U.S. patent application number 10/697946 was filed with the patent office on 2004-10-21 for gaming machine.
Invention is credited to Okada, Kazuo.
Application Number | 20040209672 10/697946 |
Document ID | / |
Family ID | 32023234 |
Filed Date | 2004-10-21 |
United States Patent
Application |
20040209672 |
Kind Code |
A1 |
Okada, Kazuo |
October 21, 2004 |
Gaming machine
Abstract
A gaming machine includes: variable display means for variably
displaying a plurality of symbols; internal winning combination
determination means for determining an internal winning
combination; a plurality of operation means for a player to stop a
variable display of the variable display means; stop control means
for performing stop control of the variable display based on the
determination result of the internal winning combination
determination means and operating the operation means; game medium
payout means for paying out game play media to the player if the
stop state of the variable display means stopped by the stop
control means is a predetermined stop state; and front display
means being provided in front of the variable display means for
enabling the player to see symbols on the variable display means
through the front display means. The front display means is movably
arranged.
Inventors: |
Okada, Kazuo; (Tokyo,
JP) |
Correspondence
Address: |
RADER FISHMAN & GRAUER PLLC
LION BUILDING
1233 20TH STREET N.W., SUITE 501
WASHINGTON
DC
20036
US
|
Family ID: |
32023234 |
Appl. No.: |
10/697946 |
Filed: |
October 31, 2003 |
Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/3211
20130101 |
Class at
Publication: |
463/020 |
International
Class: |
A63F 009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Aug 21, 2002 |
JP |
2002-240447 |
Claims
What is claimed is:
1. A gaming machine comprising: variable display means for variably
displaying a plurality of symbols; internal winning combination
determination means configured to determine an internal winning
combination; a plurality of operation means with which a player
stops the variable display of the variable display means; stop
control means configured to perform a stop control of the variable
display based on the determination result of the internal winning
combination determination means and on a stop operation of each of
the operation means; game medium payout means configured to pay out
a game medium to the player in a case where a stop state of the
variable display means stopped by the stop control means
corresponds to a predetermined stop state; and front display means
provided in front of the variable display means and configured to
enable the player to see the symbols on the variable display means
therethrough, and to display various images, wherein the front
display means is movably arranged.
2. The gaming machine as claimed in claim 1, wherein the front
display means is movably arranged in a back and forth direction
with respect to the variable display means.
3. The gaming machine as claimed in claim 1, wherein the front
display means is movably arranged in an up and down direction with
respect to the variable display means.
4. The gaming machine as claimed in claim 1, wherein the front
display means is movably arranged between a position where the
player is able to visually recognize the front display means and a
position where the player is unable to visually recognize the front
display means.
Description
BACKGROUND OF THE INVENTION
[0001] 1. Field of the Invention
[0002] The present invention relates to a gaming machine such as a
slot machine or a Japanese pinball machine (a so-called "pachinko
machine", which will be simply referred to as "pinball machine")
including a variable display means for variably displaying symbols
provided for playing a game and control means such as a
microcomputer for controlling the variable display.
[0003] 2. Description of the Related Art
[0004] Hitherto, as a conventional gaming machine of the above
described type, for example, a slot machine including stopping
means has been known (a so-called "pinball slot machine" or a
so-called "Pachi-Slot machine" in Japan). FIG. 38 shows a
conventional pinball slot machine X.
[0005] The pinball slot machine X has a variable display means
having the configuration wherein three rotation reels 104 to 106
for producing variable display of a plurality of symbols are
disposed in display windows 101 to 103 provided in a front panel
100 and reel stop buttons 107 to 109 for stopping the rotation
reels 104 to 106 are provided. When a predetermined symbol
combination becomes complete through the variable display means,
the player gains a prize.
[0006] Printed on the front of the front panel 100 are a one-medal
pay line 111 at the middle stage which becomes activated with one
medal inserted, two two-medal pay lines 112a an 112b which become
activated with two medals inserted, and two three-medal pay lines
113a an 113b which become activated with three medals inserted for
nine symbols (three columns X three rows) displayed through the
display windows 101 to 103. In the figure, numeral 114 denotes a
game medium (medal, coin, or the like) slot and numeral 115 denotes
a start lever for starting a game. In addition to the
above-described variable display means having the mechanical
configuration using the rotation reels 104 to 106, a variable
display means having a screen such as a liquid crystal screen on
which variable display of symbols can be produced is also
available.
[0007] As a gaming method, first, playing a game is started as the
player inserts game medium into the game medium slot 114. As the
player handles the start lever 115, control means controls the
variable display means for rotating the reels 104 to 106, thereby
producing variable display of symbols.
[0008] For the symbols variably displayed, the rotating reels 104
to 106 are stopped in order automatically in a given time or as the
player operates the reel stop buttons 107 to 109. At this time, if
the symbols on the reels 104 to 106 appearing in the display
windows 101 to 103 become a specific combination (winning symbol
combination), game play media are paid out to the player as the
prize of the win.
[0009] The pinball slot machine X has different winning states.
Particularly, in some pinball slot machines, when the winning game
of a predetermined winning combination is complete, the player is
placed in a game state in which the player is given a better
condition than the usual state for a predetermined time period in
addition to paying out a predetermined number of medals. Such
winning combinations include a winning combination for allowing the
player to play a predetermined number of games giving a relatively
large prize to the player, which will be hereinafter referred to as
big bonus (BB), and a winning combination for allowing the player
to play a predetermined number of games giving a relatively small
prize to the player, which will be hereinafter referred to as
regular bonus (RB).
[0010] In the pinball slot machine X, internal lottery processing
(simply, internal lottery) is performed and the symbol combination
stopped and displayed along the line of the pay lines 111 to 113
made activated, which will be hereinafter referred to as activated
line, is determined based on the lottery result and the stop
operation timing of the reel stop buttons 107 to 109 by the player.
That is, to complete a winning game for paying out medals or coins
to the player, it is required that the winning combination be won
according to the internal lottery processing, which will be
hereinafter referred to as internal winning, and that the player
perform stop operation at the timing at which the symbol
combination indicating completion of the winging game of the
winning combination gaining the internal winning, which will be
hereinafter referred to as internal winning combination, can be
stopped on the activated line.
[0011] That is, even if the internal winning is accepted, if the
player cannot perform the stop operation at the good timing, the
player cannot complete the winning game. Thus, the gaming machines
requiring that the player have a technique for performing the stop
operation at the good timing (the relative importance of
intervention of the technique called "observation push" is high)
are mainstream at present.
[0012] In such gaming machines, recently, various techniques for
designing the front panel 100 and displaying the pay lines 111 to
113 and symbols have been proposed to enhance the game amusement
and easily determine a winning game.
[0013] For example, in a gaming machine described in
JP-A-2000-350805, an optically transparent information display
panel including a matrix display means that can display a dot
pattern with a plurality of rows and a plurality of columns of dots
is provided at the rear of a front panel or in the proximity of the
rear of the front panel and moreover the information display panel
is implemented as a transparent EL (electroluminescent) panel for
displaying optically transparent characters and symbols in dot
patterns.
SUMMARY OF THE INVENTION
[0014] In the gaming machine disclosed in JP-A-2000-350805, which
includes the information display panel, it is made possible to
produce extensive display containing an effect image. However,
because of the optically transparent panel, the symbols on the
reels are always seen through the dot patterns and incomplete
display of the effortful effect image and the symbols on the reels
easily results; sharp contrast is not provided between the effect
image and the symbols on the reels is always transparent-displayed
and it is feared that the player may get tired of playing games on
the gaming machine.
[0015] It is therefore an object of the invention to provide a
gaming machine for providing sharp contrast between symbols on
reels and an effect image displayed on front display means placed
in front of the reels as the front display means is moved.
[0016] According to the invention, there is provided a gaming
machine including: variable display means for variably displaying a
plurality of symbols; internal winning combination determination
means configured to determine an internal winning combination; a
plurality of operation means with which a player stops the variable
display of the variable display means; stop control means
configured to perform a stop control of the variable display based
on the determination result of the internal winning combination
determination means and on a stop operation of each of the
operation means; game medium payout means configured to pay out a
game medium to the player in a case where a stop state of the
variable display means stopped by the stop control means
corresponds to a predetermined stop state; and front display means
provided in front of the variable display means and configured to
enable the player to see the symbols on the variable display means
therethrough, and to display various images, wherein the front
display means is movably arranged.
[0017] The front display means may be able to be moved in the back
and forth direction with respect to the variable display means.
[0018] The front display means may be able to be moved in the up
and down direction with respect to the variable display means.
[0019] The front display means may be able to be switched between a
position where the player is able to visually recognize the front
display means and a position where the player is unable to visually
recognize the front display means.
BRIEF DESCRIPTION OF THE DRAWINGS
[0020] In the accompanying drawings:
[0021] FIG. 1 is a perspective view to show the appearance of a
slot machine according to an embodiment of the invention;
[0022] FIG. 2 is a front view to show the appearance of the slot
machine according to the embodiment of the invention;
[0023] FIG. 3 is a block diagram to show the configuration of an
electric circuit of the slot machine according to the embodiment of
the invention;
[0024] FIG. 4 is a block diagram to show the configuration of a
sub-control circuit of the slot machine according to the embodiment
of the invention;
[0025] FIG. 5 is a drawing to show symbol rows arranged on
reels;
[0026] FIG. 6 is a drawing to show winning combinations and numbers
of payout medals corresponding to winning symbol combinations;
[0027] FIG. 7 is a drawing to show an example of a ceiling
indication meter;
[0028] FIGS. 8A through 8C are drawings to show an example of
images for notifying the player of stop order;
[0029] FIGS. 9A and 9B are drawings to show probability lottery
tables;
[0030] FIG. 10 is a drawing to show a stop control table number
selection table;
[0031] FIG. 11 is a drawing to show the relationship between the
stop button push order and completion/incompletion of winning game
for each stop table number;
[0032] FIG. 12 is a drawing to show an example of a stop control
table;
[0033] FIG. 13 is a drawing to show an example of a stop control
table;
[0034] FIG. 14 is a drawing to show an example of a stop control
table;
[0035] FIG. 15A is a drawing to show a ceiling-number-of-AT-times
selection table and FIG. 15B is a drawing to show an AT activation
lottery table;
[0036] FIG. 16A is a drawing to show a ceiling activation value
selection table and FIG. 16B is a drawing to show a ceiling meter
shift selection table;
[0037] FIG. 17 is a drawing to show examples of commands
transmitted from a main control circuit to the sub-control
circuit;
[0038] FIG. 18 is a drawing to show examples of commands
transmitted from the main control circuit to the sub-control
circuit;
[0039] FIG. 19 is a flowchart to show processing of the main
control circuit;
[0040] FIG. 20 is a flowchart to show processing of the main
control circuit;
[0041] FIG. 21 is a flowchart to show processing of the main
control circuit;
[0042] FIG. 22 is a flowchart to show processing of the main
control circuit;
[0043] FIG. 23 is a flowchart to show processing of the main
control circuit;
[0044] FIG. 24 is a flowchart to show processing of the main
control circuit;
[0045] FIG. 25 is a flowchart to show stop control table selection
processing;
[0046] FIG. 26 is a flowchart to show processing of the sub-control
circuit;
[0047] FIG. 27 is a flowchart to show processing of the sub-control
circuit;
[0048] FIGS. 28A through 28D are flowcharts to show
number-of-inserted-medals update processing, number-of-bet-medals
update processing, total-number-of-bet-medals update processing,
and the total-number-of-payout-medals update processing;
[0049] FIG. 29 is a flowchart to show ceiling meter indication
processing;
[0050] FIG. 30 is a flowchart to show ceiling AT activation check
processing;
[0051] FIG. 31 is a flowchart to show ceiling activation value
selection processing;
[0052] FIG. 32 is a flowchart to show AT execution processing;
[0053] FIG. 33 is a flowchart to show push order notification
processing;
[0054] FIG. 34 is a flowchart to show AT activation lottery
processing;
[0055] FIG. 35 is a schematic representation to show the
disposition state of a panel display means;
[0056] FIG. 36 is a schematic representation of the panel display
means;
[0057] FIG. 37 is a schematic representation to show the
disposition state of another panel display means; and
[0058] FIG. 38 is a schematic representation to show an example of
a gaming machine in a related art.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0059] A gaming machine of the invention has variable display means
for producing variable display of a plurality of symbols, front
display means being provided in front of the variable display means
for enabling the player to see symbols on the variable display
means through the front display means, internal winning combination
determination means for determining an internal winning
combination, a plurality of operation means for the player to stop
the variable display of the variable display means, stop control
means for performing stop control of the variable display operation
of the variable display means based on the determination result of
the internal winning combination determination means and operation
input to the operation means, and game medium payout means for
paying out game play media to the player if the stop state of the
variable display means stopped by the stop control means is a
predetermined stop state, wherein the front display means can be
moved.
[0060] By moving the front display means, sharp contrast can be
provided between the effect produced by the variable display means
and the effect produced by the front display means. For example,
when the effect is produced by the variable display means, the
front display means is moved to a position where the player cannot
visually recognize the front display means, so that player's
interest can be excited in the effect produced by the variable
display means. When the effect is produced by the front display
means, the front display means can be moved to the ahead position
of the variable display means for exciting player's interest in the
effect produced by combining the effect produced by the front
display means and the effect produced by the variable display
means. Moreover, when the effect is produced by combining the
effect produced by the front display means and the effect produced
by the variable display means, the front display means can also be
moved up and down, from side to side, or back and forth, whereby
change can be given to the effect and player's interest can be
still more excited in the effect.
[0061] Particularly, if the front display means is moved forward
relative to the variable display means (if the front display means
and the variable display means are brought away from each other),
the player can select the effect produced by the front display
means or the effect produced by the variable display means for
visually checking the effect with the accent put on the effect
produced by either means, whereby the player can be made to enjoy
the effect produced by either means with the accent put thereon. On
the other hand, if the front display means is moved backward
relative to the variable display means (if the front display means
and the variable display means are brought close to each other),
the player can visually check the effect produced by the front
display means and the effect produced by the variable display means
at the same time, whereby the player can be made to enjoy the
effect produced by combining the effects of both of the means.
[0062] If the front display means is moved in the up and down
direction relative to the variable display means, the superposition
state of the effect produced by the front display means and the
effect produced by the variable display means changes and change
can be given to the effect produced by combining the effects of
both of the means, making the player enjoy the effect.
[0063] If the front display means is moved to a position where the
player can visibly recognize the front display means, the player
can visually check the effect produced by the front display means
and the effect produced by the variable display means at the same
time, and can be made to enjoy the effect produced by combining the
effects of both of the means. On the other hand, if the front
display means is moved to a position where the player cannot
visibly recognize the front display means, the effect produced by
the variable display means becomes easy to see and the player can
be made to enjoy the effect produced by the variable display
means.
[0064] A gaming machine according to an embodiment of the invention
will be discussed more specifically with reference to the
accompanying drawings.
[0065] FIG. 1 is a perspective view to show the appearance of a
gaming machine 1 of a first embodiment according to the invention.
FIG. 2 is a front view of the gaming machine 1 of a first
embodiment according to the invention.
[0066] The gaming machine 1 is a so-called "pinball slot machine"
including three rotation reels for variably displaying symbols and
allows the player to play a game using game play media such as a
card storing information of the game play value given to the player
as well as coins, medals or tokens. In the description that
follows, it is assumed that the player uses medals.
[0067] A panel display means 5 of a liquid crystal display is
provided at the front of a cabinet 2 forming the whole of the
gaming machine 1.
[0068] In the cabinet 2, three rotation reels 3L, 3C, and 3R each
with a symbol row made up of different types of symbols drawn on
the outer peripheral surface are provided in a row for rotation for
providing variable display means. The player can observe the
symbols on the reels through display windows 4L, 4C, and 4R seen
through the panel display means 5. Each reel rotates at a constant
speed (for example, 80 revolutions per minute).
[0069] Although the configuration of the panel display means 5 is
described later in detail, the panel display means 5 is provided
fully with a screen 5a for providing front display means through
which the rotation reels 3L, 3C, and 3R can be seen. When viewed
from the player, the following components appear.
[0070] The vertically oriented rectangular display windows 4L, 4C,
and 4R are seen at the center of the display screen 5a, and a
center line 8a, a top line 8b, and a bottom line 8c in the
horizontal direction and a cross down line 8d and cross up line 8e
in the slanting directions as pay lines are visible in the display
windows 4L, 4C, and 4R. As the pay lines, one, three, or five lines
are made activated as the player operates a 1-BET switch 11, a
2-BET switch 12, or a MAX-BET switch 13 (described later) or
inserts medals into a medal insertion slot 22. Which pay lines are
made activated is indicated as the corresponding lines are lighted
and a BET lamp 9a, 9b, or 9c (described below) is lighted.
[0071] The 1-BET lamp 9a, the 2-BET lamp 9b, the MAX-BET lamp 9c,
and a deposited-number-of-game-play-medals display means 19 are
provided on the left of the display windows 4L, 4C, and 4R. The
1-BET lamp 9a, the 2-BET lamp 9b, or the MAX-BET lamp 9c is lighted
in response to the number of medals bet to play one game, which
will be hereinafter referred to as the BET count. In the
embodiment, one game is over when all reels stop or when game play
media have been paid out if game play media are paid out. When the
BET count is 1 and one pay line is made activated, the 1-BET lamp
9a is lighted; when the BET count is 2 and three pay lines are made
activated, the 2-BET lamp 9b is lighted; and when the BET count is
3 and all the five pay lines are made activated, the MAX-BET lamp
9c is lighted. A game play start indicator lamp 25 provided below
the BET lamps 9a, 9b, and 9c is lighted when at least one pay line
is made activated. Further, the
deposited-number-of-game-play-medals display means 19 displays the
deposited number of medals.
[0072] A WIN lamp 17, a payout display means 18, and a game play
medal insert lamp 24 are provided on the right of the display
windows 4L, 4C, and 4R. The WIN lamp 17 is lighted at a
predetermined probability when the internal winning is accepted as
BB or RB. The WIN lamp 17 is also lighted when the winning game of
BB or RB is complete. The payout display means 18 is made up of
seven-segment LEDs for displaying the number of medals paid out
when the winning game is complete. The game play medal insert lamp
24 is blinked when insertion of game play medals can be
accepted.
[0073] A number-of-bonus-game-operation-times display means 20 is
provided in the upper right corner of the display screen 5a. The
number-of-bonus-game-operation-times display means 20 displays the
number of RB games that can be played, and the possible number of
winning games of RB (described later).
[0074] A game play stop indicator 31, a replay indicator 32, an RB
operation indicator 33, and a BB operation indicator 34 are
provided in a row in the upper left corner of the display screen
5a. The game play stop indicator 31 is lighted when the time
interval between the preceding drum rotation and the current drum
rotation is less than a predetermined time (in the embodiment, 4.1
seconds). The replay indicator 32 is lighted when replay is
operated. The RB operation indicator 33 is lighted during the RB
operation. The BB operation indicator 34 is lighted during the BB
operation.
[0075] The display screen 5a also displays the "stop order"
required for realizing completion of the winning game when the
internal winning of "small prize of bell" is accepted in "stop
operation assistance time period" (described later).
[0076] A frontward projection portion 10 of a horizontal plane is
formed below the display windows 4L, 4C, and 4R seen through the
display screen 5a, and an indication section 2a for indicating
information concerning the gaming machine 1, etc., is provided
between the frontward projection portion 10 and the display windows
4L, 4C, and 4R.
[0077] A medal insertion slot 22 is provided on the right of the
indication section 2a, and the 1-BET switch 11, the 2-BET switch
12, and the MAX-BET switch 13 are provided at the lower position to
the left of the indication section 2a. A cross button 26, a "O"
button 27, and a "X" button 28 are provided at the upper position
to the left of the indication section 2a.
[0078] The 1-BET switch 11 enables the player to bet one of the
credited medals by one push operation on a game. The 2-BET switch
12 enables the player to bet two of the credited medals by one push
operation on a game. The MAX-BET switch 13 enables the player to
bet as many medals as the maximum number of medals that can be bet
on a game by one push operation. As the player operates any of the
BET switches, the corresponding pay lines are made activated as
described above.
[0079] The player can switch the display screen 5a and make entry
by operating the cross button 26, the "O" button 27, and the "X"
button 28.
[0080] A deposited medal adjusting switch 14 for the player to
switch between credit and payout of the medals obtained by playing
games by pushbutton operation is provided on the left of the front
of the frontward projection portion 10. As the deposited medal
adjusting switch 14 is switched, medals are paid out from a game
play medal payout opening 15 in a lower part of the front and are
stored in a game play medal tray 16. On the right of the deposited
medal adjusting switch 14, a start lever 6 for rotating the reels
for starting variable display of symbols in the display windows 4L,
4C, and 4R (starting a game) as the player operates the start lever
6 is attached so that it can be turned in a predetermined angle
range.
[0081] A door opening/closing and closing release device 29 is
provided to the right of the front of the frontward projection
portion 10. As the door opening/closing and closing release device
29 is turned to the right with a predetermined key, the front door
is opened/closed; as the device 29 is turned to the left, closing
is released.
[0082] Speakers 21L and 21R are provided on the upper left and
right of the cabinet 2, and a payout table panel 23 for displaying
winning symbol combination, the number of payout medals, and the
like is provided between the two speakers 21L and 21R. Three stop
buttons 7L, 7C, and 7R for stopping rotation of the three rotation
reels 3L, 3C, and 3R are provided at the center of the front of the
frontward projection portion 10 and below the indication section
2a.
[0083] As shown in FIG. 35, the panel display means 5 is attached
to a front opening 2b of the cabinet 2 so as to face from the back
of the front opening 2b, and the portion exposed from the cabinet 2
forms the display screen 5a.
[0084] The panel display means 5 is attached to the rear of the
cabinet 2 so that it can move in the back and forth direction
relative to the rotation reels 3L, 3C, and 3R through a motorized
cylinder 2c. In the figure, numeral 2d denotes a guide.
[0085] The panel display means 5 is implemented as a multi-layer
panel body 5' clamped and held by a rectangular frame 505, as shown
in FIG. 36.
[0086] The multi-layer panel body 5' has a multi-layer structure
made up of, from the outermost side (front), transparent protective
glass 500 and a liquid crystal panel 501 substantially making up
the front display means, a light guide plate 503 made of an acrylic
material having a predetermined thickness forming a part of a
backlight structure, and a diffuser panel 504 made of a plastic
film put on the rear of the light guide plate 503. The diffuser
panel 504 is formed on the surface with asperities for irregularly
reflecting and diffusing light. A transparent acrylic plate may be
used in place of the protective glass 500.
[0087] A backlight is disposed between the front display means and
the variable display means for applying backlight to the symbols on
the variable display means. That is, a cold-cathode tube 2e for
functioning as the backlight of the liquid crystal panel 501 and
being capable of applying light to the symbols on the rotation
reels 3L, 3C, and 3R is disposed between the multi-layer panel body
5' and the rotation reels 3L, 3C, and 3R and at a lower position of
the multi-layer panel body 5'.
[0088] The cold-cathode tube 2e is faced to the lower end part of
the acrylic plate 504 and the frame 505 is formed with a notch 505a
for allowing light to pass through, so that light can pass through
the end part of the acrylic plate 504 to the whole and can be
diffused forward by the reflector panel 504 for the cold-cathode
tube 2e to function as the backlight of the liquid crystal panel
501 and a liquid crystal shutter 502.
[0089] A part of light of the cold-cathode tube 2e is applied to
the rotation reels 3L, 3C, and 3R disposed at the rear of the
multi-layer panel body 5'. In the figure, numeral 2f denotes a
reflection cover disposed so as to involve the cold-cathode tube
2e. The reflection cover 2f is bent roughly like a letter U in
cross section and is fastened to a lower panel mounting boss 2c'
together with the multi-layer panel body 5'.
[0090] In the embodiment, the panel display means 5 is attached
movably in the back and forth direction, but the invention is not
limited to it. As shown in FIG. 37, the panel display means 5 may
be attached movably in the up and down direction. The panel display
means 5 shown in FIG. 37 is attached to a panel support body 5c
loosely fitted into rotation shafts 5b of the rotation reels 3L,
3C, and 3R for rotation. A drive gear 5f of an electric motor 5e is
operatively connected to a driven gear 5d joined to the base end
part of the panel support body 5c and as the motor 5e is rotated,
the panel display means 5 moves up and down. Moreover, if the panel
display means 5 moves down, it is positioned between the front
opening 2b of the cabinet 2 and the rotation reels 3L, 3C, and 3R,
enabling the user to visually recognize the panel display means 5;
on the other hand, if the panel display means 5 moves up, it is
positioned above the front opening 2b of the cabinet 2, making it
impossible for the user to visually recognize the panel display
means 5.
[0091] As described above, in the embodiment, the front display
means can be moved and as the front display means is moved, sharp
contrast can be provided between the effect produced by the
variable display means and the effect produced by the front display
means.
[0092] Particularly, if the front display means is moved forward
relative to the variable display means (if the front display means
and the variable display means are brought away from each other),
the player can select the effect produced by the front display
means or the effect produced by the variable display means for
visually checking the effect with the accent put on the effect
produced by either means, whereby the player can be made to enjoy
the effect produced by either means with the accent put thereon. On
the other hand, if the front display means is moved backward
relative to the variable display means (if the front display means
and the variable display means are brought close to each other),
the player can visually check the effect produced by the front
display means and the effect produced by the variable display means
at the same time, whereby the player can be made to enjoy the
effect produced by combining the effects of both of the means.
[0093] If the front display means is moved in the up and down
direction relative to the variable display means, the superposition
state of the effect produced by the front display means and the
effect produced by the variable display means changes and change
can be given to the effect produced by combining the effects of
both of the means, making the player enjoy the effect.
[0094] If the front display means is moved to a position where the
player can visibly recognize the front display means, the player
can visually check the effect produced by the front display means
and the effect produced by the variable display means at the same
time, and can be made to enjoy the effect produced by combining the
effects of both of the means. On the other hand, if the front
display means is moved to a position where the player cannot
visibly recognize the front display means, the effect produced by
the variable display means becomes easy to see and the player can
be made to enjoy the effect produced by the variable display
means.
[0095] In the embodiment, the backlight is provided for the front
display means and backlight is applied to the symbols on the
variable display means. Thus, the backlight is applied not only to
the front display means, but also to the symbols on the variable
display means, making it possible to clearly display both the
symbols on the variable display means and the effect image, etc.,
displayed on the front display means placed in front of the
variable display means, so that not only the effect display
produced by the front display means, but also the symbols on the
variable display means become easy to see, enabling the player to
enjoy playing a game.
[0096] Particularly, if the backlight is disposed between the front
display means and the variable display means, the internal space of
the gaming machine can be used effectively as the installation
place of the backlight, and the backlight can be placed in the
gaming machine without upsizing the gaming machine.
[0097] If the front display means is configured to provide
predetermined indications and displays (various lamp indications
(1-BET lamp 9a, 2-BET lamp 9b, MAX-BET lamp 9c, and WIN lamp 17)
and various display means (payout display means 18,
deposited-number-of-game-play-medals display means 19, and
number-of-bonus-game-operation-times display means 20) ) in the
surroundings of the variable display means, various lamp
indications (1-BET lamp 9a, 2-BET lamp 9b, MAX-BET lamp 9c, and WIN
lamp 17) and various display means (payout display means 18,
deposited-number-of-game-- play-medals display means 19, and
number-of-bonus-game-operation-times display means 20) provided on
the front panel in the gaming machine in the related art can be
displayed on the front display means. Thus, the need for providing
the various lamps on the front panel is eliminated, the number of
components of the gaming machine can be decreased, and the
manufacturing cost of the gaming machine can be reduced.
[0098] The gaming machine 1 is configured as described above.
Operation of the player for operating the start lever 6 for
rotating the three reels 3L, 3C, and 3R and operating the three
stop buttons 7L, 7C, and 7R for stopping rotation of the reels 3L,
3C, and 3R will be discussed below.
[0099] Here, the stop operation performed when all reels 3L, 3C,
and 3R rotate is called "first stop operation," the stop operation
next performed is called "second stop operation," and the stop
operation performed following the second stop operation is called
"third stop operation." Operating the left stop button 7L as the
first stop operation is called "forward push." Operating the center
stop button 7C as the first stop operation is called "center push."
Operating the right stop button 7R as the first stop operation is
called "reverse push."
[0100] Since the gaming machine 1 is provided with the three stop
buttons 7L, 7C, and 7R, there are six different operation orders of
the stop buttons. Then, the operation orders are distinguished from
each other as follows: The left stop button 7L is abbreviated to
"left," the center stop button 7C to "center," and the right stop
button 7R to "right." To indicate the stop order, the abbreviations
of the stop buttons 7L, 7C, and 7R are listed from left to right in
the stop operation order. For example, when the player operates the
left stop button 7L as the first stop operation, the center stop
button 7C as the second stop operation, and the right stop button
7R as the third stop operation, the stop order is indicated as
"left center right." In the embodiment, the six different stop
orders of "left center right," "left right center," "center left
right," "center right left," "right left center," and "right center
left" are available.
[0101] FIG. 5 shows symbol rows each made up of 21 symbols
represented on each reel 3L, 3C, 3R. The symbols are given code
numbers 00 to 20 and are stored in ROM 32 described later as a data
table. The symbol rows each made up of symbols of "blue 7," "red
7," "BAR," "bell," "plum," "Replay," and "cherry" are represented
on the reels 3L, 3C, and 3R. The reels 3L, 3C, and 3R are rotated
so that the symbol rows move in the arrow direction.
[0102] A table in FIG. 6 lists the winning combinations and the
numbers of payout medals corresponding to the winning symbol
combinations in each game state.
[0103] The game state is classified into the three states of
ordinary game state (the mode in which the gaming machine (player)
is in the state is also represented as "during ordinary game"),
ordinary game state in BB (the mode in which the gaming machine
(player) is in the state is also represented as "during BB
operation"), and RB game state (the mode in which the gaming
machine (player) is in the state is also represented as "during RB
operation"). Usually, the mode in which the gaming machine (player)
is in the ordinary game state is represented as "during ordinary
game," the mode in which the gaming machine (player) is in the
ordinary game state in BB is represented as "during BB operation,"
and the mode in which the gaming machine (player) is in the RB game
state is represented as "during RB operation."
[0104] The ordinary game state maybe further classified depending
on whether or not the internal winning of BB or RB is accepted.
However, the winning combinations having the possibility of
accepting internal winning are similar and therefore the game state
is classified into the three states in the table.
[0105] The types of winning combinations having the possibility of
accepting internal winning are determined according to a
probability lottery table (described later) and the probability
lottery table is provided for each game state. That is, the types
of prizes having the possibility of accepting internal winning
become the same for games in the same game state.
[0106] As shown in FIG. 6, when "blue 7-blue 7-blue 7" or "red
7-red 7-red 7" is placed in a row along the activated line in the
ordinary game state, a winning game of BB is complete and 15 medals
are paid out to the player and the game state of the next game
enters the BB gaming state.
[0107] The RB game state occurs when the symbol combination along
the activated line is "BAR-BAR-BAR" in the ordinary game state or
when the symbol combination along the activated line is
"Replay-Replay-Replay" in the ordinary game state in BB (JAC IN).
At this time, 15 medals are paid out to the player. The RB game
state is a game state in which the player easily gains a prize of
paying out 15 medals to the player with completion of the
predetermined symbol combination "Replay-Replay-Replay" as the
player bets one medal. The maximum number of games that can be
played by the player in one RB game state (the number of RB games
that can be played) is 12. The number of winning games that can be
gained in the RB game state (the possible number of winning games
of RB) is up to eight. That is, the RB game state exits if the
number of games reaches 12 or if the number of winning games
reaches eight. When the RB game state exits, a transition to the
ordinary game state is made.
[0108] One BB exits if the player has played 30 games in the
ordinary game state in BB or if a transition to the RB game state
is made three times and the third RB exits. When the BB gaming
state exits, a transition to the ordinary game state is made.
[0109] When the symbol combination along the activated line is
"Replay-Replay-Replay" in the ordinary game state, a winning game
of replay is complete. When a winning game of replay is complete,
as many medals as the number of inserted medals are automatically
inserted, so that the player can play a game without consuming
medals.
[0110] As symbol combination "bell-bell-bell" is placed in a row
along the activated line in the ordinary game state or the ordinary
game state in BB, a winning game of small prize of bell is
complete. When the internal winning of small prize of bell is
accepted, whether or not the winning game is complete is determined
by the table number (described later) and the stop order of the
stop buttons 7L, 7C, and 7R by the player. Specifically, the symbol
combination "bell-bell-bell" is placed in a row along the activated
line and the winning game of small prize of bell is complete only
if the player operates the stop buttons 7L, 7C, and 7R in the stop
order of the six stop orders corresponding to the table number. If
the player operates the stop buttons 7L, 7C, and 7R in any order
other than the stop order corresponding to the table number, the
winning game of small prize of bell becomes incomplete.
[0111] It is possible to realize completion of winning games of
"small prize of cherry," "small prize of plum," etc., in the
ordinary game state or the ordinary game state in BB. The numbers
of medals paid out to the player are as shown in the figure.
[0112] In the ordinary game state, "stop operation assistance time
period (AT described later)" is provided for notifying the player
of the stop order for realizing completion of a winning game when
the internal winning of small prize of bell is accepted. When the
internal winning of small prize of bell is accepted in the time
period, the player can surely realize completion of a winning
game.
[0113] FIG. 7 is a drawing to describe an example of "ceiling
indication meter" of indication means for indicating the progress
until a relief measure occurs. The scale shown in the figure
indicates the difference between the total number of medals used
for playing games and the total number of payout medals. That is,
usually, the number of used medals is greater than the number of
payout medals during the ordinary game and thus the scale of the
meter grows until a bonus, etc., is won. The scale of the meter
starts at 1 when BB exits, and when the scale reaches 8, a relief
measure called ceiling is activated.
[0114] Next, the images (stop order notification images) displayed
on the display screen 5a when the internal winning of small prize
of bell is accepted in the assistance time period will be discussed
with reference to FIGS. 8A through 8C. In FIG. 7, the stop order
required for a winning game is "left right center."
[0115] FIG. 8A shows the image displayed at the game start time.
The symbol of a bell is displayed in the left symbol display area
of the image, indicating that the internal winning of small prize
of bell is accepted. Further, a message of "=LEFT=PUSH!" is
displayed below the symbol of the bell, notifying the player that
the stop operation required for a winning game is to operate the
left stop button 7L as the first stop operation.
[0116] FIG. 8B shows the image displayed after the player performs
the first stop operation. Another symbol of a bell is displayed in
the right symbol display area of the image and a message of
"=RIGHT=PUSH! " is displayed below the symbol of the bell,
notifying the player that the player is to operate the right stop
button 7R as the second stop operation.
[0117] FIG. 8C shows the image displayed after the player performs
the second stop operation. Another symbol of a bell is displayed in
the center symbol display area of the image and a message of
"=CENTER=PUSH!" is displayed below the symbol of the bell,
notifying the player that the player is to operate the center stop
button 7C as the third stop operation. If the player performs the
first stop operation and the second stop operation responsive to
the messages displayed on the display screen 5a, "bell-bell-bell"
is placed in a row along the activated line and the winning game of
small prize of bell is complete after the player performs the third
stop operation.
[0118] In FIGS. 8A through 8C, the player is notified of the stop
button to next operate in order as the stop order notification
mode, but the player may be notified of the stop order at a time at
the game start time. For example, the stop order can also be
displayed as "left right center" on the display screen 5a.
[0119] FIG. 3 shows the circuit configuration including a main
control circuit 81 for controlling the game processing operation of
the gaming machine 1, peripherals (actuators) electrically
connected to the main control circuit 81, and a sub-control circuit
82 for controlling the panel display means 5 of liquid crystal
display and the speakers 21L and 21R based on a control command
transmitted from the main control circuit 81.
[0120] The main control circuit 81 is made up of the microcomputer
40 placed on the circuit board as the main component and a random
number sampling circuit. The microcomputer 40 includes a CPU 41 for
performing the control operation in accordance with a preset
program, and ROM 42 and RAM 43, both of which are provided as a
storage.
[0121] Connected to the CPU 41 are a clock pulse generation circuit
44 for generating a reference clock pulse, a frequency divider 45,
a random number generator 46 for generating sampled random numbers,
and a sampling circuit 47. For sampling random numbers, random
number sampling may be executed in the microcomputer 40, namely,
the operation program of the CPU 41. In this case, the random
number generator 46 and the sampling circuit 47 can be omitted or
can also be left for backup of the random number sampling
operation.
[0122] The ROM 42 of the microcomputer 40 stores probability
lottery tables used to determine random number sampling performed
each time the player operates the start lever 6 (start operation),
stop control tables for determining the reel stop state in response
to operation of the stop buttons, various control commands to be
transmitted to the sub-control circuit 82, and the like. The
commands include a demonstration display command, a start command,
an all reel stop command, a winning symbol combination (prize)
command, and the like. The commands will be discussed later. The
sub-control circuit 82 does not input commands and information to
the main control circuit 81 and one-way communications are
conducted from the main control circuit 81 to the sub-control
circuit 82.
[0123] In the circuitry shown in FIG. 3, the actuators whose
operation is controlled by a control signal from the microcomputer
40 include a hopper (containing a drive section for paying out
medals) 50 as game play value giving means for storing medals and
paying out a predetermined number of medals according to an
instruction of a hopper drive circuit 51, and stepping motors 59L,
59C, and 59R for rotating the reels 3L, 3C, and 3R.
[0124] Further, a motor drive circuit 59 for driving and
controlling the stepping motors 59L, 59C, and 59R, a hopper drive
circuit 51 for driving and controlling the hopper 50, a individual
lamp drive circuit 55 for driving and controlling the various
lamps, and a individual display means drive circuit 58 for driving
and controlling the various display means are connected to the
output means of the CPU 41 through an I/O port 48. Each of these
drive circuits receives a control signal such as a drive command
output from the CPU 41 and controls the operation of the
corresponding actuator.
[0125] The main input signal generation means for generating an
input signal required for generating a control command by the
microcomputer 40 include a start switch 6S, the 1-BET switch 11,
the 2-BET switch 12, the MAX-BET switch 13, the deposited medal
adjusting switch 14, an inserted medal sensor 22S, a reel stop
signal circuit 56, a reel position detecting circuit 60, and a
payout completion signal circuit 61. These are also connected to
the CPU 41 through the I/O port 48.
[0126] The start switch 6S detects the player operating the start
lever 6. The inserted medal sensor 22S detects a medal inserted to
the medal insertion slot 22. The reel stop signal circuit 56
generates a stop signal as the player operates each stop button 7L,
7C, 7R. The reel position detecting circuit 60 receives a pulse
signal from a reel rotation sensor and supplies a signal for
detecting the position of each reel 3L, 3C, 3R to the CPU 41. The
payout completion signal circuit 61 generates a signal for
detecting completion of medal payout when the count of a medal
detection means 50S (the number of medals paid out from the hopper
50) reaches the specified number of medals.
[0127] In the circuitry in FIG. 3, the random number generator 46
generates random numbers contained in a given numeric value range
and the sampling circuit 47 samples one random number at the
appropriate timing after the player starts the start lever 6. The
internal winning combination is determined based on the random
number thus sampled and the probability lottery table stored in the
ROM 42. After the internal winning combination is determined,
random number sampling is again performed to select a stop control
table.
[0128] After rotation of each of the reels 3L, 3C, and 3R is
started, the number of drive pulses supplied to each of the
stepping motors 59L, 59C, and 59R and the counts are written into a
predetermined area of the RAM 43. A reset pulse is obtained every
revolution of the reel 3L, 3C, 3R and the reset pulses are input to
the CPU 41 through the reel position detecting circuit 60. The
drive pulse counts written in the RAM 43 are cleared to 0 according
to the reset pulses thus obtained. Accordingly, the counts
corresponding to the rotation positions of the reels 3L, 3C, and 3R
within the range of one revolution are stored in the RAM 43.
[0129] A symbol table is stored in the ROM 42 to relate the
rotation positions of the reels 3L, 3C, and 3R and the symbols
drawn on the outer peripheral surfaces of the reels to each other.
In the symbol table, the code numbers given in sequence every given
rotation pitch of each reel 3L, 3C, 3R based on the rotation
position where the reset pulse is generated and the symbol codes
indicating the symbols provided in one-to-one correspondence with
the code numbers are related to each other.
[0130] Further, a winning symbol combination table is stored in the
ROM 42. The winning symbol combination table lists the symbol
combinations of winning games, the numbers of payout medals for the
winning games, and the winning game determination codes
representing the winning games in association with each other. The
winning symbol combination table is referenced at the stop control
time of the left reel 3L, the center reel 3C, the right reel 3R and
when the winning game is confirmed after all reels are stopped.
[0131] If the internal winning is accepted according to lottery
processing based on the random number sampling (probability lottery
processing), the CPU 41 sends the stop control signal of the reels
3L, 3C, and 3R to the motor drive circuit 49 based on the operation
signal sent from the reel stop signal circuit 56 at the timing at
which the player operates the stop buttons 7L, 7C, and 7R, and the
selected stop control table.
[0132] In the stop state indicating completion of the winning game
of internal winning combination, the CPU 41 supplies a payout
command signal to the hopper drive circuit 51 for paying out a
predetermined number of medals to the player from the hopper 50. At
the time, the medal detection means 50S counts the number of medals
paid out from the hopper 50. When the count reaches the specified
number of medals, a medal payout completion signal is input to the
CPU 41, which then stops driving the hopper 50 through the hopper
drive circuit 51 and terminates the medal payout processing.
[0133] FIG. 4 is a block diagram to show the configuration of the
sub-control circuit 82. The sub-control circuit 82 performs display
control of various lamp indications (1-BET lamp 9a, 2-BET lamp 9b,
MAX-BET lamp 9c, and WIN lamp 17), various display means (payout
display means 18, deposited-number-of-game-play-medals display
means 19, and number-of-bonus-game-operation-times display means
20), and other extensive images, etc., on the panel display means 5
and output control of sound from the speakers 21L and 21R based on
the control commands from the main control circuit 81.
[0134] The sub-control circuit 82, which is implemented on a
separate circuit board from the circuit board implementing the main
control circuit 81, is made up of a microcomputer
(sub-microcomputer) 83 as the main component, an image control
circuit 91 as display control means of the panel display means 5, a
sound source IC 88 for controlling sound output from the speakers
21L and 21R, and a power amplifier 89.
[0135] The sub-microcomputer 83 includes a sub-CPU 84 for
performing the control operation following a control command
transmitted from the main control circuit 81, program ROM 85 as
storage means, and work RAM 86. The sub-control circuit 82 does not
include a clock pulse generation circuit, a frequency divider, a
random number generator, or a sampling circuit, but executes random
number sampling in an operation program of the sub-CPU 84.
[0136] The sub-microcomputer 83 includes a
number-of-notification-times counter, a number-of-AT-times stock
counter, etc., in a predetermined storage area. The
number-of-notification-times counter stores the remaining number of
notification times of the push order in the stop operation
assistance time period. When the value of the counter is "1" or
more, the gaming machine (player) is in the stop operation
assistance time period. The number-of-AT-times stock counter stores
information concerning the remaining number of times of occurrence
of the stop operation assistance time period.
[0137] The program ROM 85 stores a control program executed in the
sub-CPU 84. The work RAM 86 is used as temporary storage means for
the sub-CPU 84 to execute the control program.
[0138] The image control circuit 91 is made up of an image control
CPU 92, an image control work RAM 93, image control program ROM 94,
image ROM 96, video RAM 97, and an image control IC 98. The image
control CPU 92 determines the display contents on the panel display
means 5 in accordance with an image control program stored in the
image control program ROM 94 based on the parameters set in the
sub-microcomputer 83. The image control program ROM 94 stores the
image control program involved in display on the panel display
means 5 and various selection tables. The image control work RAM 93
is used as temporary storage means for the image control CPU 92 to
execute the image control program. The image control IC 98 forms an
image responsive to the display contents determined by the image
control CPU 92 and outputs the image to the panel display means 5.
The image ROM 96 stores dot data for forming an image. The video
RAM 97 is used as temporary storage means for the image control IC
98 to form an image.
[0139] Hereinafter, the probability lottery tables will be
discussed with reference to FIGS. 9A and 9B.
[0140] The probability lottery tables are referenced in probability
lottery processing. FIG. 9A shows the probability lottery table
used during ordinary game and FIG. 9B shows the probability lottery
table used during ordinary game in BB for determining the internal
winning combination of each game.
[0141] In each table, the random number range is "0" to "16383" and
one extracted from the numeric values in the range is used to
determine the internal winning combination.
[0142] For example, if the extracted random number is "2851" during
ordinary game, the internal winning combination of the game becomes
"bell." If the extracted random number lies in the range of "11036"
to "16383" during ordinary game, the internal winning combination
of the game becomes "blank."
[0143] Hereinafter, the stop control tables used when the internal
winning of small prize of bell is accepted will be discussed with
reference to FIGS. 10 through 14.
[0144] A stop control table number selection table shown in FIG. 10
is a table for determining the stop control table referenced for
performing stop control of the reels 3L, 3C, and 3R if the internal
winning of small prize of bell is accepted. That is, if the
internal winning of small prize of bell is accepted, any one of the
six stop control tables is referenced and stop control is performed
based on the stop control table.
[0145] FIG. 11 shows the relationship between the stop control
order of the reels 3L, 3C, and 3R in each table selected in FIG. 10
and completion/incompletion of winning game. For example, when the
table number selected according to the stop control table number
selection table in FIG. 9 is "1", if the stop order is "left center
right," the player wins the game of bell. However, if the stop
order is not "left center right," the player loses the game of
bell. That is, to win the game of bell, the internal winning
combination needs to be bell and the player needs to stop the reels
3L, 3C, and 3R in the stop order corresponding to the stop control
order in the corresponding table number.
[0146] Specific stop control of the reels 3L, 3C, and 3R when the
internal winning combination is bell will be discussed with
reference to FIGS. 12 through 14.
[0147] The stop control table lists the stop operation positions
and the stop control positions of the reels 3L, 3C, and 3R. The
stop operation position represents the code number of the symbol
positioned on the center line 8a (specifically, the symbol whose
center is positioned above the center line 8a and is nearest to the
position of the center line 8a) when the player operates the stop
button 7L, 7C, 7R provided corresponding to the reel 3L, 3C, 3R.
The stop control position represents the code number of the symbol
stopped and displayed at the position of the center line 8a when
each of the reels stopped by the player actually stops. In the
embodiment, the number of slide frames is four at the maximum. For
example, when "cherry" with code number 12 arrives at the position
of the center line 8a while the right reel 3R is rotating, if the
player operates the stop button 7R, stop control of the right reel
3R can be performed so as to stop and display "blue 7" with code
number 08 at the position of the center line 8a.
[0148] FIG. 12 shows a winning stop control table. This table is
used when stop control of the reels is performed so that
"bell-bell-bell" is placed in a row along the activated line and
the winning game of small prize of bell is complete after the
internal winning of small prize of bell is accepted.
[0149] In FIG. 12, the stop control position of the left reel 3L is
any of code number "03", "08", "11", "15", or "19" and the symbols
corresponding to these code numbers are bell.
[0150] In FIG. 12, the stop control position of the center reel 3C
is any of code number "03", "07", "11", "15", or "19" and the
symbols corresponding to these code numbers are bell.
[0151] In FIG. 12, the stop control position of the right reel 3R
is any of code number "01", "05", "10", "14", or "18" and the
symbols corresponding to these code numbers are bell.
[0152] If the winning stop control table shown in FIG. 12 is thus
used for stop control of the reels 3L, 3C, and 3R, "bell-bell-bell"
is stopped and displayed at the position of the center line 8a,
namely, at the centers of the display windows 4L, 4C, and 4R, and
the winning game is complete.
[0153] FIG. 13 shows a forward push, center push losing stop
control table. This table is used when stop control of the reels is
performed so that "bell-bell-bell" is not placed in a row along the
activated line (the winning game of small prize of bell is
incomplete) after the internal winning of small prize of bell is
accepted. The stop control positions corresponding to the stop
operation positions of the left reel 3L and the center reel 3C are
the same as those shown in FIG. 11.
[0154] In FIG. 13, the stop control position of the right reel 3R
is any of code number "02", "06", "11", "15", or "19" and the
symbols corresponding to these code numbers are "Replay."
[0155] If the forward push, center push losing stop control table
shown in FIG. 13 is thus used for stop control of the reels 3L, 3C,
and 3R, "bell-bell" is stopped and displayed at the centers of the
display windows 4L and 4C, and "Replay" is stopped and displayed at
the center of the display window 4R and thus the winning game of
small prize of bell becomes incomplete.
[0156] FIG. 14 shows a reverse push losing stop control table. This
table is used when stop control of the reels is performed so that
"bell-bell-bell" is not placed in a row along the activated line
(the winning game of small prize of bell is incomplete) after the
internal winning of small prize of bell is accepted. The stop
control positions corresponding to the stop operation positions of
the center reel 3C and the right reel 3R are the same as those
shown in FIG. 11.
[0157] In FIG. 14, the stop control position of the left reel 3L is
any of code number "04", "09", "12", "17", or "20" and the symbols
corresponding to these code numbers are "Replay."
[0158] If the reverse push losing stop control table shown in FIG.
14 is thus used for stop control of the reels 3L, 3C, and 3R,
"Replay" is stopped and displayed at the center of the left display
window 4L and "bell-bell" is stopped and displayed at the centers
of the display windows 4C and 4R, and thus the winning game of
small prize of bell becomes incomplete.
[0159] In the embodiment, the six different stop orders are adopted
and only when the player performs stop operation in any one of the
six stop orders, "bell-bell-bell" is placed in a row along the
activated line and the winning game is complete. Thus, whether or
not "bell-bell-bell" is placed in a row along the activated line
may be determined when the player performs the second stop
operation. This case applies, for example, if the table number "1"
(the corresponding stop order is "left center right") is adopted
and the player operates the left reel 3L as the first stop
operation. That is, if the player performs the first stop
operation, whether or not "bell-bell-bell" is placed in a row along
the activated line may be not necessarily clear. In the embodiment,
"bell-bell-bell" is always placed in a row along the center line
8a. Then, in the embodiment, the two losing stop control tables are
used as shown in FIGS. 12 and 13. If the table number is "2", "3",
"4", "5", or "6", as the player performs stop operation in the stop
order of "left right center," "center left right," "center right
left," "right left center," or "right center left," the winning
game of small prize of bell becomes complete.
[0160] A ceiling-number-of-AT-times selection table and an AT
activation lottery table will be discussed with reference to FIGS.
15A and 15B. The random number range is "0" to "0495" for the
ceiling-number-of-AT-times selection table and "0" to "255" for the
AT activation lottery table.
[0161] One AT corresponds to 10 games. The
ceiling-number-of-AT-times selection table is used to determine how
many times the AT is to be generated. The number of AT times
selected in one AT lottery is any of one, two, five, 10, or 30.
[0162] In the table, the lottery value is subtracted from the
extracted random number in order from the top row to the bottom row
and the value in the row where the result becomes minus is adopted
as the number of AT times. For example, if the extracted random
number is "4021", first, "2356" of the lottery value in the
first-row is subtracted from "4021" and "1665" is obtained. Since
this value is plus, further "1512" of the lottery value in the
second row is subtracted from "1665" and "153" is obtained. Since
this value is plus, further "196" of the lottery value in the third
row is subtracted from "153" and "-43" is obtained. Here, the minus
value results and thus the number of AT times becomes five.
[0163] The AT activation lottery table is used to determine whether
or not one AT is to be activated. The random number range is "0" to
"255". Here, if activation is selected, the number of stop button
push order notification times is set to 10 (games) That is, here
the AT is started. The lottery method is similar to that with the
ceiling-number-of-AT-times selection table described above.
[0164] A ceiling activation selection table and a ceiling meter
shift selection table will be discussed with reference to FIGS. 16A
and 16B. The random number range is "0" to "255" for the ceiling
activation selection table. The numeric values listed in the
ceiling meter shift selection table are the numeric values each
indicating the difference between the total number of medals used
for playing games and the total number of payout medals, which will
be hereinafter referred to as the medal number difference value,
used as the reference for determining whether or not the scale of
the meter is to be shifted.
[0165] To begin with, the ceiling activation selection table is
used after BB exits for determining the medal number difference
value to activate the next ceiling. If "1200" in the table is
selected, when the difference between the total number of medals
used for playing games and the total number of payout medals
reaches "1200", the ceiling AT of a relief measure is activated.
Likewise, if "1500" is selected, the difference reaches "1500", the
ceiling AT is activated; if "1800" is selected, the difference
reaches "1800", the ceiling AT is activated.
[0166] Next, the ceiling meter shift selection table is used to
determine indication of the ceiling meter level based on the
selected medal number difference value to activate the ceiling AT
and the current medal number difference value. As a specific
indication method, the level in the row of the value closest to the
current medal number difference value and not exceeding it among
the numeric values under the column of the current selected medal
number difference value to activate the ceiling AT is indicated.
For example, if the current selected medal number difference value
to activate the ceiling AT is "1200" and the current medal number
difference value is "821", level 5 is indicated. Here, if the medal
number difference value reaches "900", the meter indication shifts
to level 6.
[0167] The commands will be discussed with reference to FIGS. 17
and 18. The commands are transmitted only in one way from the main
control circuit 81 to the sub-control circuit 82. The main control
circuit 81 and the sub-control circuit 82 are connected by 16 data
signal lines and one signal line. Each command is made up of two,
four, or six bytes; to transmit the command over the 16 data signal
lines, the command is transmitted in one, two, or three sequences
as one command.
[0168] Among the commands, a start command will be discussed. The
type of internal winning combination of the game and the game state
and the stop control table number selected if the internal winning
combination is bell are transmitted as one command. Other commands
are similar to the start command. FIGS. 17 and 18 show the commands
byway of example; in addition to the commands, information required
for the sub-control circuit 82 to perform control is
transmitted.
[0169] Hereinafter, the control operation of the CPU 41 of the main
control circuit 81 will be discussed with reference to main
flowcharts of FIGS. 19 through 25.
[0170] To begin with, power is turned on (step (ST) 1) and the CPU
41 initializes all output ports (ST2). Subsequently, whether or not
a power down error occurs is determined (ST3). If a power down
error occurs, the process proceeds to ST2; if a power down error
does not occur, the process proceeds to ST4. At ST4, the CPU 41 is
initialized. Subsequently, whether or not a RAM error occurs is
determined (ST5). If a RAM error occurs, the RAM error is
indicated. Specifically, "rr" is indicated on medal payout
indicator made up of seven-segment LEDs. The RAM error is an error
in which RAM 78 cannot normally be written or read.
[0171] If a RAM error does not occur, whether or not a setting key
switch is on is determined (ST6). If the setting key switch is on,
six-stage setting processing is performed and then the process goes
to ST12. If the setting key switch is off, the process goes to ST8.
At ST8, whether or not battery backup is normal is determined. If
battery backup is normal, the return address and the unused area of
the RAM 78 are cleared and then all registers are restored to the
output state at the power shutdown time (ST9) and an input port is
updated to the state at the power restoration time and the state
returns to the state at the power shutdown time (ST10).
[0172] If battery backup is not normal, the setup values are
initialized (ST11). Subsequently, all areas of the RAM 78 are
cleared (ST12). ST12 and the later steps are also executed after
the six-stage setting processing is performed if it is determined
at ST6 that the setting key switch is on. Subsequently, the setup
values are stored (ST13) and communication data is initialized
(ST14) Then, the CPU 41 clears the RAM 78 at the game over time
(ST15). Subsequently, whether or not a request for automatically
inserted medals exits is determined (ST16). The case where a
request for automatically inserted medals exits is when a winning
game of replay is complete in the preceding game play. If a request
for automatically inserted medals exits, as many medals as
requested are automatically inserted (ST17) and a game play medal
insertion command is transmitted to the sub-control circuit 82 and
then the process proceeds to ST20. If a request for automatically
inserted medals does not exist, medal inserted from the medal
insertion slot and the BET button is accepted (ST19) and the
process proceeds to ST20.
[0173] At ST20, whether or not the start lever is on is determined.
If the start lever is on, whether or not a time of 4.1 seconds has
elapsed since the preceding game play is determined (ST21).
Specifically, whether or not the time has elapsed is determined
based on the value of a one-play monitor timer set at ST24
described later. If the time of 4.1 seconds has not elapsed since
the preceding game play, the game start wait time is consumed
(ST22) and the process proceeds to ST23.
[0174] At ST23, the CPU 41 extracts a random number for lottery.
Specifically, the CPU 41 extracts one from the random numbers
ranging from "0" to "16383". Subsequently, the one-play monitor
timer is set (ST24) and game state monitor processing for
determining the current game state is performed (ST25). Next,
probability lottery processing is performed. In the probability
lottery processing, the internal winning combination is determined
based on the random number extracted at ST23 and the probability
lottery table corresponding to the current game state determined in
the game state monitor processing. In the probability lottery
table, the random numbers corresponding to internal winning are
predetermined for each winning combination as described above.
[0175] Next, the CPU 41 performs winning indicator lamp lighting
lottery processing (ST27) and performs stop control table selection
processing (described later in detail) (ST28). As transmission
processing at the game play start time, a start command is
transmitted to the sub-control circuit 82 (ST29) for initializing
to start reel rotation (ST30).
[0176] Next, the CPU 41 determines whether or not the stop button
is on (ST31). If the stop button is on, the process proceeds to
ST33; if the stop button is off, the process proceeds to ST32. At
ST32, whether or not the value of an automatic stop timer is 0 is
determined. If the value of the automatic stop timer is 0, the
process proceeds to ST33; if the value of the automatic stop timer
is not 0, the process proceeds to ST31. At ST33, the number of
slide frames is determined from winning request (internal winning
combination), the symbol position (rotation position of reel at the
stop operation time) and the selected stop control table.
[0177] The reel is rotated for as many frames as the number of
slide frames determined at ST33 (ST34). Next, a request for
stopping the reel is set (ST35) and a reel stop command is
transmitted the sub-control circuit 82 (ST36).
[0178] Whether all reels stop is determined (ST37). If all reels
stop, the process proceeds to ST38; if not all reels stop, the
process proceeds to ST31. Effect processing at the game over time
is performed (ST38) and then winning game retrieval is executed
(ST39). Subsequently, whether or not a winning game flag is normal
is determined (ST40). If the winning game flag is normal, the
process proceeds to ST42; if the winning game flag is not normal,
an illegal error is indicated (ST41).
[0179] Next, whether or not the number of medals paid out for the
winning game is 0 is determined (ST42). Specifically, whether or
not the winning game of prize (except replay) is complete is
determined. If the winning game is complete, medals are deposited
or paid out in response to the state (during BB operation or during
RB operation) and the winning combination (ST43).
[0180] Next, the CPU 41 determines whether or not the state is
during BB or RB operation (ST44). If the state is during BB or RB
operation, the process proceeds to ST45; if the state is not during
BB or RB operation, the process proceeds to ST48. At ST45, the
number of BB, RB games are checked. Whether or not BB exits is
determined (ST46). When BB exits, a BB exit command is transmitted
and then the RAM at the BB exit time is cleared (ST47) and the
process proceeds to ST 49. If it is not determined at ST46 that BB
exits, the process proceeds to ST49. If it is not determined at
ST44 that the state is during BB or RB operation, BB, RB winning
game check processing is performed (ST48) and the process proceeds
to ST49. At ST49, bonus 7SEG control processing is performed and
the process proceeds to ST15.
[0181] Next, the stop control table selection processing performed
at ST28 will be discussed. To begin with, the CPU 41 determines
whether or not the internal winning combination of the game is bell
is determined (ST50). If the internal winning combination of the
game is bell, the process proceeds to ST51; if the internal winning
combination of the game is not bell, the process proceeds to ST52.
At ST51, a random number is extracted and one stop control table is
selected based on the stop control table selection table. At ST52,
the stop control table predetermined for each internal winning
combination is selected.
[0182] Hereinafter, control processing of the sub-control circuit
82 will be discussed with reference to FIGS. 26 through 34.
[0183] To begin with, an outline of the control processing of the
sub-control circuit 82 will be discussed with reference to FIGS. 26
and 27. First, the sub-CPU 84 determines whether or not a game play
medal insertion command is received, namely, whether or not game
play medals used for playing one game have been inserted (ST101).
The game play medal insertion command contains information
indicating the number of inserted game play medals, etc. When the
game play medal insertion command is received, the process proceeds
to ST102. At ST102, the number of inserted medals changed during
the start lever acceptance state is updated. Then, the process
returns to ST101.
[0184] If a game play medal insertion command is not received,
whether or not a start command is received, namely, whether or not
one game is started is determined (ST 103). If a start command is
received, the number of bet medals on the game (the number of used
game play media) is determined (ST104) and then the total number of
bet medals is updated (ST105). Next, processing concerning ceiling
meter indication is performed (ST106), whether or not ceiling AT is
to be activated is checked (ST107), and AT execution processing,
namely, processing concerning push order notification is performed
(ST108). Then, the process returns to ST101.
[0185] If it is not determined at ST103 that a start command is
received, whether or not a winning game command is received,
namely, whether or not a predetermined winning combination is won
is determined (ST109) If a winning game command is received, the
total number of payout medals is updated (ST109) Then, the process
returns to ST101.
[0186] If it is not determined at ST109 that a winning game command
is received, whether or not a BB exit command is received, namely,
whether or not BB exits in the game is determined (ST111). If a BB
exit command is received, the total number of bet medals and the
total number of payout medals stored in the RAM are cleared and the
scale of the ceiling meter is set to 1 for indication (ST112) As
the total number of bet medals and the total number of payout
medals are cleared, determination as to whether or not the relief
measure is to be activated can be started after BB.
[0187] Ceiling activation value selection processing is performed
for determining the next ceiling activation value (ST113). If it is
not determined at ST111 that a BB exit command is received, ST112
and ST113 are skipped and the process returns to ST101.
[0188] FIGS. 28A through 28D describe the number-of-inserted-medals
update processing at ST102, the number-of-bet-medals determination
processing at ST104, the total-number-of-bet-medals update
processing at ST105, and the total-number-of-payout-medals update
processing at ST110.
[0189] The number-of-inserted-medals update processing shown in
FIG. 28A is to once store the transmitted number of inserted medals
in a predetermined area of the RAM (ST110). The
number-of-bet-medals determination processing shown in FIG. 28B is
to determine that the number of inserted medals stored in the RAM
at ST11 is the number of bet medals on the game and store the
number of medals in the RAM (ST111). The reason why the number of
inserted medals is monitored in the number-of-inserted-medals
update processing and the number of bet medals is determined after
the start command is received is that if the player operates the
1-BET switch 11, the 2-BET switch 12, or the MAX-BET switch 13 and
inserts game play medals, the number of inserted medals can be
changed before the player operates the start lever and therefore
the number of bet medals must be determined when the player
operates the start lever.
[0190] In the total-number-of-bet-medals update processing shown in
FIG. 28C, the number of bet medals on the game determined at ST111
is added to the total number of bet medals (the number of used game
play media). For example, if the number of bet medals on the game
is three, three is added. This processing is performed for each
game, whereby it is made possible to calculate the total number of
bet medals. In the total-number-of-payout-medals update processing
shown in FIG. 28D, when medals are paid out, the number of payout
medals is added to the total number of payout medals. For example,
if the winning combination of plum is won, six is added; if the
player does not win any games, 0 is added. This processing is
performed for each game, whereby it is made possible to calculate
the total number of payout medals.
[0191] FIG. 29 shows the ceiling meter indication processing at
ST106. In the processing, first the indication level of the ceiling
meter is determined based on the number of medals at each level
corresponding to the setup ceiling number of medals based on the
ceiling meter shift selection table and the current medal number
difference value (ST118). Whether or not the current indicated
level is to be shifted is determined (ST119). If the level is to be
shifted, the current level is incremented by one for indicating the
meter level (ST120); if the level is not to be shifted, the process
is returned to the main routine.
[0192] FIG. 30 shows the ceiling AT activation check processing at
ST107. The ceiling AT refers to the stop operation assistance time
period activated as a relief measure. The representation of
"ceiling" is used because it is activated when a predetermined
value (setup ceiling value) is reached. The predetermined value is
determined in the ceiling activation value selection processing
performed after BB exits; it is any of "1200", "1500", or
"1800".
[0193] In the ceiling AT activation check processing, first whether
or not the internal winning of BB is accepted in the game or
whether or not the current game state is during BB internal winning
is determined (ST121). If the internal winning of BB is accepted in
the game or the current game state is during BB internal winning,
the total number of bet medals and the total number of payout
medals stored in the RAM are cleared (ST122) and the process is
returned to the main routine. In doing so, once the internal
winning of BB is accepted, unless the BB exits, the relief measure
is not activated.
[0194] If the internal winning of BB is not accepted in the game
and the current game state is not during BB internal winning,
whether or not the current medal number difference value reaches
the setup ceiling value is determined (ST123). If the current medal
number difference value is equal to or greater than the setup
ceiling value, the ceiling-number-of-AT-time- s selection table is
set (ST124), random number lottery is executed based on the table
(ST125), and the value selected by the lottery is added to the
number-of-AT-times stock counter (ST126). If it is determined at
ST123 that the current medal number difference value is less than
the setup ceiling value, the process is returned to the main
routine.
[0195] FIG. 31 shows the ceiling activation value selection
processing at ST113. This processing is performed after BB exits
for determining the number of games activated by the next relief
measure, namely, the ceiling value. In the processing, a random
number lottery is held based on the ceiling activation value
selection table, any value of "1200", "1500", or "1800" is
selected, and the selected value is held in the RAM until the next
BB exits and a new ceiling value is selected. The ceiling value is
thus selected and determined, whereby the ceiling value is not
fixed, making the player hard to determine when the next relieve
measure will be activated.
[0196] FIG. 32 shows the AT execution processing at ST108.
[0197] First, whether or not the value of the
number-of-notification-times counter is 1 or more is determined
(ST201). If the number-of-notification-times counter is "1" or
more, push order notification processing is performed (ST204) If
the number-of-notification-times counter is less than "1", whether
or not the value of the number-of-AT-times stock counter is "1" or
more is determined (ST202). If the value of the number-of-AT-times
stock counter is less than "1", the process is returned to the main
routine; if the value of the number-of-AT-times stock counter is
"1" or more, AT activation lottery processing is performed
(ST203).
[0198] If the number-of-notification-times counter is "1" or more,
it means that the gaming machine (player) is in the AT. If the
value of the number-of-AT-times stock counter is "1" or more, it
means that the AT is concealed.
[0199] FIG. 33 shows the push order notification processing at
ST204. First, the number-of-push-order-notification-times counter
is decremented by one (ST205). Whether or not the internal winning
combination of the game is bell is determined (ST206). If the
internal winning combination of the game is not bell, the process
is returned to the main routine. If the internal winning
combination of the game is bell, the player is notified of
information to complete the winning game of bell based on the
selected stop order control table number (ST207) and the process is
returned to the main routine.
[0200] FIG. 34 shows the AT activation lottery processing at
ST203.
[0201] First, a random number lottery is held based on the AT
activation lottery table (ST208). Whether or not AT activation is
accepted is determined as the result of the lottery (ST209) If AT
activation is not accepted, the process is returned to the main
routine. If AT activation is accepted, a value of 10 is added to
the number-of-push-order-notificat- ion-times counter (ST210), the
value of the number-of-AT-times stock counter is decremented by one
(ST211), and the process is returned to the main routine.
[0202] The invention has been described as related to the
embodiments, but is not limited to the specific embodiments. In the
embodiment, the total number of payout medals and the total number
of bet medals are cleared when the internal winning of BB is
accepted, during the internal winning of BB, or when the winning
combination of BB is won. However, the timing can be set
arbitrarily and the step of clearing the total number of payout
medals and the total number of bet medals may be skipped.
[0203] In the embodiment, the stop operation assistance time period
is activated each time the medal number difference value reaches
the predetermined number of medals. However, the relief measure may
be activated a predetermined number of times (for example, only
once) after BB exits.
[0204] In the AT, the player is notified of the push order for the
game whose winning is complete or incomplete depending on the push
order. In addition, AT in which the player is notified of internal
winning combination may be adopted. Further, as the advantageous
situation for the user such as BB and RB as well as AT can also be
adopted if it enables the player to gain a large number of game
play media.
[0205] Further, the invention can be applied not only to pinball
slot machines as in the embodiments, but also to other types of
gaming machines such as a pinball machine.
[0206] As described above, according to the invention, the front
display means is moved, whereby sharp contrast can be provided
between the effect produced by the variable display means and the
effect produced by the front display means, enabling the player to
enjoy playing a game.
[0207] Although only some exemplary embodiments of the invention
have been described in detail above, those skilled in the art will
readily appreciate that many modifications are possible in the
exemplary embodiments without materially departing from the novel
teachings and advantages of the invention. Accordingly, all such
modifications are intended to be included within the scope of the
invention.
[0208] This application is related to co-pending U.S. patent
applications entitled "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0019, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0020, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0021, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0022, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0023, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0024, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0025, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0026, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0027, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0028, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0029, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0030, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0031, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0032, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0033, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0034, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0035, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0036, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0037, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0038, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0039, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0040, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0041, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0042, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0043, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0044, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0045, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0046, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0047, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0048, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0049, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0050, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0051, "GAMING MACHINE" referred to as Attorney
Docket No. SHO-0052, "MOTOR STOP CONTROL DEVICE" referred to as
Attorney Docket No. SHO-0053, "GAMING MACHINE" referred to as
Attorney Docket No. SHO-0054, "GAMING MACHINE" referred to as
Attorney Docket No. SHO-0055, "GAMING MACHINE" referred to as
Attorney Docket No. SHO-0056, and "GAMING MACHINE" referred to as
Attorney Docket No. SHO-0057, respectively, all the applications
being filed on Oct. 31, 2003 herewith. The co-pending applications
including specifications, drawings, and claims are expressly
incorporated herein by reference in their entirety.
* * * * *