge 333c is incremented. [0123] As a result, the value of each gauge 33c is arranged to reflect the total number of how many times the Wild symbol 321 appears in the corresponding reels 31. Therefore, the first gauge 331c reflects the total number of how many times the Wild symbol 321 appears in the first reel 311 and the second reel 312. The second gauge 332c reflects the total number of how many times the Wild symbol 321 appears in the second reel 312, third reel 313 and fourth reel 314. Lastly, the third gauge 333c reflects the total number of how many times the Wild symbol 321 appears in the fourth reel 314 and fifth reel 315. [0124] As shown in Fig. 21, once the value of the gauge 33c reaches the 32 threshold, all the corresponding reels 31 initiate the feature, which is an appearance of the Entire Reel Wild symbols 322. In Fig. 21, since the value of the second gauge 332c has reached the threshold, the Entire Reel Wild Symbols 322 show up in the second reel 312, third reel 313, and fourth reel 314. [0125] In this Example, the features are brought up to plural reels 31 at the same time. Such a situation gives the player an exciting opportunity to acquire a big award. [0126] Since the operation of the gaming machine 1 in this Example is substantially the same as that in Example 1, the explanation of the operation in this Example is skipped. §8. Example 7 [0127] In this section, Example 7 is explained, using Figs. 22 - 26. Below, only the things that are different from the things in Example 1 are explained and the same explanations are omitted. §8.1. Design of Example 7 [0128] In this Example, the gaming machine 1 does not initiate a feature but is arranged to initiate a feature when the value of the gauge 33d reaches the threshold. This means the gaming machine 1 becomes ready to initiate the feature when the value of the gauge 33d is the same or above the threshold. [0129] As shown in Fig. 22, when the value of the gauge 33d reaches the threshold, the gaming machine 1 shows a message 35 that indicates the feature is available to start. In Fig 22, the message 35 is shown above the first gauge 331d 33 and the fifth gauge 335d and below the first reel 311 and the fifth reel 315 because the values of the first gauge 331d and the fifth gauge 335d are above the threshold. The messages 35 say "Entire Reel Wild Ready' and "'Ibuch Here!" In Fig. 22, the threshold value of the gauges 33d is 'three' while the maximum value of the gauges 33d is 'nine'. [0130] As described before, in the gaming machine 1, the touch panel 5 is overlaid on the display 3. Once the player touches the area 51 in the touch panel 5, which covers the reel 31, gauge 33d and message 35 whose corresponding value is the same or over the threshold value, the feature is initiated. [0131] Touching the areas 51 on the first reel 311 and the fifth reel 315 brings the visual effects 34 on the first reel 311 and the first gauge 331d and the fifth reel 315 and the fifth gauge 335d as shown in Fig 23. [0132] Subsequently, as shown in Fig 24, the Entire Reel Wild symbols 322 shows up on the first reel 311 and fifth reel 315 as a feature. Also, the value 'three' is subtracted from the values in the first gauge 331d and fifth gauge 335d. This value is same as the value of the threshold of the gauge 33d. Then, as shown in Fig 25, the second gauge 332d, third gauge 333d and fourth gauge 334d, which are not the subject of the feature, begin to spin without accepting a bet of credit from the player. [01331 In this Example, the player can choose when the feature is initiated after the feature becomes ready to start. This makes the game tactical. In the game status shown in Fig 25, the player may expect to obtain a big award. Such 34 expectation can be brought by a wise judgment of the player. Hence, the player can enjoy the games, thinking about tactics. [0134] Furthermore, the gaming machine 1 provides a notification to the player when the feature is ready to come out. Such a notification makes it easy for the player to understand the choices offered and helps him/her to carry out the tactical play. §8.2. Operation of Example 7 [0135] Below, only the operations that are different from those in Example 1 are described, using Fig. 26. [0136] <Steps 1 - 4> Same as Steps 1 - 4 in Example 1. [0137] <Step 5e> The gaming machine 1 judges whether the gauge 33d is the same as, or above, the threshold like Step 5 in Example 1. If the value is below the threshold, the operation moves to Step 3.1. If the value in the counter 221 is the same or above the threshold like Fig, 22, the operation proceeds to Step 6.le. [0138] <Step 5.le> The gaming machine 1 shows the message 35 near the reel 31 whose corresponding gauge's value is the same or above the threshold. [0139] <Step 5,2e> The gaming machine 1 judges whether the area 51 has been touched by the player, In other words, the gaming machine 1 judges whether it has received an instruction to initiate the feature. When the gaming machine 1 has received the instruction, the operation proceeds to Step 5.3e. Otherwise, the operation moves to Step 3.1. [0140] <Step 5.3e> The gaming machine 1 erases the message 35, 35 [0141] <Step 6e> The gaming machine 1 shows the visual effect 34 like Fig. 23. [0142] <Step 6.1e> The gaming machine 1 subtracts a certain value in the counter 221 and the gauge 33d whose corresponding reel 31 was instructed to initiate the feature. Thus, from Figs. 23 to 24, the value of the first gauge 331d is set down to 'two' and the value of the fifth gauge 335d is set down to 'one'. [0143] <Step 7e> The gaming machine 1 changes the symbols 32, whose corresponding reel 31 was instructed to initiate the feature, into the Entire Reel Wild symbol 322. Thus, in Fig. 24, the Entire Reel Wild symbols 322 show up in the first reel 311 and the fifth reel 315. [0144] <Steps 8a - 10a> Same as Steps 8a - 10a in Example 1. In the end, the operation goes back to Step 1 §9. Miscellaneous Remarks [0145] Until the previous section, the present invention was described based on the specific Examples. However, this invention is not limited to the above Examples. Below are a few examples of various modifications that are still within the range of this invention. [0146] In the above Examples, the specific types of symbols were the Wild symbol 321 or the bonus symbol 323. However, the specific types of symbols are not limited to these kinds of symbols. For example, it is OK even if the specific types of symbols are multiplier symbols or trigger symbols that can trigger a secondary game, SG3 [0147] In the above Examples, the visual effect 34 was shown when the gauge 33 reached a threshold, Such visual effects entertain the player. However, the visual effect 34 is not essential and it is OK even not to show a visual effect when the gauge 38 reaches a threshold or before initiating the feature, [0148] In some of the above Examples, the gaming machine 1 turned the Wild symbol 321 into the Entire Reel Wild symbol 322, This is just an example of the process of increasing a winning chance. The process that enhances the winning chance can take other forms. For example, it is OK that the gaming machine 1 doubles the number of Wild symbols 321 in the display 3 as a way to elevate the winning probability. Overall, the enhancement of a winning probability makes the gaming machine 1 more amusing. [0149] In some of the above Examples, one feature was the change of the Wild Symbol 321 or Bonus symbol 323 (one type of symbol) into the Entire Reel Wild Symbol 322 or Treasure symbol 324 (another type of symbol). However, it is OK that one type of symbol changes to another type of symbol other than the Entire Reel Wild Symbol 322 and Treasure symbol 324 such as a multiplier symbol, a bonus game symbol or a wild symbol that contains a multiplier (e.g. Wx3). [0150] In the above Examples, one feature was the appearance of the Entire Reel Wild symbol 322 or the payout of the bonus credit. However, the features are not limited to these events. For example, it is OK even if the feature is an elevation of a multiplier value or an initiation of a secondary game. [0161] In the above Examples, the value of the gauge 33 and the counter 221 37 was incremented when the specific type of symbol showed up in the display 3. In other words, a value 'one' was added to the value of the gauge 33 and the counter 221. However, it is OK to add more than 'one' value to the value of the gauge 33 and the counter 221. [01521 In the above Example, the value of the gauge 33 was represented by the number of 'black star marks'. However, it is OK to indicate the value of the gauge 33 by a graph, numerals or any other way. [0153] In some of the above Examples, the gaming machine 1 provided a free spin after the Entire Reel Wild symbol 322 appeared. However, it is OK if the gaming machine 1 does not provide the free spin. [0154] In some of the above Examples, after the feature, the gaming machine 1 reset the value of the gauge 33a and the value of the counter 221 in the memory 22 that reached the threshold, However, it is OK for the gaming machine 1 to not reset the value of the counter 221 or the value in the gauge 33a. For example, the gaming machine 1 can just subtract a certain value from the value in the counter 221, [0155] In the above Examples, the gaming machine 1 had five reels and three symbols per reel. However, the organizations of the reels and symbols are not limited to the above Examples, For example, it is OK to have three reels or five symbols per reel. [0156] In the above Examples, the controller 2 is designed to control the gaming machine 1 by the mechanism that the internal CPU 21 runs the programs 38 stored in the memory 22. However, the architecture of the controller 2 is not limited to this organization. For example, it is OK even if the controller 2 doesn't have a CPU 21 nor memory 22. It is OK even if the controller is made of other types of electrical devices, mechanical devices or a combination of them, [0157] The present invention was explained based on the Examples of a standard video slot. However, this invention is also applicable to other types of video slots such as hexagon type, scatter reel type and other types of video slot machines, [0158] In the end, the present invention was explained based on the video slot Examples, However, this invention is also applicable to slot machines, pachisuro and any other gaming machines. 39