U.S. patent application number 10/715494 was filed with the patent office on 2004-08-05 for gaming machine.
This patent application is currently assigned to Aruze Corporation. Invention is credited to Okada, Kazuo.
Application Number | 20040150162 10/715494 |
Document ID | / |
Family ID | 32290333 |
Filed Date | 2004-08-05 |
United States Patent
Application |
20040150162 |
Kind Code |
A1 |
Okada, Kazuo |
August 5, 2004 |
Gaming machine
Abstract
A gaming machine includes an upper display panel of an
electrical display able to change the contents of display. The
panel display has a transparent acryl board as a protective cover,
an LCD as an electrical display, and a cold-cathode tube as a
backlight. The display contents include a pay table and
characters.
Inventors: |
Okada, Kazuo; (Tokyo,
JP) |
Correspondence
Address: |
OBLON, SPIVAK, MCCLELLAND, MAIER & NEUSTADT, P.C.
1940 DUKE STREET
ALEXANDRIA
VA
22314
US
|
Assignee: |
Aruze Corporation
Tokyo
JP
|
Family ID: |
32290333 |
Appl. No.: |
10/715494 |
Filed: |
November 19, 2003 |
Current U.S.
Class: |
273/292 ;
463/20 |
Current CPC
Class: |
G07F 17/3211
20130101 |
Class at
Publication: |
273/292 ;
463/020 |
International
Class: |
A63F 001/00 |
Foreign Application Data
Date |
Code |
Application Number |
Nov 19, 2002 |
JP |
P2002-335010 |
Claims
What is claimed is:
1. A gaming machine comprising: variable display unit for variably
displaying a plurality of symbols; a selector for selecting a
winning combination; and an electrical display provided above the
variable display unit.
2. A gaming machine as set forth in claim 1, further comprising a
translucent electrical display provided in front of the variable
display unit.
3. A gaming machine as set forth in claim 1, further comprising: a
game controller for generating a special game state which gives an
advantage to a player based on a predetermined condition; wherein,
the translucent electrical display executes shielding control for
making at least a part of the variable display unit invisible to
the player during the special game state, based on a prescribed
condition.
4. A gaming machine as set forth in claim 1, wherein the electrical
display displays a pay table in which the winning combination is
associated with a predetermined prize to be awarded when the
winning combination is formed.
5. A gaming machine as set forth in claim 4, further comprising a
switch for switching the pay table to another table.
6. A gaming machine as set forth in claim 1, wherein the electrical
display displays an image for decorating the gaming machine.
7. A gaming machine as set forth in claim 3, wherein the
translucent electrical display displays an image according to a
game state while executing the shielding control.
8. A gaming machine as set forth in claim 3, wherein the
translucent electrical display executes the shielding control to
indicate an advantageous way of operating the gaming machine to the
player.
Description
CROSS REFERENCE TO THE RELATED APPLICATION
[0001] This application is based upon and claims the benefit of
priority from the prior Japanese Patent Application No.
P2002-335010, filed on Nov. 19, 2002; the entire contents of which
are incorporated herein by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to symbol combination gaming
machines such as slot machines and pachinko machines, having
variably displaying means for variably displaying various kinds of
symbols and the function of controlling the variable display and
awarding a payoff to a player according to the outcome.
[0004] 2. Description of the Related Art
[0005] The slot machine is a typical gaming machine of this type.
The slot machine has a plurality of rotary reels with a plurality
of symbols arranged on their peripheries, and is designed to pay
out coins or prizes upon winning which occurs when symbols on the
reels which stop rotating are in a predetermined combination such
as the alignment of the same symbols. It is a remarkable feature of
the slot machine that it has "chance" factors, generally involving
various sorts of chance to get a prize so that a player cannot
fully control the outcome of a game by his or her skill.
[0006] Various methods have conventionally been taken to provide
the "chance" factors. The recent mainstream of the slot machine
adopts a control scheme called a "pre-stage determination" using a
microcomputer, in which a winning combination selection is made by
software and stop control of the reels is executed according to the
selection. A slot machine described in Japanese Examined Patent
Publication No. 3-72313, for example, relates to a slot machine
with stop buttons, a so-called pachi-slo machine, having random
number selecting means for selecting a random number in response to
a player's operation of a start lever and a winning combination
selecting table in which winning combinations are categorized into
random number ranges of "large hit," "medium hit" and "small hit,"
according to the magnitudes of the symbols. When a random number
selected is included in a winning area of the winning combination
selecting table, the corresponding winning combination is
determined as a winning combination, and the hit (winning) flag of
the winning combination is set. Winning flags include those of a
winning combination called a "small winning combination," which
indicate that a combination of given symbols (such as "BELL"
symbols or "CHERRY" symbols) along an activated pay line causes the
payout of some ten coins, and those of a winning combination called
a "bonus winning combination," which indicate that an alignment of
given symbols (such as "7" symbols or "BAR" symbols) causes a state
where winning is more likely to occur than in a normal game state
during a certain number of games and leads to the payout of a large
amount of some 100 to 400 coins.
[0007] A state in which a winning flag is set is generally called
"internal winning," in which the winning combination along a pay
line is enabled but a win does not yet actually occur. To win, the
operation of "observation push" in the timing (generally within
four symbol segments) to stop rotating winning combination along a
pay line is required. If the control timing is bad, no winning
occurs despite internal winning, that is, what is a commonly called
"miss" occurs.
[0008] The miss generally results from failure in observation push
and has some patterns. In a first pattern, a target symbol is
determined but a player cannot identify varying symbols and
performs a stopping operation in a hit-or-miss manner and fails. In
a second pattern, there is a plurality of possible winning
combinations internally selected for a game and a player cannot
determine which symbol to target for stopping and performs the
stopping operation in a hit-or-miss manner and fails.
[0009] In the former, familiarization of observation push can
increase precision to some degree. In the latter, a player even
skilled in observation push cannot expect an increased precision of
observation push because he or she needs to be aware of the
internal winning state which cannot be seen.
[0010] If information about an internal winning combination is
given, a game state like a bonus game in which a large amount of
coins can be won can be provided even in a normal game state. There
is a gaming machine employing such a gaming feature of the
pachi-slo machine and having a function which is popularly called
"assist time (AT)." When predetermined conditions are met, the
gaming machine lets a player know of an internal winning and also
the kind of internal winning combination to reduce misses and pays
out a larger amount of coins than in a normal game which gives no
information. AT is a "normal game state" among "game states" to be
described below. An actual payout of coins may be made in a scheme
comparable to that of a bonus game.
[0011] There is also a function of "super time (ST)" for making
large or small payouts of coins by providing or not providing
support for leading an "internal winning state" to a "win." A
plurality of "stop tables" is prepared for determining the number
of symbol segments by which a rotating reel for which a player
presses the stopping button for stop control is rotated before
being actually stopped from the symbol position at the stop
control. Every time a winning combination is internally selected, a
stop table for use is determined by random number selection.
Winning does not occur unless a stopping operation is performed in
a stop order specified in the stop table even if observation push
are made in good timing to stop the winning combination along an
activated pay line. Information on the stop table selected may be
given or not given. Like the above-described "AT function," the "ST
function" provides a payout of a large amount of coins as in a
bonus game.
[0012] If there are three stopping buttons for stopping a left
reel, center reel and right reel, for example, there are six
pressing orders "left, center, right," "left, right, center,"
"right, center, left," "right, left, center," "center, right,
left," and "center, left, right." Winning does not occur unless
pressing is performed in an operating order specified in a stop
table determined by random number selection.
[0013] During actual play, a game is switched between a special
game state in which winning occurrence probability is increased as
compared with a normal game as described above, and a normal game
state in which the special game state does not occur, according to
gaming status. In either state, it is required for a player to stop
and display a predetermined winning combination along a pay line in
order to actually win a payout of coins. A typical gaming machine
has a plurality of winning manners with different pay amounts.
There are a "CHERRY" winning combination and a "BELL" winning
combination as small winning combination, and a "big bonus" winning
combination as a bonus winning combination, for example.
[0014] Winning combinations are associated with their respective
pay amounts in a pay table displayed on a display panel to be seen
by a player (see, e.g., Japanese Patent Laid-open Publication No.
6-261972). The display panel is comprised of a transparent acryl
board and a translucent cell sheet printed with winning
combinations and pay amounts superimposed on the acryl board. The
graphics are illuminated by light such as a fluorescent lamp from
within the gaming machine. A typical slot machine has a plurality
of display panels as described above. Specifically, the slot
machine is provided with a reel display panel having in its middle
a display window through which a player can see reels provided
within the gaming machine, an upper panel having a smaller area
than the reel display panel provided above the reel display panel,
and a lower panel usually printed with characters of the pachi-slo
gaming machine and the name of the machine, provided below the reel
display panel.
[0015] In a typical pachi-slo gaming machine, the same material is
used for the cabinet and the front door in view of production
efficiencies and costs. Display panels are printed with patterns
according to the theme of the machine, serving to differentiate the
gaming machine from other gaming machines.
[0016] Display panels are printed with different patterns for
different machines. If products are left unsold, for example,
display panels of the products cannot be used for other products,
unlike the cabinet and the front door, resulting in a bad
inventory. The assembly of the product requires the step of
mounting the display panel unit to the front door, resulting in an
increased number of production steps.
SUMMARY OF THE INVENTION
[0017] It is an object of the present invention to solve the
problem of bad inventory caused by production of different display
panels for different products, reduce the number of steps
conventionally required for assembling display panels, and provide
gaming machines with good cost performance.
[0018] A gaming machine according to a first aspect of the present
invention comprises a variable display unit for variably displaying
a plurality of symbols; a selector for selecting a winning
combination; and an electrical display provided above the variable
display unit.
[0019] In this invention, the electrical display constitutes an
upper panel display provided above the variable display unit, on
which various kinds of game information including pay tables,
character images and a name logo are displayed. The electrical
display may be a liquid crystal display, CRT display,
electroluminescent display, plasma display, or the like.
[0020] The above configuration can solve the problems of bad
inventory and increased assembly steps caused by use of physical
acryl boards and pictorial cell sheets for display panels,
resulting in the provision of gaming machines with good cost
performance.
[0021] According to a second aspect of the present invention, the
gaming machine further comprises a translucent electrical display
provided in front of the variable display unit.
[0022] The reel display panel generally has a central portion made
from a transparent glass plate or acryl board to allow rotary reels
provided inside the cabinet to be seen. In this invention, the
translucent electrical display is provided in front of the rotary
reels to enhance the displaying effects. On the translucent
electrical display, various images are displayed with variations in
game state.
[0023] The above configuration allows appropriate display of
various symbols on the reel display panel on which fixed symbols
have conventionally been displayed, and provides a reel display
panel with the visibility of reel symbols by use of the translucent
electrical display for the electrical display.
[0024] According to a third aspect of the present invention, the
gaming machine further comprises a special game controller for
generating a special game state which gives an advantage to a
player based on a predetermined condition; in which, the
translucent electrical display executes a shielding control for
making the variable display unit invisible to the player during the
special game state, based on a prescribed condition.
[0025] The translucent liquid crystal display enables effective
display control in conjunction with reel movement control in a
special game state which gives advantage to a player. When the
special game is an ST game in which a player is given advantageous
information about a stop order, for example, translucent control is
executed only for a reel to be stopped and shielding control is
executed for the other reels, which is an exemplary possible
displaying manner.
[0026] The above configuration allows a player to play an ST game
without turning the eyes from a video display on which a stop order
is displayed to reels to perform a stopping operation in the ST
game, reducing fatigue of the player. Instantaneous switching
between transmitting and shielding can be done according to game
states and shielded areas can be controlled by software, so that
more detailed display control becomes possible.
[0027] The above configuration can solve the problems of bad
inventory and increased assembly steps caused by use of physical
acryl boards and pictorial cell sheets for display panels,
resulting in the provision of gaming machines with good cost
performance.
BRIEF DESCRIPTION OF THE DRAWINGS
[0028] FIG. 1 is a perspective view of the outside of a pachi-slo
machine according to an embodiment of the present invention;
[0029] FIG. 2 is a cross-sectional view of a front door;
[0030] FIG. 3 is a block diagram of a main control circuit;
[0031] FIG. 4 is a block diagram of a sub control circuit;
[0032] FIG. 5 is a block diagram of an image control circuit;
[0033] FIG. 6 is a view of display panels;
[0034] FIG. 7 is a diagram of pay lines;
[0035] FIG. 8 is a diagram of reels and back lamps;
[0036] FIG. 9 is a diagram of rows of symbols displayed on the
peripheries of reels;
[0037] FIG. 10 shows winning combinations and pay amounts of
winning combinations;
[0038] FIG. 11 shows stop tables to be selected upon internal
winning of "BELL" winning combination;
[0039] FIG. 12 shows a winning combination selecting table;
[0040] FIG. 13 is a diagram of command lists to be transmitted to
the sub control circuit;
[0041] FIGS. 14A to 14C are enlarged views of a reel display
panel;
[0042] FIG. 15 is an enlarged view of the reel display panel;
[0043] FIGS. 16A to 16C show display screens in an ST game;
[0044] FIGS. 17A to 17C show display screens in an ST game;
[0045] FIGS. 18A to 18C show informational display screens;
[0046] FIGS. 19A and 19B show informational display screens;
[0047] FIG. 20 is an informational display occurrence and display
type determining table;
[0048] FIGS. 21A and 21B are BR occurrence and BR continuation
determining tables;
[0049] FIGS. 22A and 22B illustrate a support menu;
[0050] FIG. 23 is a diagram of a payout scheme setting screen;
[0051] FIG. 24 is a diagram of a payout scheme setting screen;
[0052] FIG. 25 is a diagram of a payout scheme setting screen;
[0053] FIGS. 26A and 26B show pay tables;
[0054] FIG. 27 is a flowchart of a process at a main control
circuit;
[0055] FIG. 28 is a flowchart of a process at the main control
circuit;
[0056] FIG. 29 is a flowchart of a process at the main control
circuit;
[0057] FIG. 30 is a flowchart of an initialization process;
[0058] FIG. 31 is a flowchart of interrupt process 1;
[0059] FIG. 32 is a flowchart of a main process at a sub control
circuit;
[0060] FIG. 33 is a flowchart of a parameter changing process;
[0061] FIG. 34 is a flowchart of the parameter changing
process;
[0062] FIG. 35 is a flowchart of a payout/probability changing
process;
[0063] FIG. 36 is a flowchart of the payout/probability changing
process;
[0064] FIG. 37 is a flowchart of an input process;
[0065] FIG. 38 is a flowchart of a starting display control
process;
[0066] FIG. 39 is a flowchart of a BR occurrence determining
process;
[0067] FIG. 40 is a flowchart of a BR execution process;
[0068] FIG. 41 is a flowchart of a display control process at the
stop of the reels;
[0069] FIG. 42 is a flowchart of a display control process at the
end of a game;
[0070] FIG. 43 is a flowchart of an informational display
occurrence process; and
[0071] FIG. 44 is a flowchart of a parameter update process.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0072] FIG. 1 is a perspective view of the outside of a slot
machine with stop buttons, a so-called pachi-slo machine as a
gaming machine embodying the present invention. The pachi-slo
machine 1 has a front door 3 openably and closably attached to a
box-shaped cabinet made from plywood. An upper portion of the front
door 3 is provided with a game state indicator lump 4 which flashes
light in different indication modes upon the occurrence of a bonus
game, error and the like, speakers 5L and 5R which generate sound
effects, error sounds and the like during a game, and an upper
display panel 6 on which pay amounts of winning combinations and a
brief description of the game are displayed. A liquid crystal
display (LCD) is provided inside the upper display panel 6, on
which a variety of data is displayed based on pay amount data of
winning combination and the like stored in a ROM. A reel display
panel 7 having a substantially vertical surface is provided in the
middle of the front door 3.
[0073] Left below the reel display panel 7, a 1-BET switch 8, a
2-BET switch and a MAXBET switch are provided. When there is a
credit of coins, a press of the 1-BET switch 8 causes one coin to
be bet on a game. A press of the 2-BET switch 9 causes two coins to
be bet on a game. A press of the MAXBET switch 10 causes three
coins, a maximum number of coins to be bet on a game, to be bet on
a game. The operation of these BET switches activates a
predetermined pay line(s). A coin slot 11 is provided below right
of the reel display panel 7.
[0074] A credit/payout (C/P) switch 12 for switching between credit
and payout of coins won by a player in a game with push-button
control is provided at the left of a middle portion of the front
door 3. With the switching of the C/P switch 12, coins are paid out
to a coin return 17 provided in a lower portion of the front door
3. The paid-out coins are accumulated in a coin tray 16. A start
lever 13 is provided on the right of the C/P switch 12, rotatably
over a predetermined angle range. When a player operates the start
lever 13, reels provided inside of the reel display panel 7 start
rotating.
[0075] A stop controller 14 for stopping the reels rotating is
provided in a central portion of the front door 3, constituting a
stopping means. The stop controller 14 is provided with a left stop
button 15L, a center stop button 15c and a right stop button 15R. A
player can determine an order in which to press the stop buttons
15L, 15C and 15L at will. A stop control performed when all the
reels are rotating is generally referred to as a "first stop
control," and a next stop control a "second stop control," and a
final stop control a "third stop control." In this embodiment, the
press of the left stop button 15L as the first stop control is
referred to as "regular-order stopping," the press of the center
stop button 15C as the first stop control "center-start stopping,"
and the press of the right stop button 15R as the first stop
control "reverse-order stopping."A gaming machine with three stop
buttons has total of six stop control orders. Pressing the left
stop button 15L as the first stop control, the center stop button
15C as the second stop control and the right stop button 15R as the
third stop control is referred to as "left, center, right
stopping." Pressing the center stop button 15C as the first stop
control, the left stop button 15L as the second stop control and
the right stop button 15R as the third stop control is referred to
as "center, left, right stopping." Pressing the center stop button
15C as the first stop control, the right stop button 15R as the
second stop control and the left stop button 15L as the third stop
control is referred to as "center, right, left stopping." Pressing
the left stop button 15L as the first stop control, the right stop
button 15R as the second stop control and the center stop button
15C as the third stop control is referred to as "left, right,
center stopping." Pressing the right stop button 15R as the first
stop control, the left stop button 15L as the second stop control
and the center stop button 15C as the third stop control is
referred to as "right, left, center stopping." Pressing the right
stop button 15R as the first stop control, the center stop button
15C as the second stop control and the left stop button 15L as the
third stop control is referred to as "right, center, left
stopping."
[0076] A lower display panel 18 on which the name of the pachi-slo
machine 1, characters appearing in the game and the like are
displayed is provided below the stop controller 14. An LCD is
provided inside of the lower display panel 18, on which various
images are displayed on the basis of image data stored in a sub
control circuit which will be described below.
[0077] FIG. 2 is a cross-sectional view of the front door 3 of the
pachi-slo machine 1. The front door 3 has three display panels, the
upper display panel 6, reel display panel 7 and lower display panel
18 from top to bottom, on which the name logo, characters and
images according to game states are displayed. The reel display
panel 7 has a lamination of a touch panel 28 for detecting a
coordinate position of a player's touch, a transparent acryl board
19 as a protective cover, a pictorial sheet 20 of a transparent
film on which various graphics are printed, facing the inside of
the transparent acryl board 19, a reel LCD 21 of a transparent LCD
such as an ITO, and an electronic shutter 22 of a liquid crystal
film or the like. Cold-cathode tubes 23 serving as a back light of
the reel LCD 21 and a lighting system for illuminating symbols on
reels 24L, 24C and 24R are provided at upper and lower portions of
the inside of the reel display panel 7. Graphics printed on the
pictorial sheet 20 are always visible to a player in any display
control state of the pachi-slo machine 1. The reel LCD 21
constitutes a display area for image displays such as a big winning
display and various informational displays. The electronic shutter
22 can switch between transmitting and shielding of predetermined
areas, depending on its voltage applied state, that is, it allows
switching between the visible state and the invisible state of
symbols on the reels 24L, 24C and 24R through the reel display
panel 7 so as to switch video display on the reel LCD 21 between a
normal display (in which only images displayed are visible with the
reels 24 shielded by the electronic shutter 22) and a translucent
display (in which reel symbols are visible through images
displayed).
[0078] The upper display panel 6 is provided above the reel display
panel 7. The upper display panel 6 includes, on the inside of a
transparent acryl board 19 as a protective cover, an upper LCD 26,
a cold-cathode tube 23 as a backlight source, and an optical
waveguide 25 for transmitting light from the cold-cathode tube 23
over the entire LCD 26.
[0079] The lower display panel 18 is provided below the reel
display panel 7. The lower display panel 18 includes, on the inside
of a transparent acryl board 19 as a protective cover, a lower LCD
27, a cold-cathode tube 23 as a backlight source, and an optical
waveguide 25 for transmitting light from the cold-cathode tube 23
over the entire LCD 27.
[0080] FIG. 3 shows a block diagram of an exemplary circuit for the
operation of the pachi-slo machine 1 shown in FIG. 1. A game
control means of this embodiment largely consists of two control
circuits. A main control circuit 101 controls various peripherals
electrically connected thereto, based on input signals from various
detecting means. A sub control circuit 201 controls images
displayed on various LCDs and sound effects produced by the
speakers 5L and SR, based on game information sent from the main
control circuit 101 and inputs from the touch panel 28 provided at
the reel display panel 7.
[0081] The main control circuit 101 has a microcomputer 102 as the
main component disposed on a circuit board and also has a circuit
for random number selection. The microcomputer 102 includes a ROM
104 in which game programs and data are stored, a CPU 103 for
performing control operations according to the game programs in the
ROM 104, and a RAM 105 providing work area required for the control
operations.
[0082] Connected to the CPU 103 are a clock pulse generator 106 for
generating reference clock pulses, a divider 107, a random number
generator 108 for generating random numbers for selection, and a
sampler 109 for selecting a random number in response to a signal
from the start lever 13 described below. The microcomputer 102 may
alternatively perform random number selection by software
processing as a random number selecting means. In that case, the
random number generator 108 and the sampler 109 can be
eliminated.
[0083] The ROM 104 in the microcomputer 102 stores, in addition to
the control programs for controlling various operations of the
pachi-slo machine 1, a winning combination selecting table for use
in the determination of win or loss of a random number obtained by
the operation of the start lever 13 in a probability selection
process to be described below, a stop table for determining the
stop positions of the reels 24L, 24C and 24R according to the
operations of the stop buttons 15L, 15C and 15R, various game
information commands to be sent to the sub control circuit 201, and
the like.
[0084] The various peripherals (actuators) are connected to the CPU
103 via an input/output (I/O) port 110.
[0085] A motor drive circuit 111 drives stepping motors 112L, 112C
and 112R for rotating the reels 24L, 24C and 24R, respectively,
according to drive signals from the CPU 103. The motor drive
circuit 111 stops the stepping motors 112L, 112C and 112R in
response to stop control signals from the CPU 103.
[0086] A hopper drive circuit 113 drives a hopper 114 as a coin
payout device based on a payout command from the CPU 103.
[0087] A seven-segment drive circuit 122 drives various displays
(bonus information display 33, credit display 34 and payout display
35) of seven-segment LEDs.
[0088] A lamp drive circuit 116 controls the lighting of various
indicators in the form of lamps (REPLAY lamp 30, WAIT lamp 31, WIN
lamp 32 and START lamp 36).
[0089] There are other display means such as the reel LCD 21,
electronic shutter 22 and reel backlights, which are controlled by
the sub control circuit 201.
[0090] Main input signal generating means for generating input
signals necessary for the microcomputer 102 to generate control
signals to the drive circuits includes the start lever 13, the
1-BET switch 8, the 2-BET switch 9, the MAXBET switch 10, the C/P
switch 12, an inserted coin sensor 117, a reel stop signal circuit
118, a reel index detector circuit 115 and a payout detector
circuit 119. These are also connected to the CPU 103 via the I/O
port 110.
[0091] The start lever 13 detects a start control by a player. The
inserted coin sensor 17 detects coins inserted through the coin
slot 11 and passed through a selector for screening
irregular-shaped coins and the like. The reel stop signal circuit
118 detects the presses of the stop buttons 15L, 15C and 15R and
generates stop signals. The reel index detector circuit 115
receives signals from rotational reference position detection
switches in the stepping motors 112L, 112C and 112R and supplies
symbol position reset signals to the CPU 103. The payout detector
circuit 119 receives signals from a coin detector 120 in the hopper
114 and supplies payout amount signals to the CPU 103.
[0092] Now a description will be made of how the drive circuits are
controlled during the sequence of a game. The random number
generator 108 has generated random numbers in a certain numeric
range since the power switch of the pachi-slo machine 1 was turned
on. If the inserted coin sensor 117 detects coin insertion by a
player or there is a credit of coins, a bet operation with the
1-BET switch 8, 2-BET switch 9 or MAXBET switch 10 causes the reel
LCD 21 to display an active line(s) according to the bet amount. As
shown in the enlarged view of FIG. 7, a bet of one coin causes the
center line L1 to be an active pay line (hereinafter abbreviated as
an active line), a bet of two coins causes the top line L2A and the
bottom line L2B in addition to the center line L1 to be active
lines, and a bet of three coins causes the center line L1, top line
L2A and bottom line L2B and also diagonal lines L3A and L3B to be
active lines.
[0093] Then, in the timing when the start lever 13 detects a game
start by a player, the sampler 109 selects a random number. The
selected random number is checked against the winning combination
selecting table stored in the ROM 104. When the number corresponds
to a winning combination, the winning flag thereof is set. This
software selection process is referred to as a "probability
selecting process," and will be described in detail below.
[0094] Drive pulses are supplied to the stepping motors 112L, 112C
and 112R through the motor drive circuit 111. The reels 24L, 24C
and 24R start rotating. The CPU 103 monitors the drive pulses
supplied and updates "pulse counters" provided in the RAM 105. When
the values of the pulse counters monitored reach a predetermined
value, the CPU 103 determines a one-symbol (one-segment) shift and
adds 1 to the values of "symbol counters" provided in the RAM
105.
[0095] When the stepping motors 112L, 112C and 112R are adapted to
rotate 360 degrees by 400 pulses and twenty-one symbols are
arranged on a reel periphery, for example, about 19 pulses cause a
one symbol segment shift. When the values of the pulse counters
reach 19 pulses, the CPU 103 determines a one-symbol shift and adds
1 to the values of the "symbol counters."
[0096] Every time the reference points of symbols on the reels 24L,
24C and 24R pass the center line L1 shown in FIG. 7, index
detection signals are generated and reset pulses are transmitted to
the CPU 103 via the reel index detector circuit 115. The CPU 103
detects the input of the reset pulses and clears the values of the
symbol counters in the RAM 105 to ensure consistency between symbol
positions calculated by software and actually displayed symbol
positions.
[0097] When the reels 24L, 24C and 24R are at constant-speed
rotation after a lapse of a given time since the start of rotation,
the stop buttons 15L, 15C and 15R can be operated. When a player
performs stop controls, reel stop signals are supplied to the CPU
103 via the reel stop signal circuit 118. After software processing
such as the selection of stop positions, stop pulses are supplied
to the stepping motors 112L, 112C and 112R via the motor drive
circuit 111 to stop the reels 24L, 24C and 24R.
[0098] In the stop control of the reels 24L, 24C and 24R, the CPU
103, upon receiving stop signals from the reel stop signal circuit
118, stores in a predetermined area of the RAM 105 the code numbers
of symbols along the center line L1 as stop control positions, and
accesses the stop table in which stop control positions are
associated with symbols to be stopped and displayed along the
center line L1. The CPU 103 stores symbol stop positions
corresponding to the stop control positions in a predetermined area
of the RAM 105, calculates how many pulses (how many segments) to
be supplied to stop and display the target symbols, supplies the
calculated number of pulses, and then performs stop control.
[0099] When all the reels 24L, 24C and 24R are stopped, a winning
search is performed. In the winning search, first, a symbol table
stored in the ROM 104 and the symbol stop positions stored in the
RAM 105 are checked to discover the stopped manner of the game. The
symbol table corresponds to symbol rows printed on the peripheries
of the reels 24L, 24C and 24R, and associates code numbers
indicating the sequences of symbols from the reference positions
with symbol codes corresponding to the code numbers, serving as
software reel strips. Then, the presence or absence of winning on
the active lines L1, L2A, L2B, L3A and/or L3B is determined by
checking the stopped manner and a winning combination table stored
in the ROM 104. The winning combination table associates winning
combinations with the numbers of coins to be paid out upon winning.
The wining combination table is switched when active winning
combinations or pay amounts are changed for different game states,
for example.
[0100] When determining "winning" in the winning search, the CPU
103 supplies a payout signal to the hopper drive circuit 113 to pay
out a predetermined number of coins from the hopper 114. At that
time, the coin detector 120 counts the number of coins paid out
from the hopper 114 and stops the drive signal to the hopper drive
circuit 113 to stop the coin payout when the counted number reaches
the predetermined number.
[0101] The block diagram of FIG. 4 illustrates the arrangement of
the sub control circuit 201. The sub control circuit 201 controls
peripheries such as the LCDs and the speakers 5L and SR for
providing effects based on game information from the main control
circuit 101 and input signals from the touch panel 28. The function
of the sub control circuit 201 can be realized by the main control
circuit 101, in this case, it is not necessary for the sub control
circuit 201 to be provided.
[0102] The sub control circuit 201 has a sub microcomputer 202 as
the main component and includes an upper display panel image
control circuit 250, a reel display panel image control circuit 251
and a lower display panel image control circuit 252 for driving the
LCDs, a sound generator IC 230 for controlling the sounding of the
speakers 5L and 5R, a power amp 231 as an amplifier, a reel back
lamp control circuit 240, and an electronic shutter control circuit
270 for controlling the shielding of the reel display panel 7.
These control circuits are arranged on a circuit board separate
from that of the main control circuit 101.
[0103] The sub microcomputer 202 includes a sub CPU 203, a sub ROM
204 as a storage means, and a sub RAM 205. The sub control circuit
201 in FIG. 5 includes, like the main control circuit 101, a clock
pulse generator, a divider, a random number generator and a sampler
which are not shown. The sub ROM 204 stores a sequence program for
communications with the main control circuit 101, a display/sound
effect selecting table for selection from among various effects on
the basis of game information received, a sound sequence program,
and the like. The sub RAM 205 is used as work area for executing
these control programs.
[0104] The sub CPU 203 determines which type of effect is to be
provided by the various display/sound effect control circuits based
on commands transmitted from the main control circuit 101, and
transmits the determination to the control circuits.
[0105] The reel back lamp control circuit 240 is used for
controlling image display such as winning displays and winning flag
information.
[0106] The electronic shutter control circuit 270 controls the
transmitting/shielding control of the electronic shutter 22
disposed between the reel LCD 21 and the reels 24L, 24C and 24R,
based on whether a voltage is applied or not. Specified display
areas are shielded based on a determination by the sub
microcomputer 202 to shield the areas on the inside of the reel LCD
21 from the view of the player. During an ST game, a special game
in which information on an appropriate stop order is given
according to a selected stop table, for example, only a reel to be
stopped first is made visible upon the operation of the start lever
13 and the other reels are shielded so as to let the player know
which reel to stop first.
[0107] Image control circuits include a plurality of control
circuits for controlling the LCDs 21, 26 and 27 provided at the
display panels 6, 7 and 18, that is, the upper display panel image
control circuit 250, the reel display panel image control circuit
251 and the lower display panel image control circuit 252. FIG. 5
illustrates a block diagram of the reel display panel image control
circuit 251 as an exemplary block diagram of the image control
circuits. The reel display panel image control circuit 251 controls
images displayed on the reel LCD 21, including an image control CPU
253, an image control ROM 254, an image control RAM 255, an image
ROM 257, a video RAM 258 and an image control IC 256. The image
control CPU 253 receives parameters determined by the sub
microcomputer 202 via an image control circuit IN port 259, and
determines display contents on the reel LCD 21 under an image
control sequence program stored in the image control ROM 254. The
image control ROM 254 stores a sequence program for receiving image
display commands transmitted from the sub microcomputer 202, an
image control sequence program for controlling the image control IC
256 and the like. The image control RAM 255 is used as work area
for executing the image control program.
[0108] The image control IC 256 creates an image according to the
display contents determined at the image control CPU 253, using
graphic data stored in the image ROM 257, temporarily stores the
image in the video RAM 258, and outputs the image to the reel LCD
21 via the image control circuit OUT port 260 in appropriate timing
for display.
[0109] FIG. 6 is the front view of the pachi-slo machine 1,
illustrating especially the upper display panel 6, reel display
panel 7 and lower display panel 18. In this embodiment, every
display panel is provided with an LCD as an electrical display for
displaying various images according to game states. In the reel
display panel 7, symbols on the reels 24L, 24C and 24R are visible
through the reel LCD 21 and the electronic shutter 22. When the
reel LCD 21 and the electronic shutter 22 are controlled to be
transparent, reel symbols are visible to a player. When an image is
displayed on the reel LCD 21 or the electronic shutter 22 is
controlled to be opaque (to be a mask), reel symbols are
invisible.
[0110] The lower display panel 18 has the lower LCD 27 on which the
name of the machine and images according to the theme of the gaming
machine are mainly displayed. In the figure, the name of the
machine "DON-NAVI" is displayed. These images are displayed on the
basis of image data stored in an image ROM of the lower display
panel image control circuit 252 in the sub control circuit 201.
Replacement of the sub control circuit 201 or the lower display
panel image control circuit 252 for different models can eliminate
the need to produce different lower display panels for different
models and the need to attach different lower display panels in the
production process, facilitating the production of various
models.
[0111] The upper display panel 6 has the upper LCD 26 for mainly
displaying a pay table. In this embodiment, pay amount is
changeable by a certain input operation, and the contents of the
pay table are displayed according to changed parameters. The
details will be described below.
[0112] FIG. 8 is an enlarged view of the reels 24L, 24C and 24R.
Reel strips 40L, 40C and 40R of the reels 24L, 24C and 24R are made
of translucent film material, having on their surfaces different
symbols such as "CHERRY" symbols and "7" symbols printed in
light-transmitting colored inks. Remaining areas are masked with a
light blocking ink. Lamp housings 41L, 41C and 41R are provided
behind the reel strips 40L, 40C and 40R to prevent light emitted
from lamps from affecting other symbol areas. Reel back lamps 42L,
42C and 42R are included in the lamp housings 41L, 41C and 41R,
respectively. The reel back lamp control circuit 240 controls the
flashing of the reel back lamps 42L, 42C and 42R based on
parameters determined at the sub microcomputer 202. For example,
the reel back lamps 42L, 42C and 42R behind symbols on a pay line
are caused to flash at the payout of coins, or different flashing
modes are prepared for different internal winning combinations to
display the setting of the respective winning flags, and thereby to
let a player know which winning combination to stop.
[0113] FIG. 9 illustrates the reel strips 40L, 40C and 40R
developed in a plan view. Each reel has twenty-one symbols. The
symbols are given symbol numbers 1 to 21 which are stored in the
ROM 104 in a symbol table. The symbols in symbol rows 40L', 40C'
and 40R' are sequentially displayed in the order of the symbol
numbers (from bottom to top) with the rotation of the reels 24L,
24C and 24R.
[0114] FIG. 10 is a diagram of a pay table showing pay amounts in
association with winning combinations in different game states.
[0115] Internal winning, prize winning and game states will now be
described. Internal winning is a state in which a random number
selected is checked against the winning combination selecting table
in the above-described probability selecting process and determined
as a win, and the winning flag of the corresponding winning
combination is set.
[0116] All winning combinations generally have their respective
winning flags. The winning flags are roughly classified into two
categories by their characteristics. Those of one category is of
winning combinations of relatively small pay amounts called small
winning combinations, which are not transferred to the next game.
Those of the other category is of winning combinations called big
bonus (BB) and regular bonus (RB) which increase probabilities of
internal selection of winning combinations, each of which is not
only effective in a game with the winning flag on but also
transferred until winning occurs to provide payout of a large
amount of coins.
[0117] Small winning combinations include a "CHERRY" winning
combination which gives a prize when stopped on the left reel 24L
active line, a "BELL" winning combination and a "WATERMELON"
winning combination which give a prize when three BELL or
WATERMELON symbols are stopped along an active line, for example.
Bonus winning combinations include a regular bonus and a big bonus.
A regular bonus (RB) occurs by the combination of "BAR-BAR-BAR"
along an active pay line, for example, and provides a first payout
of fifteen coins at the winning. The RB is effective until twelve
one-bet bonus games (called JAC games) are played or eight wins
occur. A big bonus (BB) occurs by the combination of "RED 7-RED
7-RED 7" along an active line, for example, and provides a first
payout of fifteen coins upon winning. During a BB round, a maximum
of thirty games called normal games in which the winning
probabilities of small winning combinations and RB are increased
can be played. During this period, a maximum of three RB games can
be played. RB winning occurs in a normal game by the combination of
"BAR-BAR-BAR," for example. RB winning in a normal game during a BB
round occurs with the combination of "REPLAY-REPLAY-REPLAY." The
winning combination of the REPLAY symbols causes an automatic
insertion of the same number of coins as the coins having inserted,
so that the next game can be played without the insertion of coins.
A single bonus (SB) occurs by the combination of "SWORD 7-SWORD
7-SWORD 7" along an active line, for example, and provides a first
payout of fifteen coins at the winning. Then a JAC game can be
played once. The SB is named with the word "bonus," but permits no
transferring of the winning flag. The winning flag is effective
only in a game such as small winning combination.
[0118] Now game states will be described. Game states are generally
classified into three states according to whether winning flags of
bonus winning combinations are on and off. The three states are: a
normal game state in which no bonus winning combinations have yet
internally selected; a bonus internal winning state in which bonus
internal winning occurs in the probability selecting process but
the bonus winning combinations are not yet formed along an active
line; and a bonus game state in which a bonus winning combination
is formed along an active line during bonus internal winning and a
bonus game is played.
[0119] The bonus internal winning state is further divided into a
BB internal winning state and an RB internal winning state,
according to the kinds of bonuses. The bonus game state is also
divided into a BB game state and an RB game state.
[0120] In addition to the bonus game states, there are game states
which give advantage to a player to get a large amount of
coins.
[0121] For example, a special state called a "C-Type" is known, in
which two SB winning probability tables in a normal game, that is,
a high probability table (e.g., an SB internal winning probability
of 1/2) and a low probability table (e.g., an SB internal winning
probability of 1/20), are prepared. When using the low probability
table, whether to switch to the high probability table is
determined by a selection (generally called a "launch selection").
Conversely, when using the high probability table, whether to
switch to the low probability table is determined by a selection
(generally called a "punk selection"). The number of coins is
gradually increased in use of the high probability table.
[0122] Also, a special state called an "assist time (AT) function"
is known. When several winning combinations which cannot occur at
the same time are provided (e.g., the winning combinations of
"BELL-BELL-RED 7," "BELL-BELL-BLUE 7" and "BELL-BELL-WHITE 7" with
the symbols "RED 7," "BLUE 7" and "WHITE 7" on the right reel
spaced from one another with four or more symbol segments
therebetween), a player does not know which "7" to stop because
they are not given information on the kind of the internal winning
combination in a normal state, and theoretically has a 1/3 chance
of winning after internal winning. In a state called an AT period
in which information on the internal winning type is given, a
player can know which "7" symbol to stop, so that precise
observation push theoretically provides a 100% chance of winning
after internal winning and the number of coins is gradually
increased.
[0123] There is also a special state called a "super time (ST)
function" in which, even if a winning combination is internally
selected and precise observation push are done, a stop control for
preventing formation of a winning combination is performed unless
the winning combination is formed by stopping in a predetermined
order. For example, when six kinds of stop order tables "No. 1" to
"No. 6" are prepared for winning combination "BELL" as shown in
FIG. 11 and "BELL" is internally selected in the probability
selecting process, one of the stop tables is selected for use by a
random number selection or the like. If the stop table of table
"No. 3" is selected in a game, the first press of the center stop
button 15c, the second press of the left stop button 15L and the
third press of the right stop button 15R lead to a win. The other
five stop orders cause stop control to prevent an alignment of BELL
symbols on an active line even when "BELL" is internally
selected.
[0124] Information on a stop order is not given in a normal state,
so that a player only has a 1/6 chance of winning in theory after
internal winning. In a state called an ST period in which
information on a selected stop table is given, in other words,
information on an appropriate stop order is given, a player
theoretically has a 100% chance of winning after internal winning,
and coins are gradually increased. In this embodiment, the pay
amount of the same winning combination differs depending on the
game state. For example, the WATERMELON winning combination
provides a payout of three coins in a normal game state and in a
bonus internal winning state, but provides a payout of fifteen
coins in a normal game in a BB round. The combination
"REPLAY-REPLAY-REPLAY" is a REPLAY winning combination in a normal
game state and in a bonus internal winning state. The combination,
however, becomes an RB winning combination in a normal game in a BB
round, and becomes a symbol winning combination with a payout of
fifteen coins in a JAC game.
[0125] In this embodiment, the above described "ST" is adopted as
an advantageous state for a player, in addition to bonus winning
combinations. When a predetermined condition is met in a normal
game, an ST game is operated. More specifically, upon the internal
winning of the SB winning combination or the BELL winning
combination, stop order information necessary for the formation of
the winning combination is given to a player. Under the internal
winning of the SB winning combination or the BELL winning
combination during the period of this special state, the player
performs stopping operation in the given order without fail and
wins a prize. In this embodiment, a certain input operation can
change the pay amounts of the winning combinations in the basic pay
table shown in FIG. 10.
[0126] FIG. 12 shows the winning combination selecting table for
use in the above-described probability selecting process. A random
number is selected from among the range of "0 to 16383." When the
selected random number is in a winning range associated with a
winning combination, the winning combination is internally
selected. For example, when a random number selected in a game is
"10000," the number is in the winning range of "2299" to "11024" of
the BELL winning combination and the BELL winning combination is
internally selected. When a random number selected in a game is
"15000," the number is in the losing range of "13669 to 16383," and
no winning combination is internally selected and the game is
lost.
[0127] FIG. 13 illustrates tables of game information commands from
the main control circuit 101. In this embodiment, the main control
circuit 1 for controlling winning determination, coin payout and
the like is formed on a separate board from that of the sub control
circuit 201 for controlling the reel LCD 21 and the speakers 5L and
SR. Controls at the sub control circuit 201 require game
information on the winning combination internal winning state and
the stopped states of the reels 24L, 24C and 24R which is processed
at the main control circuit 101. The two circuit boards are
connected by a strait cable for sequential transmission of required
information. Commands transmitted include a "start command"
transmitted at the operation of the start lever 13 by a player, a
"reel stop command" transmitted at a press of the stop button 15L,
15C or 15R for stopping the rotating reel 24L, 24C or 24R, a
"1-game end command" transmitted at the completion of a game, a
"parameter change request command" instructing parameter changes
for changing pay amounts and internal winning probabilities at
power-on of the pachi-slo machine 1, a "key switch off command"
transmitted when a key switch is turned off, and an "initialization
command" for instructing the LCDs to display initial screens.
[0128] FIGS. 14A to 14C illustrate several members constituting the
reel display panel 7. FIG. 14A is a front view of the reel display
panel 7. The reel display panel 7 is a transparent acryl board to
which the touch panel 28 is laminated, serving as a protector
against physical impact from the outside. FIG. 14B is a front view
of the pictorial sheet 20. The pictorial sheet 20 is a transparent
film material on which a picture is printed in translucent inks. In
this embodiment, a picture of a tree is printed at the left of the
sheet 20. FIG. 14C is a front view of the electronic shutter 22.
The electronic shutter 22 is made of a liquid crystal film and
switches between transparent and opaque states, depending on a
voltage applied state. Lamps at the right of the electronic shutter
22 and display areas of seven-segment displays are kept transparent
regardless of the application and non-application of voltage, and
are always visible to a player.
[0129] FIG. 15 is an enlarged view of the reel display panel 7 with
the electronic shutter 22 in a shielding state (under no voltage
application) in its entire area. This display is shown when the
pachi-slo machine 1 is powered off, for example. The reels 24R, 24C
and 24L are hidden behind the electronic shutter 22 and are
invisible to a player. The pictorial sheet 20, which is provided in
front of the electronic shutter 22 (on the side of a player) under
no influence of the controlled state of the electronic shutter 22,
is visible to a player. The lamp indicators and the seven-segment
displays at the right of the reel display panel 7, which are
disposed inward of the electronic shutter 22 in the cabinet, are
visible to a player because the corresponding display areas of the
electronic shutter 22 are always transparent.
[0130] FIGS. 16A to 16C illustrate display screens in an ST game as
a special game state. FIG. 16A illustrates a screen on the reel
display panel 7 displayed before a first stop control when "BELL"
is internally selected in a game and the stop table No. 5 in FIG.
11 is selected, as an example of the image control in an ST game.
In this embodiment, in the display control in an ST game, the
electronic shutter 22 is made transparent only in its display area
of a reel corresponding to a stop button to be pressed and is made
to shield the other display areas to instruct an appropriate
stopping operation. In the stop table No. 5, the right stop button
15R is a button to be pressed first, so that the display areas
except the area of the right reel 24R are shielded to make only the
right reel 24R rotating visible to a player to instruct the player
to press the right stop button 15R. The transparent control herein
means the control of the electronic shutter 22 so that reel symbols
behind becomes visible. As long as reel symbols are visible to a
player, the electronic shutter 22 may be translucent or colored
instead of being completely transparent. Similarly, the shielding
state may include a translucent state to a degree that reel symbols
behind are invisible, in addition to a state in which light is
completely blocked off.
[0131] FIG. 16B illustrates a screen on the reel display panel 7
when the player presses the right stop button 15R in the state of
FIG. 16A. The first press of the right stop button 15R is the
correct stopping operation, so that only the BELL symbol as the
internal winning combination is made visible in the display area of
the right reel 24R which has been visible in its entirety during
rotation in FIG. 16A, and the other display areas are shielded,
thereby to let the player know that it was the correct stopping
operation. The display area of the left reel 24L which has been
shielded in FIG. 16A is made transparent to make the left reel 24L
in rotation visible so as to instruct the player to stop the left
reel 24L.
[0132] FIG. 16C illustrates a screen on the reel display panel 7
when the player presses the left stop button 24L in the state of
FIG. 16A. The second press of the left stop button 24L is the
correct stopping operation, so that only the BELL symbol as the
internal winning combination is made visible in the display area of
the left reel 24L which has been visible in its entirety during
rotation in FIG. 16B and the other display areas are shielded so as
to let the player know that it was the right stopping operation.
The display area of the center reel 24C which has been shielded in
FIG. 16B is made transparent so that the center reel 24C in
rotation is visible, thereby to instruct the player to stop the
center reel 24C.
[0133] FIG. 17A illustrates a screen on the reel display panel 7
when all stopping operations are correctly done in an ST game and a
win occurs. In FIG. 17A, the electronic shutter 22 is made
transparent only at portions of the BELL symbols as the winning
combination to make the BELL symbols on the reels 24L, 24C and 24R
visible, and in alphabet "GET" is displayed on the reel LCD 21 to
let the player know of the winning of a BELL prize.
[0134] FIG. 17B illustrates a screen on the reel display panel 7
when stopping operation is incorrectly done in an ST game and the
game is lost. In FIG. 16B, for example, a screen is shown when,
instead of the left stop button 15L being pressed, the center stop
button 15C is wrongly pressed. A large mark "X" is displayed in the
center of the display to let the player know that it was a wrong
stopping operation.
[0135] The screens provided in FIGS. 17A and 17B are displayed for
a certain period of time. Thereafter, as shown in FIG. 17C, all the
shielded areas are made transparent to terminate the display
control in the game.
[0136] FIGS. 18A to 18C illustrate informational display screens
generated with a predetermined probability after all the reels 24L,
24C and 24R are stopped. In a specific display sequence, first, the
reels 24L, 24C and 24R in rotation are displayed through the
display panel 7 (FIG. 18A). A player then stops all the reels 24L,
24C and 24R by stopping operations (FIG. 18B). After the stopping
of all the reels 24L, 24C and 24R, the electronic shutter 22 is
made in a shielding state. The reels 24L, 24C and 24R which have
been displayed are hidden behind the electronic shutter 22 as shown
in FIG. 18C.
[0137] Then, an informational display based on an internal winning
combination in the game is provided. In this embodiment, the
informational display shows the degree of reliability in the
setting of a bonus winning combination with different degrees of
agreement between the displayed positions of the BELL symbols
displayed on the reel LCD 21 and the stopped positions of the BELL
symbols on the reels 24L, 24C and 24R stopped and displayed. FIG.
21A illustrates an informational display occurrence table. The
informational display occurrence table is referred to when "BB,"
"RB," "WATERMELON" or "SB" is internally selected in the
probability selecting process and a determination of whether or not
to provide an informational display is made. For example, when
"WATERMELON" is internally selected in the game and a random number
for display selection is 15, an informational display occurs. When
the internal wining symbol is "SB" and a random number for display
selection is 15, an informational display does not occur.
[0138] FIG. 21B illustrates a display type selection table. The
display type selection table is referred to to determine the
contents of informational display whose occurrence is determined
with the informational display occurrence table. The display
contents are classified based on the degree of agreement between
BELL symbol stopped positions on the reels 24L, 24C and 24R and
BELL symbol stopped positions on the reel LCD 21. The higher the
degree of agreement is, higher the probability of internal winning
of a bonus winning combination. For example, "ALL" in the column of
the number of BELL images in the figure indicates a complete
agreement between those displayed positions. "Appearance--2"
indicates a disagreement at a maximum of two positions between
those displayed positions. When the internal winning combination is
"SB" and a random number for display selection is 118 in the game,
for example, display of "Appearance--4" is selected. If there are
only two BELL symbols stopped and displayed on the reels 24L, 24C
and 24R, a display manner in which all displayed positions are in
disagreement is selected. If five BELL symbols are displayed, four
displayed positions are shown to be in disagreement and one
displayed position is shown to be in agreement.
[0139] FIGS. 19A and 19B illustrate a specific example of an
informational display manner. FIG. 19A shows a screen displayed
when the reels 24L, 24C and 24R are stopped in a manner shown in
FIG. 18B and one of "Appearance--2," "Appearance--3,"
"Appearance--4," and "Appearance--5" in the display type selecting
table in FIG. 21B is selected. In the reel stopped manner in FIG.
18B, BELL symbols are displayed on the center reel 24C center line
and on the right reel 24R top line. On the reel LCD 21, however,
BELL symbols are displayed on the center reel 24C bottom line and
on the right reel 24R center line. The player can see that the
informational display has low reliability with the disagreement in
the displayed positions.
[0140] FIG. 19B shows a screen displayed when the reels 24L, 24C
and 24R are stopped in a manner shown in FIG. 18B and
"Appearance--1" in the display type selecting table in FIG. 21B is
selected. BELL symbols are displayed on the center reel 24C center
line and on the right reel 24R top line. On the reel LCD 21, BELL
symbols are displayed on the center reel 24C center line and on the
right reel 24R center line. There is a disagreement in the
displayed position on the right reel 24R, but there is an agreement
in the displayed position on the center reel 24C. The player can
see that the informational display has high reliability.
[0141] FIG. 20 illustrates a table for determining BR occurrence
and the number of BR continuations. In this embodiment, whether or
not to generate a BR and the number of BR continuations are
determined by a selection with a certain probability when a given
winning combination is internally selected. In the table, a BR
occurs at the rate of 16/128 when "WATERMELON" is internally
selected, and at 11/128 when "TWO CHERRIES" are internally
selected, and at 25/128 when no winning combination is
selected.
[0142] FIG. 22 illustrates a support menu for a hall assistant to
change or select a payout scheme of the pachi-slo machine 1. A
support menu screen is displayed when the pachi-slo machine 1 is
powered on with a key switch (not shown) provided in a power box in
the pachi-slo machine 1 tuned on. The support menu includes three
modes. In mode 1, pay amounts and internal winning probabilities of
winning combinations are changed, in which a desired scheme is
selected in a payout scheme setting screen to be described below.
In mode 2, pay amounts and probabilities of occurrence of ST games
of winning combinations are changed. In mode 3, six-stage setting
is performed. Each mode is selected by touching its displayed area.
At the completion of setting, "END" is selected to return to a
normal game state.
[0143] FIG. 22B illustrates a password input screen which is
displayed when mode 1 is selected. In mode 1, internal winning
probabilities and pay amounts of winning combinations are changed
to change the payout scheme of the pachi-slo machine 1. Variation
of the payout scheme directly influences the business results of a
pachinko hall. For increased security, an input of a password is
required to proceed to the setting screen. The password specified
is input with an alphabet input means of the touch panel 28
displayed in a lower central portion of the screen. After the input
of the password, an "END" command in the alphabet input means is
entered for verification of the password. When the input is
correct, the setting screen is displayed. To end the input
operation, "RETURN" is selected to return to the support menu
screen.
[0144] FIGS. 23 to 25 illustrate payout scheme setting screens. In
this embodiment, several payout scheme setting screens are
prepared, including different pay amounts and internal winning
probabilities of winning combinations. FIG. 23 illustrates a payout
scheme setting screen A which is displayed after the input of a
password on the password input screen. In the setting screen A, a
standard payout scheme can be selected. In association with winning
combinations listed in the left column of the screen, pay amounts
and internal winning probabilities both in a normal game state and
a normal game state during a BB round are specified. For example,
"WATERMELON" in a normal game state has the internal winning
probability of 141/16384 and the payout of three coins at winning.
A screen switching icon is displayed in an upper central portion of
the screen. Touching the icon switches the display to the next
screen. If it is the screen to be used, a "DECISION" icon located
in a left lower portion of the screen is touched for decision, and
the display is returned to the support menu screen in FIG. 22A.
[0145] FIG. 24 illustrates a payout scheme setting screen B. In the
setting screen B, pay amounts and internal winning probabilities of
small winning combinations in a normal game state are increased
(the internal winning probability of "WATERMELON" in a normal game
state is to 356/16384, and the pay amount is to 15, and the
internal winning probability of "BELL" is to 7688/16384, and the
pay amount is to 6), to enable a longer normal game play. On the
other hand, the internal winning probability of BB is 38/16384 to
reduce the total odds to a certain value.
[0146] FIG. 25 illustrates a payout scheme setting screen C. In the
setting screen C, the internal winning probability of "BELL" in a
normal game is increased to lengthen game play. On the other hand,
the number of available RB games in a BB round is reduced from 3 to
2 to reduce the total odds to a certain value.
[0147] As described above, the selection of one of the several
prepared payout scheme setting screens allows the change of the
game characteristics. It may be possible to make data values in the
payout scheme setting screens changeable for fine adjustments of
the game characteristics.
[0148] FIGS. 26A and 26B illustrate pay tables to be displayed on
the upper display panel 6. In this embodiment, as described above,
the pay amounts and internal winning probabilities of winning
combination are changeable. Display of the pay tables is controlled
based on parameters determined. FIG. 26A illustrates a pay table to
be displayed when the contents of the payout scheme setting screen
A shown in FIG. 23 are selected.
[0149] FIG. 26B illustrates a pay table to be displayed when the
contents of the payout scheme setting screen B shown in FIG. 24 are
selected. In comparison with the pay table shown in FIG. 26A, the
pay amount of "WATERMELON" in a normal game is changed from "3" to
"15" and the pay amount of "CHERRY" is from "1" to "2."
[0150] Now the control operation of the main control circuit 101
and the CPU 103 will be described with reference to main processing
shown in FIGS. 27 to 29.
[0151] First, in advance of a game start, the CPU 103 executes
initialization (step [hereinafter abbreviated as S] 501). In the
initialization, the above-described support menu screen is opened
for changing pay amounts and internal winning probabilities before
activating the pachi-slo machine 1. The details will be described
below.
[0152] Then, the CPU 103 determines whether an automatic coin
insertion request is made, that is, whether a replay is won in the
previous game or not (S502). When the answer is "YES," the number
of coins according to the insertion request are automatically
inserted (S503), and the process proceeds to S505. When the answer
is "NO" in S502, it is determined whether new insertion of coins is
made, that is, whether there is an input from the inserted coin
sensor 117 caused by a player's insertion of coins into the coin
slot 11, or whether there is an input caused by the operation of
one of the BET switches 8, 9 and 10 or not (S504). When the answer
is "YES," the process proceeds to S505. When the answer is "NO,"
monitoring of an input signal is continued until a BET operation is
performed.
[0153] Then, the CPU 103 determines whether there is an input
caused by the operation of the start lever 13 or not (S505). When
the answer is "YES," the process proceeds to S506. When the answer
is "NO," monitoring of an input signal is continued until the start
lever 13 is operated.
[0154] Then, the probability selecting process is performed (S506).
In the probability selecting process, first a random number for
selection is selected from among the range of "0 to 16383" by use
of the random number generator 108 and the sampler 109. Then, using
the winning combination selecting table (see FIG. 12) in which
winning random number ranges (winning ranges) are determined
according to game states and the number of inserted medals, it is
determined which winning range the selected random number is in and
the corresponding internal winning combination (winning flag) is
determined.
[0155] Then, a WIN lamp lighting process is executed (S507). In the
WIN lamp lighting process, it is determined whether or not to light
the WIN lamp 32 which is adapted to be lighted with a certain
probability when a bonus winning combination is internally
selected.
[0156] Then, game information at the start of a game is transmitted
from the main control circuit 101 to the sub control circuit 201
(S508). Commands transmitted include, as shown in "start commands"
of game information commands in FIG. 13, a winning flag determined
in the probability selecting process, a game state at that time and
a stop table number determined according to the winning flag.
[0157] Then, it is determined whether or not a 1-game watchdog
timer which has been set in the previous game counts to a specified
time, e.g., 4.1 sec. (S509). When the answer is "YES," a 1-game
watchdog timer for the next game is set (S511). When the answer is
"NO," after waiting a lapse of the rest of the specified time
(S510), a 1-game watchdog timer for the next game is set
(S511).
[0158] Then, the CPU 103 controls the motor drive circuit 111 to
rotate the reels 24L, 24C and 24R (reel rotating process) (S512).
In the reel rotating process, the reels 24L, 24C and 24R are
accelerated from stopped states to a certain speed at which a
constant-speed rotating process is executed. Under the
constant-speed rotation, the stop buttons 15L, 15C and 15R are
activated to be able to stop the reels 24L, 24C and 24R.
[0159] Then, the CPU 103 determines whether one of the stop buttons
15L, 15C and 15R is pressed (turned on) or not, that is, the
presence or absence of a stop signal transmitted from the reel stop
signal circuit 118 when one of the stop buttons 15L, 15C and 15R is
pressed by a player (S513). When the answer is "YES," the process
proceeds to S515. When the answer is "NO," the process returns to
S514. In S514, it is determined whether the value of an automatic
stop timer is "0" or not. Automatic stop means a process of
automatically stopping the reels 24L, 24C and 24R rotating without
the operation of the stop buttons 15L, 15C and 15R after a lapse of
a certain period of time (e.g., 40 sec.) since a reel rotation
start. When the answer is "YES," that is, when the automatic stop
timer is "0," the process proceeds to S515 to automatically stop
the reels 24L, 24C and 24R. When the answer is "NO," the process
proceeds to S513 to continuously monitor reception of a stopping
operation.
[0160] In S515, the CPU 103 executes a "segmental shift
determination process." In the "segmental shift determination
process," the number of symbol segments by which a reel
corresponding to a pressed stop button is rotated before stopping
is determined. The expression "segmental shift" means the number of
symbols (the number of segments) by which the reels 24L, 24C and
24R are rotated before stopped (the actually stopped positions are
referred to as "stopped positions") from the symbol positions
(which are referred to as "stopping operation positions") displayed
in display windows 43L, 43C and 43R when the stop buttons 15L, 15C
and 15R are pressed.
[0161] Then, the CPU 103 controls the motor driving circuit 111 to
stop a reel corresponding to a pressed stop button after rotation
by a determined number of segmental shifts (S516).
[0162] Then, the CPU 103 transmits a "reel stop command" indicating
the stop of the reel to the sub control circuit 201 (S517). The
reel stop command includes, as shown in the "reel stop commands" in
the game information commands in FIG. 13, a stopping order status
(the how-manieth press the press is) and a stopped reel status
(which reel is stopped).
[0163] Then, the CPU 103 determines whether all the reels 24L, 24C
and 24R are stopped or not (S518). When the answer is "YES," the
process proceeds to S519. When the answer is "NO," the process
returns to S513 because there remains a rotating reel(s).
[0164] Then, the CPU 103 executes a winning search (S519). In the
winning search, it is determined whether or not the symbol stopped
manner corresponds to a win. When the answer is "YES," the winning
flag of the corresponding winning combination is stored in the RAM
105. More specifically, the code numbers of symbols on the center
line L1 are checked against the winning combination selecting table
stored in the ROM 104 for determination.
[0165] It is checked whether the prize flag agrees with the winning
flag to determine whether the win is normal or not (S520). When the
answer is "NO," an illegal error is displayed and the execution of
the game program is terminated. When the answer is "YES" in S250,
the payout of coins is performed in accordance with the kind of the
verified winning combination and the game state (S522).
[0166] When the game state is changed at the end of the game, the
transition process is executed (S523). The process is executed when
a final prize in a bonus game is won, or a bonus is internally
selected in a game, or the combination of "7-7-7" is stopped on an
active line and a bonus game is started.
[0167] The kind of the verified winning combination, the game state
and the like are transmitted to the sub control circuit 201 as a
"1-game termination commands" shown in the game information command
table in FIG. 13 (S524).
[0168] FIG. 30 illustrates a flowchart of initialization. First,
the CPU 103 entirely clears the RAM 105 (S530) and then determines
whether a key switch is on or not (S531). The key switch is used
for determining whether to perform a parameter changing process for
changing pay amounts or changing internal winning probabilities.
When the power is turned on with the key switch turned off, the sub
control circuit 201 executes the parameter changing process. When
the power is turned on with the key switch turned off, the
parameter changing process is not performed and initialization at
the start of a game is performed. When the answer is "YES," a
parameter update request command is transmitted to the sub control
circuit 201 for executing the parameter changing process (S532).
Then, it is determined whether the key switch is turned off or not
(S533). When the answer is "NO," an initialization command is
transmitted (S537) to return to the main processing. When the
answer is "YES," a key switch off command is transmitted to the sub
control circuit 201 (S534) to finish the parameter changing
process. When the answer is "NO," the process skips to S534. Then,
it is determined whether or not a parameter changing completion
command indicating the completion of the parameter changing process
at the sub control circuit 201 is received (S535). When the answer
is "YES," rewiring of pay amounts or winning probabilities is
executed based on the contents of the received command (S536). An
initialization command is transmitted (S537) to return to the main
flow. When the answer is "NO," a command reception is monitored in
S535 because update is still performed.
[0169] Now the control operation of the sub CPU 203 in the sub
control circuit 201 will be described.
[0170] FIG. 31 is a flowchart of interrupt process 1. The interrupt
process 1 is executed every 3 ms. to store commands transmitted
from the main control circuit 101 in the sub RAM 205.
[0171] First, the sub CPU 203 checks an input buffer (S600) to
determine whether there is an input signal in the input buffer
(S601). When the answer is "NO," the process is terminated. When
the answer is "YES," a reception flag is tuned on (S602) and the
contents of the received command are set in the RAM 205 (S603) to
finish the process. Then, the received command is checked to
determine whether the received command is an initialization command
or not (S604). When the answer is "YES," a used payout scheme
setting and image data based on the scheme are checked (S605) to
display images on the LCDs (S606) and the process is terminated.
When the answer is "NO," the process is terminated.
[0172] FIG. 32 is a flowchart of the main processing in the sub
control circuit 201. First, the sub CPU 203 checks a reception flag
in the sub RAM 205 to determine whether or not a parameter change
request command is transmitted from the main control circuit 101
(S620). When the answer is "YES," the parameter changing process is
executed (S621), and the process proceeds to S622. When the answer
is "NO," S621 is skipped. In the parameter changing process, pay
amounts and probabilities can be changed. The details will be
described below.
[0173] Then, it is determined whether or not a start command is
received (S622). When the answer is "YES," a starting display
control process is executed (S622). In the starting display control
process, a BR control process is performed during a BR. The details
will be described below.
[0174] Then, it is determined whether or not a reel stop command is
received (S624). When the answer is "NO," the process skips S625
and proceeds to S626. When the answer is "YES," a display control
process at a reel stop is executed (S625). The display control
process at a reel stop includes a BR occurrence determining
process, a stop order instruction in a BR and displaying according
to the degree of agreement between the contents of information and
an actual stopping operation. The details will be described
below.
[0175] Then, it is determined whether a 1-game termination command
is received or not (S626). When the answer is "NO," the process
skips S627 and returns to S620 to repeat the same processing. When
the answer is "YES," a display control process at the end of a game
is executed (S627). The display control process at the end of a
game includes an informational display process and a process of
updating the number of BR continuations when the game is in a BR
round at that time. The details will be described below.
[0176] After the completion of S627, the process returns to S620 to
repeat the same processing. In this manner, the main processing in
the sub control circuit 201 includes separate displaying processes
repeatedly executed on the basis of commands transmitted from the
main control circuit 101.
[0177] FIG. 33 is a flowchart of the parameter changing process.
First, the CPU 103 displays the support menu screen in FIG. 22A
(S540). The support menu includes three modes to select one of the
modes. The sub CPU 203 determines whether mode 1 is selected or not
(S541). When the answer is "YES," a payout/probability changing
process is executed (S542), and the process proceeds to S547. When
the answer is "NO," it is determined whether mode 2 is selected or
not (S543). When the answer is "YES," an ST occurrence probability
changing process is performed (S544), and the process proceeds to
S547. When the answer is "NO," it is determined whether mode 3 is
selected or not (S545). When the answer is "YES," a setting
changing process is performed (S546), and the process proceeds to
S547. When the answer is "NO," no processing in any mode is
executed, and the process proceeds to S547.
[0178] Then, it is determined whether or not the key switch is
turned off, that is, whether or not a key switch off command is
received from the main control circuit 101 (S547). When the answer
is "YES," the pay amount data and probability data stored at that
time are transmitted as a parameter change completion command to
the main control circuit 101 (S548). The process quits the support
menu and returns to initialization. When the answer is "NO," the
process returns to S540 to repeat the same processing until a
selection of any mode or an operation of the key switch is
entered.
[0179] FIG. 35 is a flowchart of the payout/probability changing
process. First, the CPU 103 displays the password input screen in
FIG. 22B (S550). Then, it is determined whether or not there is an
input of alphabets using the pseudo-keyboard displayed on the
screen (S551). When the answer is "YES," the input alphabets are
displayed on an input alphabet display area in FIG. 22B (turned,
however) (S552), and the process returns to S551. When the answer
is "NO," it is determined whether or not a key "CORRECT" in a right
lower portion of the pseudo-keyboard is operated (S553). When the
answer is "YES," the previously input alphabets are deleted (S554),
and the process returns to S551.
[0180] When the answer is "NO" in S553, it is determined whether or
not a key "END" in a right lower portion of the pseudo-keyboard is
operated (S555). When the answer is "YES," it is determined whether
or not the input and determined password is the correct password
(S556). When the answer is "YES, an input process is executed
(S557). When the answer is "NO" in S556, a wrong password is input.
The fact that the password is inappropriate is displayed (S559),
and the process returns to S550 to prompt for reentry of a
password.
[0181] When the answer is "NO" in S555, it is determined whether or
not a key "RETURN" in a right lower portion of the password input
screen in FIG. 22B is operated (S558). When the answer is "YES,"
the process returns to S540, the starting step of the parameter
changing process. When the answer is "NO," the process returns to
S550.
[0182] FIG. 37 is a flowchart of the input process. First, the CPU
103 displays the payout scheme setting screen A in FIG. 23 as an
initialization screen (S560). Then, it is determined whether or not
a screen switching button above the payout scheme setting screen is
operated (S561). When the answer is "YES," a payout scheme setting
screen according to the input operation is displayed (S562), and
the process returns to S561. When the answer is "NO," it is
determined whether or not a decision button displayed in a left
lower portion of the payout scheme setting screen is pressed
(S563). When the answer is "YES," the payout scheme displayed at
that time is stored and retained (S564), and the process returns to
the payout/probability changing process. When the answer is "NO,"
the process returns to S561 to wait for the next input.
[0183] FIG. 38 is a flowchart of the starting display control
process. First, the sub CPU 203 executes the BR occurrence
determining process (S660). In the BR occurrence determining
process, it is determined whether or not to generate a battle rush
as a special game. The details will be described below. Then, a BR
execution process is executed (S680). In the BR execution process,
stop order information is given during a BR. The details will be
described below.
[0184] FIG. 39 is a flowchart of the BR occurrence determining
process. First, the sub CPU 203 checks a BR flag stored in the sub
RAM 205 to determine whether a BR game is played or not at that
time (S661). When the answer is "YES," the process returns to the
starting display control process. When the answer is "NO," the
table for determining BR occurrence and the number of BR
continuations in FIG. 20 is referred to to determine whether any
number of BR continuations is selected or not (S662, 663). When the
answer is "NO" (losing), the process returns to the starting
display control process. When the answer is "YES," the BR flag in
the sub RAM 205 is turned on to set the number of continuations
selected in the BR continuation selection (S664). A BR occurrence
display is provided (S665), and the process returns to the starting
display control process.
[0185] FIG. 40 is a flowchart of the BR execution process. First,
the sub CPU 203 checks the BR flag and a BR save flag in the sub
RAM 205 to determine whether or not a BR is played at that time or
a BR is suspended with the occurrence of a bonus game during the BR
(S681). When the answer is "NO," a BR is not played and the process
returns to the starting display control process. When the answer is
"YES," a reception flag in the sub RAM 205 is checked to determine
whether a bonus winning combination is internally selected or not
(S682). When the answer is "YES," the BR is suspended and the BR
flag in the sub RAM 205 is turned off and the BR save flag is
turned on (S683) to play the bonus game. The process returns to the
starting display control process.
[0186] When the answer is "NO" in S682 and the BR is saved, the BR
save flag in the sub RAM 205 is turned off and the BR flag is
turned on to restart the BR (S684). Then, to check whether the BR
has been continued predetermined times, the number of the BR
continuations in the sub RAM 205 is checked to determine whether
the number of continuations becomes 0 or not (S685). When the
answer is "YES," the BR should be ended. The BR flag is turned off
(S686) and the process returns to the starting display control
process.
[0187] When the answer is "NO," the BR game has not been played a
specified number of times. The reception flag in the sub RAM 205 is
checked to determine whether or not "BELL" or "SB" is internally
selected or not in the game (S687). When the answer is "YES," a
selected stop table type stored in the reception flag in the sub
RAM 205 is referred to to instruct an appropriate stop order
(S688), and the process returns to the starting display control
process. When the answer is "NO," no information is given and the
process returns to the starting display control process.
[0188] Now, a display control process with the stop buttons 15L,
15C and 15R operated in a BR will be described. FIG. 41 is a
flowchart of a display control process at a reel stop. First, the
sub CPU 203 checks the BR flag in the sub RAM 205 to determine
whether a BR is played or not at that time (S700). When the answer
is "NO," the process returns to the sub main processing. When the
answer is "YES," a stop command in the reception flag in the sub
RAM 205 is checked to compare stop order data and stopped reel data
against a used table number data to determine whether or not the
press order is the correct order specified in the stop table
(S701). When the answer is "YES," the fact that the press order is
correct (S702) is displayed. When the answer is "NO," the fact that
the press order is wrong (S703) is displayed and the process
returns to the sub main flow.
[0189] Now a display control process executed after all the reels
24L, 24C and 24R are stopped will be described. FIG. 42 is a
flowchart of a display control process at the end of a game. First,
the sub CPU 203 executes an informational display occurrence
process to determine whether or not to generate an informational
display of an internal winning combination (S720). If the game
state at that time is a BR, a parameter update process for updating
related parameters is executed (S740). When the generation of
informational display is determined in the informational display
occurrence process, the display control is executed (S760), and the
process returns to the sub main process.
[0190] FIG. 43 is a flowchart of the informational display
occurrence process. First, the sub CPU 203 checks the reception
flag in the sub RAM 205 to determine whether or not the game state
at that time is a normal game state (S721). When the answer is
"YES," the informational display occurrence table in FIG. 21A is
referred to to execute an informational display occurrence
determination (S722). Then, it is determined whether there is a win
or not (S723). When the answer is "YES," the display type selection
table in FIG. 21B is referred to to execute a display mode
determination process for determining the mode of informational
display (S724). The process returns to the display control process
at the end of a game. When the answer is "NO," the process returns
to the display control process at the end of a game.
[0191] FIG. 44 is a flowchart of the parameter update process.
First, the sub CPU 203 checks the 1-game termination command in the
reception flag stored in the sub RAM 205 to determine whether or
not the game state at that time is a bonus game (S741). When the
answer is "YES, the game is not in a BR, and the process returns to
the display control process at the end of a game. When the answer
is "NO," the BR flag stored in the sub RAM 205 is checked to
determine whether or not a BR game is played at that time (S742).
When the answer is "NO," the process returns to the display control
process at the end of a game. When the answer is "YES," the value
of a BR continuation counter in the sub RAM 205 is reduced (S743)
and the process returns to the display control process at the end
of a game.
[0192] The present embodiment has been described with the ST period
as an advantageous state for a player. Instead, the above-described
AT may be used, or winning flags of other specific winning
combination may be set or internal winning probabilities of winning
combination may be increased for providing an advantageous state to
a player.
[0193] In addition to the slot machine in the above-described
embodiment, the present invention is also applicable to pachinko
machines and arcade game machines with electrical displays, and
also to home video game machines which simulate the above-described
functions by software.
[0194] The present invention is not restricted to the slot machine
described above in which the reels stop by the stop button 15L
through 15R being operated by the player. That is, the present
invention is applicable to a slot machine for a casino in which the
reels stop automatically after being rotated for a prescribed
period of time. While the slot machine adopting mechanical reels is
explained in this embodiment, the present invention can also be
applied to a video-type slot machine.
[0195] The present invention is not restricted to the slot machine
described above in which coins, medals and the like are used as
gaming media. The present invention is also applicable to a gaming
machine in which tokens or cards are used as the gaming media.
[0196] Additional advantages and modifications will readily occur
to those skilled in the art. Therefore, the invention in its
broader aspects is not limited to the specific details and the
representative embodiment shown and described herein. Accordingly,
various modifications may be made without departing from the spirit
or scope of the general inventive concept as defined by the
appended claims and their equivalents.
* * * * *