U.S. patent application number 10/776327 was filed with the patent office on 2004-11-11 for gaming machine.
Invention is credited to Okada, Kazuo.
Application Number | 20040224747 10/776327 |
Document ID | / |
Family ID | 32767675 |
Filed Date | 2004-11-11 |
United States Patent
Application |
20040224747 |
Kind Code |
A1 |
Okada, Kazuo |
November 11, 2004 |
Gaming machine
Abstract
A gaming machine comprising a variable display device, a stop
button for controlling the variable display device, and a lower
display device is provided. The lower display device is provided
below the stop button. The lower display device may show display
contents, which can be modified. The variable display device of the
gaming machine may be provided with a transparent acrylic plate
serving as a protective cover, a liquid crystal display device, and
a cold cathode tube serving as a backlight. The display contents
include, for example, payout tables and characters.
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: |
32767675 |
Appl. No.: |
10/776327 |
Filed: |
February 12, 2004 |
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/3211 20130101;
G07F 17/3248 20130101; G07F 17/3244 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Feb 13, 2003 |
JP |
2003-35670 |
Claims
What is claimed is:
1. A gaming machine comprising: variable display means for variably
displaying a plurality of symbols; lottery means for executing a
lottery of a winning combination; and stop means for controlling
the variable display means to shift from variably displaying the
plurality of symbols to statically displaying at least one of the
plurality of symbols based on a result of the lottery, wherein the
stop means includes one or more stop buttons operable by a player;
wherein the one or more stop buttons are provided below the
variable display means; and wherein a lower display means is
provided below the one or more stop buttons.
2. The gaming machine according to claim 1, wherein an optically
transmissive electric display means is provided in front of the
variable display means.
3. The gaming machine according to claim 2, further comprising:
special game control means for generating a special game state
advantageous to the player based on a predetermined condition;
wherein the optically transmissive electric display device is
controlled for shielding an optical view from the variable display
means in the special game state based on another predetermined
condition.
4. A gaming machine for executing a lottery of a winning
combination being composed of a combination of a plurality of
symbols, the gaming machine comprising: a variable display device
for variably displaying the plurality of symbols; one or more stop
buttons provided below the variable display device, the one or more
stop buttons being utilized for controlling the variable display
device to shift from variably displaying the plurality of symbols
to statically displaying at least one of the plurality of symbols;
and an electric display device provided below the one or more stop
buttons.
5. The gaming machine according to claim 4, wherein the variable
display device and the one or more stop buttons are visible to and
optionally operable by a player.
6. The gaming machine according to claim 4, wherein an optically
transmissive electric display device is provided in front of the
variable display device.
7. The gaming machine according to claim 6, wherein the gaming
machine generates a special game mode advantageous to the player
based on a predetermined condition, the optically transmissive
electric display device being controlled for shielding an optical
view from the variable display device during the special game
mode.
8. The gaming machine according to claim 6, wherein the optically
transmissive electric display device displays an effect image in
the special game mode.
9. The gaming machine according to claim 8, wherein the effect
image in the special game mode is determined by an operation order
of the one or more stop buttons.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This application is based upon and claims the benefit of
priority from the prior Japanese Patent Application No. 2003-035670
filed on Feb. 13, 2003, the entire contents of which are
incorporated herein by reference.
FIELD OF THE INVENTION
[0002] The present invention relates to a symbol combination gaming
machine, and more particularly, to a slot machine, a pachinko
machine, or the like, which has variable display means for
performing variable display of various kinds of symbols and a
function of controlling the variable display so as to provide a
player with advantages based on a result of the control.
RELATED ART
[0003] A slot machine may be a typical example of such gaming
machines. The slot machine generally has a plurality of rotating
reels, each of which have a plurality of symbols arranged around
each circumferential surface thereof. When a combination of symbols
appearing on respective front surfaces of the stopped reels matches
a predetermined combination (for example, the same kind of symbols
are lined up), the slot machine determines that the player has won
with the symbol combination or that it is the winning symbol
combination such that the slot machine pays out coins, gifts, or
the like to the player. In general, many slot machines make use of
various kinds of contingency so that the player cannot completely
control the result of the game even if the player desires to win
the game with his/her best techniques. Accordingly, the slot
machine is mainly characterized with its gambling features.
[0004] To realize such contingency, various methods have been
adopted. A control method called "pre-determination" is mainly
employed. In the method, a microcomputer executes a winning lottery
with software and performs control for stopping reels in accordance
with a result of the lottery. For example, the slot machine
described in Japanese Examined Patent Publication No. H03-72313
(JP-B-3-72313) relates to a slot machine with stop buttons
(so-called pachi-slot) and includes random number sampling means
for sampling a random number on the basis of a start lever
operation by a player. The slot machine is provided with a winning
probability table having columns respectively containing "big hit,"
"medium bit," and "small hit" random number ranges according to the
ranks of respective winning combinations. If a sampled random
number falls in any one of the winning random number ranges of the
winning probability table, the slot machine determines that the
corresponding winning combination is won, and sets a hit (winning)
flag for the winning combination. There are various winning flags
such as a winning flag for a winning combination called "small
winning combination" and a winning flag for a winning combination
called "bonus combination". The small winning combination causes
payout of about ten coins to the player when predetermined symbols
(for example, "bell" symbols or "cherry" symbols) are lined up on
an activated pay line. The bonus combination is generated when a
predetermined kind of symbol (for example, "7" symbol or "BAR"
symbol) appears on each reel so as to make a line of symbols of the
same kind, and provides a game state which has higher possibility
of winning than the normal game state during a predetermined number
of games, whereby 100 to 400 coins may be paid out.
[0005] The state in which a winning flag is set is generally called
a state of "internal winning" such that a combination of symbols
corresponding any one of the winning combinations may line up along
a pay line. An actual winning has not been established yet. In
order to generate the actual winning, the player may need to
perform a so-called "observation push", which should be made at the
timing to cause respective desired symbols to line up along the pay
line. The timing is generally at the moment a symbol faces the
front within four precedent symbols from the desired symbol in the
series of symbols drawn on the surface of each reel. Thus, each
symbol in the series of symbols may be referred to as a frame. If
such an operation is performed at a bad timing, so-called
"unexpected loss" occurs, that is to say, no winning is established
despite of the achieved internal winning.
[0006] The unexpected loss can be referred to as failure in the
observation push on the whole, but the causes of the unexpected
loss show several patterns. The first pattern is that a player
fails to recognize each symbol on the surface of the moving reel
and cannot perform a stop operation at a good timing although
he/she has already chosen a target symbol. The second pattern is
that the player fails to specify a target symbol the player should
aim at when a plurality of kinds of winning combinations may cause
the winning in a state of the internal winning such that the player
cannot perform a stop operation at a good timing.
[0007] As to the first pattern, if the player becomes familiar with
the observation push, the player can expect improvement in the
timing accuracy to some extent. As to the second pattern,
improvement in the timing accuracy of the observation push is not
useful since the player needs to grasp an internal winning state,
which is unrecognizable to his/her eyes.
[0008] In other words, if the slot machine is designed to notify
the player of the internal winning combination, it is possible to
realize such a game state as a bonus game state in which a large
amount of coins may be paid out even during a normal game state.
Further, a gaming machine having a function of so-called "Assist
Time (AT)" is provided such that a gaming characteristic peculiar
to the pachi-slot may be utilized so as to make the unexpected loss
occur less frequently by notifying occurrence of the internal
winning as well as the kind of the internal winning combination
during a predetermined period, thereby decreasing the probability
of the unexpected loss to realize payout of a large number of coins
if compared to a normal gaming machine in which no notification is
performed at all. The gaming state of the above may be categorized
in a "general game state", which is one of the "gaming states" to
be described later, and can also be a gaming sate that the actual
amount of coins to be paid but becomes comparable to that in the
bonus gaming state.
[0009] Similarly, a "Super Time (ST)" may be provided such that the
amount of coins to be paid out may be varied by providing or not
providing support to get the "winning" in an "internal winning
state". In the ST, a plurality of "stop tables" are prepared which
determine the number of frames to be slid after the stop operation
is performed during rotation of each reel and before the
corresponding reel stops. When the internal winning is obtained
with a winning combination, one of the stop tables to be used is
determined by random number lottery. If the player does not perform
the stop operation in a predetermined order which is set on the
determined stop table, the slot machine performs stop-control to
disable the winning even if a stop button is pushed with the
observation push at a good timing so that a desired symbol is
supposed to appear on the surface facing the front to be aligned
along the activated pay line. In the ST (or with the ST function),
the player may be notified of the kind of the selected stop table
or the player may not be notified of such information, thereby
realizing a large number of coins to be paid out comparable to that
in the bonus game, in a similar manner of the case of the
above-described "AT".
[0010] For example, if the slot machine has three stop buttons for
stopping a left reel, a center reel, and a right reel,
respectively, six operation orders are prepared such as "left stop,
center stop, right stop", "left stop, right stop, center stop",
"right stop, left stop, center stop", "center stop, right stop,
left stop" and "center stop, left stop, right stop". If the player
does not operate in the operation order of a stop table determined
by random number lottery, the winning shall not occur.
[0011] In an actual game, a special game state where the
probability of the winning generation is rather high if compared to
that in the above-described general game state and the general game
state being different from the special game state are realized
alternatively according to occasional game conditions. In either
game state, it is required that a winning combination of symbols,
which corresponds to the predetermined combination, are to be
aligned along the pay line in order that coins are actually paid
out to the player. In a general gaming machine, a plurality of
winning modes (or combinations) with which the number of coins to
be paid out ought to be determined, respectively. For example,
small winning combinations such as a "cherry" winning combination
and a "bell" winning combination and big bonus winning combinations
such as a "big bonus" winning combination may be referred to.
[0012] Different numbers of coins to be paid out are set in advance
with respective winning combinations, and a payout table having
such numbers is displayed on a display panel so as to become
visible to the player. The display panel is composed of optically
transparent cell sheets on which the winning symbols and the
numbers of payout coins are drawn respectively and a transparent
acrylic plate on which the optically transparent cell sheets are
stacked. The symbols are illuminated with a light such as a
fluorescent lamp from the inside of the gaming machine. A slot
machine of a general type is provided with a plurality of display
panels of the above-described type. The slot machine specifically
includes a central display window, a reel display panel through
which reels provided in the inside of the gaming machine are set
visible to the player, an upper panel which is provided above the
reel display panel and is made of a panel which is small in area if
compared to the reel display panel, and a lower panel which is
provided below the reel display panel so that the title of the
pachi-slot and a character which is a symbol of the pachi-slot are
depicted.
[0013] In a general type of pachi-slot, common front door and
cabinet are utilized with the pachi-slot in terms of productive
efficiency and cost, but the display panels of the pachi-slot have
symbols drawn according to the planned game contents of its own
such that the symbols may serve an indicia differentiating the
pachi-slot from other gaming machines (referring to Japanese
Unexamined Patent Application Publication No. H06-261972
(JP-A-6-261972)).
[0014] As a matter of course, different types of machines have
different symbols drawn on their plurality of display panels, and
for example, if the machines are left unsold, display panels
thereof may not be utilized for another kind of machine because of
the drawn symbols unlike other parts such as cabinets and front
door bodies. Therefore, the unsold display panels may remain as
dead stock. In addition, during the assembly of the machine, the
step of attaching a display panel unit to a front door is so
necessary that the number of manufacturing steps would not be
decreased.
SUMMARY OF THE INVENTION
[0015] An object of the present invention is to reduce or eliminate
such dead stock caused by manufacturing different display panels
for respective different machines. It is another object of the
present invention to reduce the number of assembling steps of
display panels so as to provide a gaming machine having superior
cost performance.
[0016] A gaming machine according to the present invention
comprises variable display means for providing or performing a
variable display of a plurality of symbols, lottery means for
executing a lottery of a winning combination, and stop means for
controlling the variable display means to stop the variable display
based on a result of the lottery. The stop means includes a stop
button operable by a player. The stop button is provided below the
variable display means. A lower display means is provided below the
stop button.
[0017] The variable display means may include an optically
transmissive electronic display means, which may show images in a
varying manner and include a variable display device. The variable
display means may include a variable display device such as a reel
with a plurality of symbols on the outer surface thereof and a
liquid crystal display device. The variable display may be provided
on the variable display device such as the liquid crystal display
device with an appropriate control program. A rotating reel may
show the variable display if the outer surface thereof is viewed
from one direction such that a symbol on the outer surface in a
front position is most clearly visible to the player. Therefore,
the rotating reel and a window over the front outer surface of the
reel display a plurality of symbols variably. The lottery means may
include a lottery device such as a computer with a program
generating a random number and detecting or storing such random
number. The lottery device may also include a mechanical device
comprising a gear, a shaft for the gear, and a rotation mechanism
for the gear. The stop device may include a button, a lever, and
any other operable switches. The lower display means may include a
lower display device and a panel.
[0018] In the present invention, a lower display means, which may
include a lower display device such as a panel display, is provided
below the variable display means, which may include a reel display
panel and a liquid crystal display device, is constituted of a
lower display device to display various game information, such as a
payout table, the symbol of a character, and a title logo. In the
lower display device, a liquid crystal display, a CRT display,
electroluminescence, a plasma display and the like may be
utilized.
[0019] According to the above-described construction, it is
possible to avoid disadvantages such as dead stock and increased
assembly steps which may occur when a physical acrylic plate and a
symbol cell sheet are used for the lower display panel, whereby it
is possible to provide a gaming machine having superior cost
performance.
[0020] In a second aspect according to the present invention, an
optically transmissive electrical display device is provided in
front of the variable display means.
[0021] In general, many types of reel display panels have a central
display panel which is made of a transparent glass or acrylic plate
so that rotating reels provided in the inside of a cabinet become
visible. In the present invention, a transparent liquid crystal
display device may be provided in front of the rotating reels to
improve display effects. This liquid crystal display device
displays various images according to variations in game status.
[0022] According to the above-described construction, although the
reel display panel has heretofore been provided with still display
symbols, various symbols can be displayed and controlled if it is
necessary. In addition, since an optically transmissive liquid
crystal display device may be utilized for the electrical display
device, it is possible to provide a reel display panel which
ensures the visibility of reel symbols.
[0023] According to the present invention, the gaming machine may
also be provided with special game control means for generating a
special game state advantageous to the player on the basis of a
predetermined condition. The optically transmissive electrical
display device is controlled for shielding an optical view through
the device during the above-described special game state on the
basis of the predetermined condition.
[0024] The optically transmissive liquid crystal display device may
be controlled effectively to show effects, which include graphics,
animation, and/or sound effect, in relation to a variable control
of the reels when the game is controlled to shift into the special
game state advantageous to the player. Thus, the effects may
include one or more effect images. For example, in an effect
showing method, only a reel to be stopped becomes visible by
controlling the optically transmissive liquid crystal display
device for making at least a part of the device transparent and the
other reels become invisible by controlling the optically
transmissive liquid crystal display device for shielding an optical
view through at least a part of the device if the special game is
in the ST for notifying a stop order advantageous to the
player.
[0025] According to the above-described construction, when the
player is to perform a stop operation during the game in the ST,
the player can play the game in the ST without moving his/her eyes
toward the respective reels from the electric display device which
shows a stop order, whereby the player may suffer less fatigue. In
addition, it is possible to switch back and forth instantaneously
between controls for making the device transparent and for
shielding an optical view through the device (or making the device
opaque) in accordance with on-going game states and to control a
shielding area with software so that more precise effect control
may be made. The control of the optically transmissive liquid
crystal display device may be made by a main and/or sub-control
circuit for controlling the effects. It is usually required to
obtain an internal winning state of a winning combination and/or
game information about the stop states of the respective reels.
[0026] In another aspect of the present invention, a gaming machine
comprising a variable display device and a stop button is provided
such that the variable display device and the stop button are
visible to and optionally operable by a player. The gaming machine
may further comprise an optically transmissive electric display
device displaying an effect image in the special game mode. The
effect image in the special game mode may be determined by an
operation order of one or more stop buttons.
[0027] Further features of the invention, its nature, and various
advantages will be more apparent from the accompanying drawings and
the following detailed description of the invention.
BRIEF DESCRIPTION OF THE DRAWINGS
[0028] FIG. 1 is a perspective view of an external appearance of a
pachi-slot according to an embodiment of the present invention.
[0029] FIG. 2 is a cross-sectional view of a front door and
surroundings thereof.
[0030] FIG. 3 is a block diagram showing a main control
circuit.
[0031] FIG. 4 is a block diagram showing a sub-control circuit.
[0032] FIG. 5 is a block diagram showing an image control
circuit.
[0033] FIG. 6 shows each display panel (upper display panel, reel
display panel, and lower display panel).
[0034] FIG. 7A shows an example of pay line.
[0035] FIG. 7B shows another example of pay lines.
[0036] FIG. 7C shows yet another example of pay lines.
[0037] FIG. 8 is a schematic front view of reels and back
lamps.
[0038] FIGS. 9A, 9B, and 9C show symbol arrays drawn on
circumferential surfaces of left, center, and right reels,
respectively.
[0039] FIG. 10 shows winning symbol combinations and the numbers of
payout coins.
[0040] FIG. 11 shows a stop table to be selected in an internal
winning state of a "bell" winning combination.
[0041] FIG. 12 shows a winning probability table.
[0042] FIG. 13 shows a list of commands to be transmitted to the
sub-control circuit.
[0043] FIGS. 14A, 14B and 14C are front views of a reel display
panel with components.
[0044] FIG. 15 is a front view of the reel display panel in a
shielded state.
[0045] FIGS. 16A, 16B and 16C are front views of respective effect
screens to be displayed during a game in ST.
[0046] FIGS. 17A, 17B and 17C are front views of respective effect
screens to be displayed during a game in ST.
[0047] FIGS. 18A, 18B and 18C are front views of respective preview
notice screens.
[0048] FIGS. 19A and 19B are front views of D screens in respective
preview notice screens.
[0049] FIG. 20 shows an preview effect generation table and an
effect kind selection table.
[0050] FIGS. 21A and 21B show BR generation and BR continuation
frequency lottery tables, respectively.
[0051] FIGS. 22A and 22B show support menu and password input
screens.
[0052] FIG. 23 shows a payout performance setting screen A.
[0053] FIG. 24 shows a payout performance setting screen B.
[0054] FIG. 25 shows a payout performance setting screen C.
[0055] FIGS. 26A and 26B show payout tables.
[0056] FIG. 27 shows a flowchart of processing of the main control
circuit.
[0057] FIG. 28 shows a flowchart of processing of the main control
circuit.
[0058] FIG. 29 shows a flowchart of processing of the main control
circuit.
[0059] FIG. 30 shows a flowchart of initializing process.
[0060] FIG. 31 shows a flowchart of interrupt process.
[0061] FIG. 32 shows a flowchart of main process of the sub-control
circuit.
[0062] FIG. 33 shows a flowchart of parameter changing process.
[0063] FIG. 34 shows a flowchart of parameter changing process.
[0064] FIG. 35 shows a flowchart of payout/probability changing
process.
[0065] FIG. 36 shows a flowchart of payout/probability changing
process.
[0066] FIG. 37 shows a flowchart of input process.
[0067] FIG. 38 shows a flowchart of effect control process at
start.
[0068] FIG. 39 shows a flowchart of BR generation lottery
process.
[0069] FIG. 40 shows a flowchart of BR execution process.
[0070] FIG. 41 shows a flowchart of effect control process to be
executed at reel stop.
[0071] FIG. 42 shows a flowchart of effect control process to be
executed at end of one game.
[0072] FIG. 43 shows a flowchart of preview effect generation
process.
[0073] FIG. 44 shows a flowchart of parameter updating process.
DETAILED DESCRIPTION OF THE INVENTION
[0074] FIG. 1 is a perspective view of an external appearance of a
slot machine having stop buttons (e.g., so-called pachi-slot),
according to an embodiment of the present invention. A slot machine
1 has a front door 3 fixed in openable and closable conditions
(e.g., hingedly) to a box-shaped cabinet 2 made of plywood. The
upper portion of the front door 3 is provided with a game state
display lamp 4 which lights or blinks in different modes in
different occasions when a bonus game is generated and when an
error is detected, speakers 5L and 5R which emit effect sounds,
error sounds, and the like during the game, and an upper display
panel 6 which displays the number of coins to be paid out on each
winning combination as well as a brief explanation of game rules. A
liquid crystal display device is provided in the inside of the
upper display panel 6, and various data are displayed on the basis
of payout data for various winning combinations that are stored in
a ROM. A reel display panel 7 which is formed in an approximately
vertical plane is provided in the central portion of the front door
3.
[0075] A 1-BET switch 8, a 2-BET switch 9 and a MAX-BET switch 10
are provided around the bottom left of the reel display panel 7.
Presuming that the coins are credited, the 1-BET switch 8 allows a
player to bet one coin on a game when the player depresses the
1-BET switch 8 once, the 2-BET switch 9 allows the player to bet
two coins on a game when the player depresses the 2-BET switch 9
once, and the MAX-BET switch 10 allows the player to bet a maximum
number of (e.g., three) coins on a game when the player depresses
the MAX-BET switch 10 once. When the player operates any of these
BET switches 8 to 10, one or more predetermined pay lines are
activated. A coin insertion slot 11 through which coins are
inserted is provided near the right lower part of the reel display
panel 7.
[0076] A C/P (credit/payout) switch 12 which comprises a push
button to be operated by the player in order to determine whether
to credit or pay out the number of coins that the player has earned
in the game is provided on the left side along a central and
horizontal belt portion of the front door 3. By the switching of
this C/P switch 12, the coins are paid out through a coin payout
opening 17 provided in the lower portion of the front door 3, and
the paid-out coins are deposited in a coin tray 16. A start lever
13 is provided for a tilting operation within a predetermined
angular range on the right side of the C/P switch 12. When the
starts lever 13 is operated by the player, reels provided on the
inside of the reel display panel 7 start rotating.
[0077] A stop control panel 14 for individually stopping a
plurality of rotating reels is provided in the central portion of
the front door 3 so as to constitute stop means. The stop control
panel 14 is provided with a left stop button 15L, a center stop
button 15C, and a right stop button 15R. The player can arbitrarily
determine the order of operating these stop buttons 15L, 15C, and
15R. In general, a stop operation to be performed while all the
reels are rotating is, called a "first stop operation", the next
stop operation to be performed is called a "second stop operation",
and the last stop operation to be performed is called a "third stop
operation". In this embodiment, to operate the left stop button 15L
as the first stop operation is called "forward press", to operate
the center stop button 15C as the first stop operation is called
"center press", and to operate the right stop button 15R as the
first stop operation is called "reverse press".
[0078] In the case of the gaming machine provided with such three
stop buttons, there are a total of six kinds of stop operation
orders: To operate the left stop button 15L as the first stop
operation, the center stop button 15C as the second stop operation
and the right stop button 15R as the third stop operation is called
"left-center-right press"; to operate the center stop button 15C as
the first stop operation, the left stop button 15L as the second
stop operation and the right stop button 15R as the third stop
operation is called "center-left-right press"; to operate the
center stop button 15C as the first stop operation, the right stop
button 15R as the second stop operation and the left stop button
15L as the third stop operation is called "center-right-left
press"; to operate the left stop button 15L as the first stop
operation, the right stop button 15R as the second stop operation
and the center stop button 15C as the third stop operation is
called "left-right-center press"; to operate the right stop button
15R as the first stop operation, the left stop button 15L as the
second stop operation and the center stop button 15C as the third
stop operation is called "right-left-center press"; and to operate
the right stop button 15R as the first stop operation, the center
stop button 15C as the second stop operation and the left stop
button 15L as the third stop operation is called "right-center-left
press".
[0079] A lower display panel 18 which displays images such as the
title of the slot machine 1 and the characters included in the game
is provided below the stop control panel 14. A liquid crystal
display device is provided on the inside of the lower display panel
18 so that various image effects are controlled on the basis of
image data stored in a sub-control circuit to be described
later.
[0080] FIG. 2 is a schematic cross-sectional view of the front door
3 and surroundings of the slot machine 1. The front door 3 is
provided with three display panels arranged in the order from top
to bottom, that is to say, the upper display panel 6, the reel
display panel 7, and the lower display panel 18, and each of the
display panels displays a title logo, characters, and effects
relative to individual gaming situations. The reel display panel 7
includes a touch panel 28 for detecting a coordinate position
touched by the player and a transparent acrylic cover 19 which
serves as a protective cover, and further includes a picture sheet
20, and a reel liquid crystal display device 21 and an electronic
shutter 22, all of which are stacked on the inside surface of the
transparent acrylic cover 19. The picture sheet 20 has various
pictures printed on its transparent film material, the reel liquid
crystal display device 21 is a transparent liquid crystal display
device using an ITO film or the like, and the electronic shutter 22
is made of a similar kind of liquid crystal film. Cold cathode
tubes (CRTs) 23, each of which serve as a backlight for the reel
liquid crystal display device 21 and an illumination device for
illuminating symbols on the reels 24, are respectively provided at
upper and lower positions on the inside of the reel display panel
7. The operations of these individual display elements are as
follows. The symbols drawn on the picture sheet 20 are always
visible to the player independently from the effect control state
of the slot machine 1. The reel liquid crystal display device 21
serves as a display area for displaying image effects such as a
jackpot effect (or big hit effect) and various preview effects. The
electronic shutter 22 is capable of making an effect image shown on
the reel liquid crystal display device 21 between in a normal
display mode (in a state where only the effect image is visible
since the electronic shutter 22 shields an optical view from the
reels 24) and in a semitransparent-display mode (in a state where
reel symbols are visible through the device 21 since the electronic
shutter 22 is open). Such alternating modes can be achieved by
switching the reel display panel 7 back and forth between in
transparent and opaque states so that the symbols on the reels 24
become visible through a predetermined area of the reel display
panel 7 or blocked by the electronic shutter 22 in accordance with
applied voltages to the electronic shutter 22.
[0081] The upper display panel 6 is provided above the reel display
panel 7. The upper display panel 6 includes a transparent acrylic
cover 19 which serves as a protective cover, and includes, on the
inside of the transparent acrylic cover 19, an upper liquid crystal
display device 26, cold cathode tubes 23 serving as a backlight
source, and a light guiding plate 25 which directs light from the
cold cathode tubes 23 toward the entire surface of the upper liquid
crystal display device 26.
[0082] The lower display panel 18 is provided below the reel
display panel 7. The lower display panel 18 includes a transparent
acrylic cover 19 which serves as a protective cover, and includes,
on the inside of the transparent acrylic cover 19, a lower liquid
crystal display device 27, cold cathode tubes 23 serving as a
backlight source, and a light guiding plate 25 which directs light
from the cold cathode tubes 23 toward the entire surface of the
lower liquid crystal display device 27.
[0083] FIG. 3 is one example of a circuit block diagram for
realizing the operation of the slot machine 1 shown in FIG. 1. Game
control means of this embodiment generally includes two control
circuits: a main control circuit 101 and a sub-control circuit 201.
Here, the game control means may also include a computer executable
program. The main control circuit 101 controls electrically
connected various peripheral devices on the basis of input signals
from various detection means, while the sub-control circuit 201
controls, game information transmitted from the main control
circuit 101 effect images to be displayed on various liquid crystal
display devices, and effect sounds to be emitted from the speakers
5L and 5R, on the basis of operation inputs from the touch panel 28
provided in the reel display panel 7.
[0084] The main control circuit 101 includes as its main
constituent element a microcomputer 102 disposed on a printed
circuit board, and further includes a circuit for sampling a random
number. The microcomputer 102 includes a ROM 104 in which game
programs and data are stored in advance, a CPU 103 which performs
control operations in accordance with the game programs stored in
the ROM 104, and a RAM 105 which provides the work area necessary
for control process.
[0085] Connected to the CPU 103 are a clock pulse generation
circuit 106 for generating reference clock pulses, a frequency
divider 107, a random number generator 108 for generating a random
number to be sampled, and a sampling circuit 109 for sampling the
random number on the basis of a signal from the start lever 13
which will be described later. The microcomputer 102 may also be
utilized as random number sampling means to perform sampling of a
random number with software process. In this case, both the random
number generator 108 and the sampling circuit 109 may be
omitted.
[0086] The ROM 104 of the microcomputer 102 stores not only control
programs for controlling various operations of the slot machine 1,
but also various data such as a winning probability table used for
determining in probability lottery process (which will be described
later) whether a random number acquired on the basis of the
operation of the start lever 13 is a winning value or a losing
value, a stop table used for determining the stop positions of
reels 24L, 24C, and 24R according to the operations of the
respective stop buttons 15L, 15C, and 15R, and various game
information commands to be supplied to the sub-control circuit
201.
[0087] The various peripheral devices (actuators) are also
connected to the CPU 103 via an I/O port 110.
[0088] A motor driving circuit 111 performs driving control of
stepping motors 112L, 112C, and 112R for rotationally driving the
respective reels 24L, 24C, and 24R, in response to driving signals
from the CPU 103. In addition, the motor driving circuit 111
performs stop-control of the stepping motors 112L, 112C, and 112R
in response to stop control signals from the CPU 103.
[0089] A hopper driving circuit 113 performs driving control of a
hopper 114 which is a coin payout device, on the basis of a payout
command sent by the CPU 103.
[0090] A seven-segment driving circuit 122 performs driving control
of various displays formed by seven segment LEDs (a during-bonus
information display 33, a credit display 34, and a payout display
35).
[0091] A lamp driving circuit 116 performs lighting control of
various displays formed by lamps (a REPLAY lamp 30, a WAIT lamp 31,
a WIN lamp 32, and a START lamp 36).
[0092] Other effect display means comprises the reel liquid crystal
display device 21, the electronic shutter 22, and the reel
backlight. The effect display means is under driving control by the
sub-control circuit 201.
[0093] Main input signal generation means for generating input
signals necessary for the microcomputer 102 to generate control
signals for the respective driving circuits are the start lever 13,
the 1-BET switch 8, the 2-BET switch 9, the MAX-BET switch 10, the
C/P switch 12, an inserted-coin sensor 117, a reel stop signal
circuit 118, a reel index detection circuit 115, and a payout
detection circuit 119. These circuits are also connected to the CPU
103 via the I/O port 110.
[0094] The start lever 13 detects a start operation by the player.
The inserted-coin sensor 117 detects a coin which has passed
through a selector for excluding deformed coins from among coins
inserted from the coin insertion slot 11. The reel stop signal
circuit 118 detects whether each of the stop buttons 15L, 15C, and
15R has been operated, and generates a stop signal. The reel index
detection circuit 115 receives a signal from any of rotational
reference position detection switches incorporated in the
respective stepping motors 112L, 112C, and 112R, and supplies a
symbol position reset signal to the CPU 103. The payout detection
circuit 119 receives a signal from a coin detector 120 incorporated
in the hopper 114, and supplies a number-of-payout-coins signal to
the CPU 103.
[0095] The following description refers to how each of these
driving circuits is controlled in the flow of a series of game
processes. First of all, after the power source switch of the slot
machine 1 has been turned on, the random number generator 108
continues to generate random numbers which belong to a
predetermined numerical range. If the insertion of coins by the
player is detected by the inserted-coin sensor 117 or the coins or
equivalents are credited, the reel liquid crystal display device 21
displays an activated line corresponding to the number of betted
coins in response to a bet operation of the 1-BET switch 8, the
2-BET switch 9, or the MAX-BET switch 10. The bet operation is as
shown in the magnified view in FIGS. 7A, 7B, and 7C. A one-bet
operation makes a center line L1 an activated pay line (hereinafter
abbreviated as an "activated line"), a two-bet operation makes, in
addition to the center line L1, a top line L2A and a bottom line
L2B activated lines, and a three-bet operation makes a cross or
diagonal lines L3A and L3B activated lines in addition to the
center line L1, the top line L2A, and the bottom line L2B.
[0096] Then, the sampling circuit 109 samples the random numbers at
the timing when the start lever 13 detects the operation of the
player to start a game. Then, the CPU 103 collates the sampled
random number with the winning probability table stored in the ROM
104, and if the player hits a winning combination, the CPU 103 sets
a winning flag corresponding to the winning combination. This
software lottery process is hereinafter referred to as "probability
lottery process", and the details thereof will be described
later.
[0097] Then, the CPU 103 supplies driving pulses to each of the
stepping motors 112L, 112C, and 112R through the motor driving
circuit 111, whereby each of the reels 24L, 24C, and 24R starts
rotating. The CPU 103 monitors the driving pulses that are being
supplied, and updates a pulse counter reserved in the RAM 105.
Then, the CPU 103 monitors the value of this pulse counter, and
when the pulse counter reaches a predetermined value, the CPU 103
determines that each of the reels 24L, 24C, and 24R has moved by
one symbol (also called one frame), and adds one to a symbol
counter reserved in the RAM 105.
[0098] For example, if a reel using a stepping motor which makes
one rotation with four hundred pulses has twenty-one symbols
arranged on its circumferential surface, the reel moves by one
symbol (or one frame) for a period of about nineteen pulses. When
the value of the pulse counter reaches nineteen pulses, the CPU 103
determines that the reel has moved by one symbol, and adds one to
the symbol counter.
[0099] In the meantime, when the reference point of each of the
symbols of any of the reels 24L, 24C, and 24R passes through the
center line L1 shown in FIGS. 7A-C, the corresponding one of the
reels 24L, 24C, and 24R generates an index detection signal, and a
reset pulse is input to the CPU 103 via the reel index detection
circuit 115. The CPU 103 which has detected the input of the reset
pulse clears the symbol counter that has been incremented in the
RAM 105, thereby ensuring matching between the position of a symbol
grasped by software and the position of a symbol actually
displayed.
[0100] After the reels 24L, 24C, and 24R have started rotating,
when a predetermined period of time elapses such that the reels
24L, 24C, and 24R reach their constant-rotating speed, the
operations of the respective stop buttons 15L, 15C, and 15R are
activated. When the player performs a stop operation, a reel stop
signal is input to the CPU 103 via the reel stop signal circuit 118
and software processing such as selection of a stop position is
performed by the CPU 103. After that, a stop pulse is supplied to
the corresponding one of the stepping motors 112L, 112C, and 112R
via the motor driving circuit 111, whereby the corresponding one of
the reels 24L, 24C, and 24R is controlled to come to a stop.
[0101] During the stop control of each of the reels 24L, 24C, and
24R, when the CPU 103 receives a stop signal from the reel stop
signal circuit 118, the CPU 103 stores the code number of a symbol
located on the center line L1 into a predetermined area of the RAM
105 as a stop operation position, and makes reference to the stop
table on which stop operation positions are associated with symbols
to be stopped and displayed on the center line L1. Then, the CPU
103 stores a symbol stop position corresponding to the stop
operation position into a predetermined area of the RAM 105 and
calculates how many pulses (or how many frames) remain to be
supplied until an objective symbol can be stopped and displayed,
and after having supplied the calculated number of pulses, the CPU
103 performs stop-control (i.e., control for stopping the reel as
scheduled).
[0102] When all of the reels 24L, 24C, and 24R come to a stop, the
CPU 103 performs winning retrieval. In the winning retrieval,
first, the CPU 103 collates a symbol table stored in the ROM 104
with the symbol stop positions stored in the RAM 105 and grasps the
stop state of the current game. The symbol table is constructed to
correspond to the symbol arrays drawn on the circumferences of the
respective reels 24L, 24C, and 24R. The symbol table includes code
numbers indicative of the order of symbols from a reference
position and symbol codes provided to correspond to the respective
code numbers, and serves as a software reel band. Then, as to each
of the activated lines L1, L2A, L2B, L3A, and L3B, the CPU 103
collates the stop state of the current game with a winning symbol
combination table stored in the ROM 104, and determines whether the
player has won. The winning symbol combination table is a table in
which winning symbol combinations and the number of coins to be
paid out for winning are stored in the state of corresponding to
each other. In the case where activated winning symbol combinations
and the number of payout coins are made different depending on
individual game states, the CPU 103 performs such process by
shifting these winning symbol combinations.
[0103] If the CPU 103 determines through the winning retrieval that
the player has won, the CPU 103 supplies a payout signal to the
hopper driving circuit 113 to pay out a predetermined number of
coins from the hopper 114. At this time, the coin detector 120
counts the number of coins to be paid out from the hopper 114, and
if the count of the coin detector 120 reaches a predetermined
value, the coin detector 120 stops supplying the driving signal to
the hopper driving circuit 113 so that the coin payout is
stopped.
[0104] The block diagram of FIG. 4 represents the construction of
the sub-control circuit 201. The sub-control circuit 201 controls
the various liquid crystal display devices and peripheral devices
responsible for effects, such as the speakers 5L and 5R, on the
basis of game information from the main control circuit 101, and
input signals from the touch panel 28.
[0105] This sub-control circuit 201 includes a sub-microcomputer
202 as its main constituent element, and further includes an upper
display panel image control circuit 250, a reel display panel image
control circuit 251, a lower display panel image control circuit
252, the control circuits 250, 251, and 252 performing driving
control of the respective liquid crystal display devices 26, 21,
and 27, a sound source IC 230 performing sound output control of
the speakers 5L and 5R, a power amplifier 231 serving as an
amplifier, a reel back lamp control circuit 240, and an electronic
shutter control circuit 270 performing opening/closing control of
the reel display panel section 7. These control circuits are formed
on a printed circuit board separate from that of the main control
circuit 101.
[0106] The sub-microcomputer 202 includes a sub-CPU 203, a sub-ROM
204 serving as storage means, and a sub-RAM 205. Although not shown
in FIG. 5, similarly to the main control circuit 101, the
sub-control circuit 201 is provided with a clock pulse generation
circuit, a frequency divider, a random number generator, and a
sampling circuit. The sub-ROM 204 stores a communications sequence
program for enabling the sub-microcomputer 202 to communicate with
the main control circuit 101, an effect selecting table from which
the sub-microcomputer 202 is to select various effects on the basis
of received game information, a sound sequence program and the
like. The sub-RAM 205 is utilized as a work area by the
sub-microcomputer 202 while the sub-microcomputer 202 is executing
any of these control programs.
[0107] The sub-CPU 203 determines effects to be produced by
individual effect control circuits, on the basis of a command
transmitted from the main control circuit 101, and transmits
determined contents to the respective effect control circuits.
[0108] The reel back lamp control circuit 240 is used for effect
display control to display winning effects and advance notice of a
winning flag.
[0109] The electronic shutter control circuit 270 controls the
opening and closing of the electronic shutter 22 disposed between
the reel liquid crystal display device 21 and the reels 24L, 24C,
and 24R, by determining whether to apply voltage to the electronic
shutter 22. The electronic shutter control circuit 270 controls the
electronic shutter 22 to close a necessary display area on the
basis of contents determined by the sub-microcomputer 202, thereby
closing an area which is specified to become invisible to the
player (or opaque) on the inside of the reel liquid crystal display
device 21. For example, a game in the ST which is a special game to
notify the player of an appropriate stop order according to a
selected stop table, when the player operates the start lever 13,
the electronic shutter control circuit 270 performs the control of
making visible only a reel to be operated during the first stop
operation and covering the other reels, thereby causing the player
to accurately recognize which reel is to be operated during the
first stop operation.
[0110] The image control circuit of the slot machine 1 includes a
plurality of control circuits for controlling the corresponding
ones of the liquid crystal display devices provided in the
respective display panels, that is to say, 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 is a block diagram showing the reel display panel image
control circuit 251 as one example of the image control circuit.
The reel display panel image control circuit 251 performs display
control of images to be displayed on the reel liquid crystal
display device 21, and includes 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 a parameter determined by the sub-microcomputer 202,
through an image control circuit IN port 259, and determines
contents to be displayed on the reel liquid crystal display device
21, in accordance with an image control sequence program stored in
the image control ROM 254. The image control ROM 254 stores
programs such as a receipt sequence program for receiving image
effect commands transmitted from the sub-microcomputer 202 and an
image control sequence program for controlling the image control IC
256. The image control RAM 255 is used as a work area by the image
control CPU 253 while the image control CPU 253 is executing any of
these image control programs.
[0111] The image control IC 256 forms an image according to the
display contents determined by the image control CPU 253, by making
use of graphic data stored in the image ROM 257, and temporarily
stores the image in the video RAM 258 and outputs the stored image
to the reel liquid crystal display device 21 via an image control
circuit OUT port 260 at an appropriate timing, thereby producing a
display effect.
[0112] FIG. 6 is a front elevational view of the slot machine 1,
particularly showing the upper display panel 6, the reel display
panel 7, and the lower display panel 18. In this embodiment, a
liquid crystal display device is provided in any one of the display
panels as a display device so that various images are displayed
according to the status of a game and/or a sponsor of the game. The
reel display panel 7 allows the symbols on the reels 24L, 24C, and
24R to become visible to the player through the reel liquid crystal
display device 21 and the electronic shutter 22. When the reel
liquid crystal display device 21 and the electronic shutter 22 are
controlled to make the reel liquid crystal display device 21
transparent, the reel symbols become visible to the player, and
when an image is displayed on the reel liquid crystal display
device 21 or the electronic shutter 22 is controlled to be closed,
i.e., become opaque (or the shutter 22 shields a view through the
device 21), the reel symbols become invisible.
[0113] The lower display panel 18 is provided with the lower liquid
crystal display device 27, and mainly displays the machine title of
the slot machine 1 and a symbol based on the concept of the gaming
machine. FIG. 6 shows the machine title "DON-NAVI". Display control
of these images is performed on the basis of image data stored in
the image ROM of the lower display panel image control circuit 252
of the sub-control circuit 201. Accordingly, merely by replacing
the sub-control circuit 201 or the lower display panel image
control circuit 252 with other control circuits, it is possible to
easily manufacture various kinds of machines without the need to
prepare different lower display panels for the respective kinds of
machines nor to attach new lower display panels in a manufacturing
process.
[0114] The upper display panel 6 is provided with the upper liquid
crystal display device 26, and mainly displays a payout table. In
this embodiment, the slot machine 1 is constructed so that the
number of payout coins can be modified by a predetermined input
operation, and the contents of the payout table are displayed in
accordance with modified parameters. Details will be described
later.
[0115] FIG. 8 is a magnified view of the reels 24L, 24C and 24R.
Reel bands 40L, 40C, and 40R of the respective reels 24L, 24C and
24R are made of a semitransparent film material, and various
symbols such as "cherry" symbols and "7" symbols are printed on a
surface of each of the reel bands 40L, 40C, and 40R with an
optically transmissive color ink, and the area except those symbols
is masked with an optically non-transmissive ink. Lamp housings
41L, 41C, and 41R are respectively disposed behind the reel bands
40L, 40C, and 40R so that the emission of one of reel back lamps
does not interfere with other symbol areas. Reel back lamps 42L,
42C, and 42R are contained in the compartments of the lamp housings
41L, 41C, and 41R, respectively. The reel back lamp control circuit
240 performs blinking control of the reel back lamps 42L, 42C, and
42R on the basis of parameters determined by the sub-microcomputer
202. For example, the reel back lamps 42L, 42C, and 42R opposed to
symbols located on a pay line may be made to blink at the time of
coin payout, or different blinking modes may be prepared for
different internal winning combinations so that when a particular
winning flag is set, the corresponding effect can be displayed to
suggest which winning symbol the player should aim at.
[0116] FIGS. 9A, 9B, and 9C are developed plan views of the reel
bands 40L, 40C, and 40R, respectively. Each of the reel bands 40L,
40C and 40R is provided with twenty-one symbols, and the respective
symbols are assigned symbol numbers 1 to 21 and are stored in the
ROM 104 as the symbol table. Symbol arrays 40L', 40C', and 40R' are
displayed while being moved in the order of the symbol numbers
(from bottom to top) during the rotational driving of the
respectively reels 24L, 24C, and 24R.
[0117] FIG. 10 is a view of the payout table showing the numbers of
payout coins for winning symbol combinations (winning combinations)
in each game state.
[0118] Internal winning, winning, and game states will be described
below. The internal winning is a state in which, during the
above-described probability lottery processing, a sampled random
number is collated with the winning probability table so that the
winning is determined and a winning flag of the corresponding
winning combination is set.
[0119] Winning flags are basically assigned to all winning
combinations, and are classified into two groups of winning
combinations in terms of their characteristics. The first group
includes winning combinations called small winning combinations,
each of which allows a winning flag to be valid only in a game
where the winning flag has been set, but does not allow the winning
flag to be carried over into the next game and pays out a
comparatively small number of coins. The second group includes
winning combinations called bonus combinations, each of which
allows a winning flag to be valid not only in a game where the
winning flag has been set, but also to be carried over into a game
where winning occurs and increases the internal lottery probability
of a winning combination to pay out a large number of coins called
a big bonus (BB) or a regular bonus (RB).
[0120] Examples of such small winning combinations are a "cherry"
winning combination which allows the player to win whenever a
particular symbol comes to a stop on an activated line of the left
reel, as well as a "bell" winning combination and a "watermelon"
winning combination either of which allows the player to win when
three particular symbols come to a stop and are lined up on an
activated line. Examples of the bonus combinations are a big bonus
(BB) and a regular bonus (RB). The regular bonus (RB) occurs when,
for example, three "BAR" symbols line up on an activated pay line
in the form of "BAR-BAR-BAR", and first pays out fifteen coins. The
player can play a one-coin-bet-bonus game (called a "JAC game" or a
"combination game") twelve times, or eight times until winning
occurs. The big bonus (BB) occurs when, for example, three "red 7"
symbols line up on an activated pay line in the form of "red 7-red
7-red 7', and first pays out fifteen coins. The player can play up
to a maximum of thirty times the game called "BB-lasting general
game," in which the winning probability of a small winning
combination or an RB is increased, and can play an RB game during
this period of time (while BB is lasting) up to a maximum of three
times. The RB winning during a general game occurs when, for
example, three "BAR"-symbols line up in the form of "BAR-BAR-BAR",
whereas RB winning during the BB-lasting general game occurs when
three "replay" symbols line up in the form of
"replay-replay-replay". If the player wins the replay winning
combination, coins are automatically inserted by the same number as
the number of coins inserted by the player, so that the player can
play the next game without inserting coins. A single bonus (SB)
occurs when, for example, three "sword 7" symbols line up on an
activated pay line in the form of "sword 7-sword 7-sword 7", and
first pays out fifteen coins. The player can play the JAC game
once. This SB is entitled "bonus", but disallows the carry-over of
the winning flag and allows the winning flag to be valid only in
the current game, similarly to the small winning combinations.
[0121] Game states will be described below. The game states are
classified into three state groups according to the presence or
absence of a winning flag indicative of a bonus winning
combination, that is to say, a general game state in which internal
winning does not yet occur as to any bonus combination, a bonus
internal winning state (also called a "bonus-internal-winning
lasting period" or a "bonus-internal-hit lasting period") in which
although internal winning has occurred in the probability lottery
process, bonus winning symbols do not yet line up on an activated
line, so that winning does not yet occur, and a bonus game state
(also called a "bonus-activated period") in which the player
successfully lines up winning symbols on an activated line during a
bonus-internal-winning lasting period and plays a bonus game.
[0122] Furthermore, the bonus-internal-winning lasting period is
divided into a BB-internal-winning lasting period and an
RB-internal-winning lasting period according to the kind of
bonuses. The bonus-activated period is also divided into a
BB-activated period and an RB-activated period.
[0123] In addition to the bonus winning combinations, there exist
game states which are advantageous to the player in that the player
can get a large number of coins.
[0124] For example, a particular state called a "concentration
function" is known. In this state, as probability tables of SB
winning during the general game, there are prepared a high
probability table (with an SB internal lottery probability of, for
example, 1/2) and a low probability table (with an SB internal
lottery probability of, for example, 1/20). During the use of the
low probability table, a lottery for switching the low probability
table to the high probability table is carried out (generally
called a "rush lottery"), whereas during the use of the high
probability table, a lottery for switching the high probability
table to the low probability table is carried out (generally called
a "puncture lottery"), whereby the number of payout coins gradually
increases during the use of the high probability table.
[0125] For example, a particular state called an "AT (assist time)
function" is known. In this state, a plurality of winning
combinations which do not at all occur at the same time are set
(for example, there are provided winning combinations of
"bell-bell-red 7", "bell-bell-blue 7" and "bell-bell-white 7", and
an interval of four frames or more is provided between each of the
"red 7", "blue 7" and "white 7" symbols on the right reel). In a
normal state, since the player is not notified of the kind of
internal winning combination, the player cannot know which of the
"7s" he/she should aim at, and theoretically can only win with a
probability of 1/3 after any internal lottery. In a state (called
an "AT period") which notifies the player of the kind of internal
lottery, the player can know the kind of "7" symbol which he/she
should aim at, so that if the player accurately carries out even
the observation push, the player can theoretically win with a
probability of 100% after any internal winning combination, whereby
the number of payout coins increases gradually.
[0126] There is also a state called a "ST (super time) function".
In this state, if a predetermined stop order is not carried out on
one internal winning combination, stop-control which disables the
lining up of a winning combination of symbols is performed even if
the winning combination gets the internal winning and the player
performs an accurate observation push operation. As shown in FIG.
11, by way of example, as to the winning combinations "bell", six
kinds of stop order tables are prepared from "No. 1" to "No. 6",
and a stop table to be used is selected as by random number lottery
when a "bell" symbol gets the internal winning in the probability
lottery process. For example, in the case where the stop table "No.
3" is selected in the current game, the winning occurs when the
center stop button 15C is operated as the first stop operation, the
left stop button 15L as the second stop operation and the right
stop button 15R as the third stop operation. The other five kinds
of stop orders are each performed as a stop order which disables
the lining up of "bell" symbols on an activated line even if a
"bell" symbol gets the internal winning.
[0127] In the normal state, since the player is not notified of
this stop order, the player theoretically can only win with a
probability of 1/6 after the internal winning, but a particular
state called a "ST period" is known. In the ST period, the player
is notified of the kind of selected stop table, namely, the order
of buttons to be stopped, so that the player can theoretically win
with a probability of 100% after the internal winning and the
number of payout coins increases gradually. In this embodiment,
even in the case of the same winning symbol combination, the number
of payout coins is made different for different game states. For
example, the "watermelon" winning combination pays out three coins
during the general game as well as during the
bonus-internal-winning lasting period, but pays out fifteen coins
during the BB-lasting general game. The "replay-replay-replay"
combination serves as a replay winning symbol combination during
the general game and during the bonus-internal-winning lasting
period, but becomes the RB winning symbol combination during the
BB-lasting general game. In the JAC game, the
"replay-replay-replay" combination becomes the bonus winning symbol
combination which pays out fifteen coins.
[0128] In this embodiment, in addition to the bonus winning
combinations, the above-described "ST function" is adopted as a
state advantageous to the player, and the ST game (or the game in
the ST) is activated when a predetermined condition is satisfied
during the general game. Specifically, when the SB winning
combination or the "bell" winning combination gets the internal
winning, the player is notified of information about the stop order
necessary to line up the winning symbols. Accordingly, when the SB
winning combination or the "bell" winning combination gets the
internal winning during the period of this special state, the
player can positively generate winning without causing unexpected
loss, by operating the stop buttons in accordance with the notified
stop order. In this embodiment, on the basis of the payout table of
FIG. 10, the number of coins to be paid out on the same winning
combination can be modified by a predetermined input operation.
[0129] FIG. 12 shows the winning probability table used for the
above-described probability lottery process. The random number is
extracted from the range of "0" to "16383", and when the random
number belongs to a winning range determined for any of the winning
combinations, the corresponding winning combination is made an
internal winning combination. For example, if the random number
extracted in the current game is "10000", the random number belongs
to the winning range of the "bell" winning combination: "2299" to
"11024", so that the "bell" winning combination is made an internal
winning combination. If the random number extracted in the current
game is "15000", the random number belongs to the blank range of
"13669" to "16383", so that none of the winning combinations
becomes an internal winning combination and the random number is
determined as a blank.
[0130] FIG. 13 shows a table of game information commands to be
transmitted from the main control circuit 101. In this embodiment,
the main control circuit 101 responsible for control of winning
determination, coin payout and the like and the sub-control circuit
201 responsible for control of the reel liquid crystal display
device 21 and the speakers 5L and 5R are mounted on separate
boards. Both boards are connected to each other by a straight cable
so that necessary information is successively transmitted, because
effect control to be processed by the sub-control circuit 201 needs
the internal winning state of a winning combination processed by
the main control circuit 101 and game information about the stop
states of the respective reels. Commands to be transmitted from the
main control circuit 101 include a "start command" which is
transmitted when the start lever 13 is operated by the player, a
"reel stop command" which is transmitted when any of the stop
buttons 15L, 15C, and 15R is operated to stop the corresponding
rotating one of the reels 24L, 24C, and 24R, one-game end command"
which is transmitted when one game comes to an end, "parameter
change demand command" to execute parameter change process which
enables the number of payout coins and an internal winning
probability to be modified when the power source of the slot
machine 1 is turned on, a "keyswitch-off command" which is
transmitted when a keyswitch is turned off, and an "initialization
command" to cause the liquid crystal display devices to display
their initial images.
[0131] FIGS. 14A to 14C are views showing various members which
constitute 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
acrylic plate to which the touch panel 28 is stuck, and serves as a
protection cover against physical impact from the outside. FIG. 14B
is a front view of the picture sheet 20. The picture sheet 20 has
various symbols printed on a transparent film material with a
semitransparent ink (or optically transmissive ink), and in this
embodiment, a symbol of a tree is printed on the left side of the
sheet 20. FIG. 14C is a front view of the electronic shutter 22.
The electronic shutter 22 is made of liquid crystal film, and is
switched between its transparent and opaque states according to the
state of application of voltage to the electronic shutter 22. On
the right side of the electronic shutter 22, a display area for
displaying the lamp parts and the seven-segment display parts is
held in a transparent state irrespective of the presence or absence
of the state of application of voltage, whereby the display area is
always visible to the player.
[0132] FIG. 15 is a magnified view of a display state in which the
reel display panel 7 is to be placed when the entire area of the
electronic shutter 22 is in a closed mode or an opaque state (when
no voltage is applied to the electronic shutter 22). This display
state occurs when, for example, the power source of the slot
machine 1 is off, and the reels 24 are hidden by the electronic
shutter 22 in the state of being invisible to or blocked from the
player, whereas the picture sheet 20 is visible to the player
without being influenced by the state of control of the electronic
shutter 22, because the picture sheet 20 is provided in front of
the electronic shutter 22 (on the side where the player stands).
The various lamp displays and the seven-segment displays on the
right side of the reel display panel 7 are disposed on the inside
of the electronic shutter 22 in the cabinet of the slot machine 1,
but are visible to the player because the corresponding display
area of the electronic shutter 22 is always in a transparent
state.
[0133] FIGS. 16A to 16C are views showing effect screens appearing
during the game in the ST which is a special game state (an effect
of a special game mode). FIG. 16A is a view of one example of
effect control during the ST game, showing an effect screen which
is displayed on the reel display panel 7 before the first stop
operation is performed in the case where a "bell" symbol gets the
internal winning in the current game and the stop table No. 5 shown
in FIG. 11 is selected. In this embodiment, in the effect control
during the game in the ST, the electronic shutter 22 is placed
under transparent control only in a display area in which a reel
corresponding to a stop button to be operated is displayed, and is
placed under opaque control (or shielding control) in the other
display area, thereby suggesting an appropriate stop operation.
Since the stop table No. 5 indicates the right stop button 15R for
the first stop operation, the electronic shutter 22 is made opaque
in the display area of the reel display panel 7 except an area for
display of the right reel 24R so that only the rotating right reel
24R is visible to the player, thereby suggesting to the player that
he/she operate the right stop button 15R. The transparent control
is to control the electronic shutter 22 to allow the reel symbols
disposed behind the electronic shutter 22 to become visible, and as
long as the reel symbols are visible to the player, the electronic
shutter 22 may also be placed into not a completely transparent
state but a semitransparent state, or into a colored state.
Similarly, the opaque state of the electronic shutter 22 includes
not only a state which completely blocks light, but also a somewhat
semitransparent state which does not allow the reel symbols behind
to become visible.
[0134] FIG. 16B is a view showing an effect screen which is
displayed on the reel display panel 7 when the player operates the
right stop button 15R during the state shown in FIG. 16A. Since the
first stop operation of the right stop button 15R is a correct stop
operation, the area for display of the right reel 24R in which the
rotating right reel 15R is in whole visible in FIG. 16A is set to
make only a "bell" symbol of an internal winning combination
visible to the player, while the other display area of the reel
display panel 7 is opaquely covered by the electronic shutter 22,
thereby notifying the player that the first stop operation of the
right stop button 15R has been a correct stop operation. In
addition, an area for display of the left reel 24L that has been
opaquely covered by the electronic shutter 22 in FIG. 16A is placed
in a transparent state where the rotating left reel 24L is visible,
thereby suggesting to the player that he/she operate the left reel
24L.
[0135] FIG. 16C is a view showing an effect screen which is
displayed on the reel display panel 7 when the player operates the
left stop button 15L during the state shown in FIG. 16B. Since the
second stop operation of the left stop button 15L is a correct stop
operation, the area for display of the left reel 24L in which the
rotating left reel 15L is in whole visible in FIG. 16B is set to
make only a "bell" symbol of the internal winning combination
visible to the player, while the other display area of the reel
display panel 7 is opaquely shielded by the electronic shutter 22,
thereby notifying the player that the second stop operation of the
left stop button 15L has been a correct stop operation. In
addition, an area for display of the center reel 24C that has been
opaquely covered by the electronic shutter 22 in FIG. 16B is placed
in a transparent state where the rotating center reel 24C is
visible, thereby suggesting to the player that he/she operate the
remaining center reel 24L.
[0136] FIG. 17A is a view of an effect screen which is displayed on
the reel display panel 7 when all the stop operations during the
game in the ST are correctly performed to generate the winning. In
FIG. 17A, the electronic shutter 22 is placed under transparent
control only in portions corresponding to the "bell" symbols of the
winning combination, whereby the "bell" symbols on the reels 24 are
visible, while the letters "GET" are displayed on the reel liquid
crystal display device 21 to notify the player that the "bell"
symbols have won.
[0137] FIG. 17B is a view of an effect screen which is displayed on
the reel display panel 7 when a stop operation during the game in
the ST is erroneously performed to generate unexpected loss. For
example, during the state shown in FIG. 16B, when the player
erroneously operates the center stop button 15C instead of the left
stop button 15L, the symbol "x" is displayed on a magnified scale
in the center of the display to notify the player that he/she has
performed an erroneous stop operation.
[0138] After the effect control executed as shown in each of FIGS.
17A and 17B has displayed the effect screen for a predetermined
time, all the opaque areas of the electronic shutter 22 are placed
under transparent control as shown in FIG. 16C, so that the effect
control in one game comes to an end.
[0139] FIGS. 18A to 18C are views showing a preview notice effect
screen which is generated with a predetermined probability after
all of the reels 24L, 24C, and 24R have stopped. The flow of a
specific effect is as follows. First, the rotating reels 24L, 24C,
and 24R are displayed behind the reel display panel 7 (FIG. 18A).
After that, all of the reels 24L, 24C, and 24R are stopped by the
stop operation of the player (FIG. 18B). After all of the reels
24L, 24C, and 24R have come to a stop, the electronic shutter 22 is
made in the opaque state, and the reels 24L, 24C, and 24R which
have been displayed are hidden behind the electronic shutter 22 as
shown in FIG. 18C.
[0140] Then, a preview notice effect based on the internal winning
combination in the current game is executed. The preview notice
effect of this embodiment adopts a method of representing the
reliability of establishment of each of the bonus winning
combinations by determining to what extent the display positions of
"bell" symbols displayed on the reel liquid crystal display device
21 coincide with the stop positions of "bell" symbols of the reels
24L, 24C, and 24R which are displayed in stopped states. FIG. 21A
shows a preview notice effect generation table. The preview notice
effect generation table is referred to by the CPU 103 when the CPU
103 is to execute a lottery as to whether to execute the preview
notice effect, in the case where any of the BB, RB, watermelon, and
SB winning combinations gets the internal winning in the
probability lottery process. For example, in the case where a
"watermelon" symbol gets internal winning and an effect-selecting
random number is "15" in the current game, the corresponding
advance notice effect is generated, but in the case where the
current internal winning combination is an "SB" winning
combination, no preview notice effect is generated, even if the
effect-selecting random number is the same as "15".
[0141] FIG. 21B shows an effect type selection table. The effect
type selection table is referred to by the CPU 103 when the CPU 103
is to determine the contents of an effect, in the case where
generation of a preview notice effect is determined through the
preview notice effect generation table. The preview notice effect
is divided into effect types on the basis of the accuracy with
which the "bell" symbol stop positions on the reels 24L, 24C, and
24R are made to coincide with the "bell" symbol stop positions
displayed on the reel liquid crystal display device 21, and as the
accuracy of coincidence becomes higher, the probability with which
a bonus winning combination gets internal winning becomes higher.
For example, in the column of "bell display number" shown in FIG.
21B, "all" signifies that all the "bell" symbol display positions
of both the reels 24L, 24C, and 24R, and the reel liquid crystal
display device 21 are coincident with one another, and "appearance
number-2" signifies that the "bell" symbol display positions of
both are uncoincident at a maximum of two locations. For example,
in the current game, if the internal winning combination is "SB"
and the effect-selecting random number is "118", an effect
corresponding to "appearance number-4" is selected. If, for
example, only two "bell" symbols are displayed on the reels 24L,
24C, and 24R in a stopped state, an effect mode which causes all
the "bell" symbol display positions to be uncoincident is selected,
while if, for example, five "bell" symbols are displayed, four
"bell" symbol display positions are displayed in an uncoincident
state and one "bell" symbol display position is displayed in a
coincident state.
[0142] FIGS. 19A and 19B are views showing specific examples of
preview notice effect modes. The example shown in FIG. 19A is
displayed when any number of "appearance number-2", "appearance
number-3", "appearance number-4" or "appearance number-5" is
selected from the effect-type selection table shown in FIG. 21B
with the reels 24L, 24C, and 24R stopped in the display mode shown
in FIG. 18B. In the reel stop mode shown in FIG. 18B, "bell"
symbols are respectively displayed in the center section of the
center reel 24c and in the top section of the right reel 24R among
the reels 24L, 24C, and 24R, but on the reel liquid crystal display
device 21, "bell" symbols are respectively displayed in the
center-reel bottom section and in the right-reel center section.
Since the "bell" symbol display positions do not coincide between
both, the player can judge that a preview notice effect of low
reliability has been displayed.
[0143] The example shown in FIG. 19B is displayed when any number
of "appearance number-1" is selected from the effect-type selection
table shown in FIG. 21B with the reels 24L, 24C and 24R stopped in
the display mode shown in FIG. 18B. Among the reels 24L, 24C, and
24R, "bell" symbols are respectively displayed in the center
section of the center reel 24C and in the top section of the right
reel 24R, while on the reel liquid crystal display device 21,
"bell" symbols are respectively displayed in the center-reel center
section and in the right-reel center section. The "bell" symbol
display position on the right reel 24R does not coincide, but the
"bell" symbol display position on the center reel 24C coincides,
whereby the player can judge that an advance notice effect of high
reliability has been displayed.
[0144] FIG. 20 is a view showing a BR generation and BR
continuation period lottery table. Here, BR stands for battle rush,
which is one of the special game states. In this embodiment,
whether to generate a BR, and a BR continuation frequency, are
determined by executing a lottery with a predetermined probability
in the case where a predetermined winning combination has got
internal winning. According to the table, the BR is generated with
a probability of 16/128 at the time of "watermelon" internal
winning, with a probability of 11/128 at the time of two-cherry
internal winning, or with a probability of 25/128 at the time of a
blank combination.
[0145] FIGS. 22A and 22B shows a support menu which permits a
parlor clerk to modify and select the payout performance of the
slot machine 1. A support menu screen is displayed when the
keyswitch (not shown) provided in a power source box inside the
slot machine 1 is turned on and the power source of the slot
machine 1 is activated. The support menu includes three modes. Mode
1 is a mode for making modification of the number of payout coins
for each winning combination and modification of the internal
winning probability of each winning combination, and permits the
parlor clerk to select arbitrary performance on a payout
performance setting screen which will be described later. Mode 2 is
a mode for making modification of the number of payout coins for
each winning combination and the generation probability of the ST
game. Mode 3 is a mode for making setting in six steps. The parlor
clerk can select each of the modes by touching the corresponding
display area, and when the parlor clerk selects "end" after the
completion of setting, the slot machine 1 returns to its normal
game state.
[0146] FIG. 22B is shows a password input screen which is displayed
when Mode 1 is selected. Mode 1 is a mode for modifying the payout
performance of the slot machine 1 by modifying the internal winning
probability of each winning combination and the number of payout
coins on each winning combination. Since variations in the payout
performance directly relate to the business of pachinko parlors,
high security is necessary, so that Mode 1 requests the parlor
clerk to input a password before allowing the parlor clerk to
proceed to a setting screen. The parlor clerk inputs a specified
password through alphabet input means using the touch panel 28
which is displayed in the central portion of the screen on the
bottom side thereof. After having input the password, when the
parlor clerk inputs an "end" command on the alphabet input means,
the slot machine 1 performs collation of the password, and if the
password is a correct input, the parlor clerk is allowed to proceed
to the setting screen. If the parlor clerk is to complete the
current input work, the parlor clerk returns to the support menu
screen by selecting "return".
[0147] FIGS. 23 to 25 are views showing payout performance setting
screens. In this embodiment, a plurality of payout performance
setting screens are prepared, and the payout performance setting
screens differ from each other in the number of payout coins for
each winning combination and in the internal winning probability of
each winning combination. FIG. 23 is a view showing a payout
performance setting screen A which is displayed after a password
has been input on the password input screen. The setting screen A
can be used to set standard payout performance. The number of
payout coins and the internal winning probability for the general
game state and those for the BB-lasting general game state are set
with respect to each of the winning symbol combinations listed on
the left side of the screen. For example, during the general game
state, the. "watermelon" symbol has an internal winning probability
of 141/16384, and the number of coins to be paid out on the
"watermelon" winning combination is three. At the top center of the
setting screen A, a screen switching icon is displayed, and when
the parlor clerk touches the icon, the setting screen A is switched
to the next screen. If the parlor clerk desires to use the setting
screen A, the parlor clerk touches a "determination" icon at the
bottom left of the setting screen A to decide to use the setting
screen A, and returns to the support menu screen shown in FIG.
22A.
[0148] FIG. 24 is a view showing a payout performance setting
screen B. The setting screen B is intended to enable the player to
enjoy the general game without losing coins in a short time, by
increasing the number of payout coins and the internal winning
probability of each small winning combination during the general
game state (the internal winning probability and the number of
payout coins for the "watermelon" winning combination during the
general game state are respectively increased to 356/16384 and 15,
and the internal winning probability and the number of payout coins
for the "bell" winning combination during the general game state
are respectively increased to 7688/16384 and 6). Contrarily, the
internal winning probability of the BB winning combination is set
to 38/16384 so that the total payout rate converges to a constant
value.
[0149] FIG. 25 is a view showing a payout performance setting
screen C. The setting screen C is intended to enable the player to
enjoy the general game without losing coins in a short time, by
increasing the internal winning probability of the "bell" winning
combination during the general game. Contrarily, the number of
times by which the player can try the RB game during the BB is
decreased from three to two so that the total payout rate converges
to a constant value.
[0150] In this manner, the parlor clerk can modify the game
characteristics of the slot machine 1 by selecting any of the
plurality of kinds of payout performance setting screens prepared
in advance. Furthermore, the slot machine 1 may also be constructed
so that each data value of any of the payout performance setting
screens can be modified to enable fine adjustment of the game
characteristics.
[0151] FIGS. 26A and 26B are views showing payout tables to be
displayed on the upper display panel 6. In this embodiment, as
described above, the slot machine 1 is constructed so that the
number of payout coins and the internal winning probability of each
winning combination can be varied, and performs control to display
a payout table according to the parameters set by the parlor clerk.
FIG. 26A is a view showing a payout table to be displayed when
setting is performed with the contents of the payout performance
setting screen A shown in FIG. 23.
[0152] FIG. 26B is a view showing a payout table to be displayed
when setting is performed with the contents of the payout
performance setting screen B shown in FIG. 24. As compared with the
payout table shown in FIG. 26A, in the payout table shown in FIG.
26A, the number of coins to be paid out on the "watermelon" winning
combination during the general game is changed from three to
fifteen, and the number of coins to be paid out on the "cherry"
winning combination during the general game is changed from one to
two.
[0153] The control operations of the main control circuit 101 and
the CPU 103 will be described below with reference to the main
process shown in FIGS. 27 to 29.
[0154] First, the CPU 103 performs initializing process prior to
the start of the game (Step 501, which will be hereinafter
abbreviated as "S501."). The initializing process activates the
above-described support menu screen and executes modification of
the number of payout coins and an internal winning probability
before the operation of the slot machine 1. Details will be
described later.
[0155] Then, the CPU 103 determines whether there is a request for
automatic insertion of coins, that is to say, whether a player won
a "replay" winning combination in the previous game (S502). If the
answer is "YES", the CPU 103 performs automatic insertion of the
requested number of coins (S503), and proceeds to the process of
(S505). If the answer to the question of S502 is "NO", the CPU 103
determines (S504) whether a coin has been newly inserted, that is
to say, whether there is an input from the inserted-coin sensor 117
which indicates that the player has inserted a coin into the coin
insertion slot 11, or there is an input which indicates that any of
the BET switches 8, 9, and 10 has been operated. If the answer is
"YES", the CPU 103 proceeds to S505, whereas if the answer is "NO",
the CPU 103 continues to monitor input signals until the BET
operation is performed.
[0156] Then, the CPU 103 determines whether there is an input
provided by the operation of the start lever 13 (S505). If the
answer is "YES", the CPU 103 proceeds to S506, whereas if the
answer is "NO", the CPU 103 continues to monitor input signals
until the start lever 13 is operated.
[0157] Then, the CPU 103 performs probability lottery process
(S506). In the probability lottery process, first, the CPU 103
extracts a random number for a lottery from the range of "0" to
"16383" by using the random number generator 108 and the sampling
circuit 109. Then, the CPU 103 determines, by using the winning
probability table (FIG. 12) in which winning random number ranges
(or winning ranges) are set according to game states and the number
of inserted coins, which of the winning ranges the extracted random
number belongs to, and determines the corresponding internal
winning combination (or winning flag).
[0158] Then, the CPU 103 executes WIN lamp lighting process (S507).
The WIN lamp lighting process is a process for determining, when
any of the bonus winning combinations gets the internal winning,
whether the WIN lamp 32 which emits light with a constant
probability is to be turned on, and causing a result of the
process.
[0159] Then, the CPU 103 transmits to the sub-control circuit 201
the game information of the main control circuit 101 at the time of
the start of the game (S508). Commands to be transmitted include,
as shown in the "start command" column of the game information
commands shown in FIG. 12, the winning flag determined in the
above-described probability lottery process, the current game
state, a stop table number determined according to the winning
flag, and the like.
[0160] Then, the CPU 103 determines whether a one-game monitor
timer which has been set in the previous game has counted for a
specified time, for example, 4.1 seconds (S509). If the answer is
"YES", the CPU 103 sets a one-game monitor timer for the next game
(S511), whereas if the answer is "NO", the CPU 103 waits for the
remaining specified time (S510), and then sets a one-game monitor
timer for the next game (S511).
[0161] Then, the CPU 103 controls the motor driving circuit 111 and
performs the process of rotating the reels 24L, 24C, and 24R (reel
rotation process) (S512). The reel rotation process performs the
process of accelerating the reels 24L, 24C, and 24R which have been
stopped, and after the reels 24L, 24C, and 24R have reached a
constant speed, performs the process of rotating the reels 24L,
24C, and 24R at the constant speed. On condition that the reels
24L, 24C, and 24R has been reached at their constant-rotating
speed, the CPU 103 activates the stop buttons 15L, 15C, and 15R to
enable the operation of stopping the reels 24L, 24C; and 24R.
[0162] Then, the CPU 103 determines whether any of the stop buttons
15L, 15C, and 15R has been operated (turned on), that is to say,
the presence or absence of a stop signal to be transmitted from the
reel stop signal circuit 118 when any of the stop buttons 15L, 15C,
and 15R has been operated by the player (S513). If the answer is
"YES", the CPU 103 proceeds to S515, whereas if the answer is "NO",
the CPU 103 proceeds to the process of S514. In the process of
S514, the CPU 103 determines whether the value of an automatic stop
timer is "0". The automatic stop is the process of automatically
performing control for stopping the reels 24L, 24C, and 24R when a
predetermined time (for example, 40 seconds) passes after the start
of the rotation of the reels 24L, 24C, and 24R, even if the stop
buttons 15L, 15C, or 15R is not yet operated and the reels 24L,
24C, and 24R are still rotating. If the answer to this decision is
"YES", that is to say, the value of the automatic stop timer is
"0", the CPU 103 proceeds to S515 in order to automatically stop
the reels 24L, 24C, and 24R, whereas if the answer is "NO", the CPU
103 proceeds to the process of S513 in order to continue to monitor
the acceptance of stop operations.
[0163] In the process of S515, the CPU 103 performs
"number-of-sliding-frames determining process". In the
"number-of-sliding-frames determining process", the CPU 103
determines the number of sliding frames for the one of the reels
24L, 24C, and 24R which corresponds to respectively operated stop
buttons 15L, 15C, and 15R. The term "number of sliding frames"
means the number of symbols (or frames) by which each of the reels
24L, 24C, and 24R, before it comes to a stop, is to be slid from a
symbol position (referred to as a "stop operation position") which
is displayed in the corresponding one of display windows 43L, 43C,
and 43R when the corresponding one of the stop buttons 15L, 15C,
and 15R is operated (a position where each of the reels 24L, 24C,
and 24R actually comes to a stop is referred to as a "stop
position").
[0164] Then, the CPU 103 controls the motor driving circuit 111 so
that the reel corresponding to the operated stop button comes to a
stop after having rotated by the determined number of sliding
frames (S516).
[0165] The CPU 103 transmits to the sub-control circuit 201 a "reel
stop command" indicating that the reel has come to a stop (S517).
As shown in the "reel stop command" column of the game information
commands shown in FIG. 13, the reel top command transmits to the
sub-control circuit 201 a stop order status (which order does the
current stop operation belong to?) and a stop reel status (which
reel has been operated and stopped?).
[0166] Then, the CPU 103 determines whether all of the reels 24L,
24C, and 24R have stopped. If the answer is "YES", the CPU 103
proceeds to S519, whereas if the answer is "NO", this indicates
that there remains a rotating reel, and the CPU 103 proceeds to
S513.
[0167] Then, the CPU 103 performs the winning retrieval process
(S519). In the winning retrieval process, the CPU 103 determines
whether the stop mode of the symbols indicates a valid winning, and
if the stop mode indicates the valid winning, the CPU 103 stores a
winning flag indicative of the corresponding winning combination in
the RAM 105. Specifically, the CPU 103 makes such determination by
collating the code number of a symbol located on the center line L1
with the winning symbol combination table stored in the ROM
104.
[0168] Then, the CPU 103 collates the winning flag with a lucky
flag and determines whether the current winning is normal (S520).
If the answer is "NO", the CPU 103 provides display of illegal
error and cancels the execution of the game program. If the answer
to the decision of S520 is "YES", the CPU 103 performs payout of
the number of coins that corresponds to the type of the valid
winning combination and the game state (S522).
[0169] Then, if the game state is to change after the current game
comes to an end, the CPU 103 performs the corresponding transition
process (S523) for updating the game situation. The transition
process is performed, for example, in cases where the last winning
of a bonus game occurs, where a bonus of the current game gets the
internal winning, and where symbols such as "7-7-7" stop on the
activated line and a bonus game starts.
[0170] Then, the CPU 103 transmits the type of the valid winning
combination, the game state and the like to the sub-control circuit
201 as "one-game end commands" which are shown in the game
information command table of FIG. 13 (S524).
[0171] FIG. 30 is a flowchart showing the initializing process.
First, the CPU 103 clears all the data in the RAM 105 (S530), and
determines whether the keyswitch is on (S531). The keyswitch is a
switch for selecting whether to execute parameter change process
for making modification of the number of payout coins and
modification of an internal winning probability. If the power
source is activated with the keyswitch on, the CPU 103 allows the
parameter change process to be executed by the sub-control circuit
201, whereas if the power source is activated with the keyswitch
off, the CPU 103 does not allow the execution of the parameter
change process, and performs initialization for starting the game.
Accordingly, if the answer to the process of S531 is "YES", the CPU
103 transmits a parameter update demand command to the sub-control
circuit 201 to cause it to execute the parameter change process
(S532). Then, the CPU 103 determines whether the keyswitch has been
turned off (S533), and if the answer is "NO", the CPU 103 transmits
an initialization command (S537), and returns to the main process.
If the answer is "YES", the CPU 103 transmits a keyswitch-off
command to the sub-control circuit 201 to cause it to end the
parameter change process (S534), whereas if the answer is "NO", the
CPU 103 skips S534. Then, the CPU 103 determines whether a
parameter change completion command indicating that the parameter
change process by the sub-control circuit 201 has come to an end
has been received (S535). If the answer is "YES", the CPU 103
executes rewrite process as to the number of payout coins or a
winning probability on the basis of the contents of the received
command (S536), and transmits an initializing command (S537) and
returns to the main flow. If the answer is "NO", this indicates
that the sub-control circuit 201 is still updating, so that the CPU
103 monitors the state of reception of the command in S535.
[0172] The control operation of the sub-CPU 203 of the sub-control
circuit 201 will be described below.
[0173] FIG. 31 is a flowchart showing interrupt process. The
interrupt process is executed as interrupt process every three
microseconds by the sub-CPU 203, and the sub-CPU 203 stores a
command transmitted from the main control circuit 101 into the
sub-RAM 205.
[0174] First, the sub-CPU 203 checks an input buffer (S600), and
determines whether the input buffer has an input signal (S601). If
the answer is "NO", the sub-CPU 203 directly ends the interrupt
process. If the answer is "YES", the sub-CPU 203 turns on a
reception flag (S602) and sets the contents of the received command
to the sub-RAM 205 (S603), and brings the interrupt process to an
end. Then, the sub-CPU 203 checks the received command and
determines whether the received command is an initialization
command (S604). If the answer is "YES", the sub-CPU 203 checks
applied payout performance settings and image data based thereon
(S605) and causes the respective liquid crystal display devices to
display images (S606), and brings the interrupt process to an end.
If the answer is "NO", the sub-CPU 203 directly brings the
interrupt process to an end.
[0175] FIG. 32 is a flowchart showing the main process of the
sub-control circuit 201. First, the sub-CPU 203 checks the
reception flag of the sub-RAM 205, and determines whether a
parameter change demand command has been transmitted from the main
control circuit 101 (S620), and if the answer is "YES", the sub-CPU
203 executes parameter change process (S621) and proceeds to S622.
If the answer is "NO", the sub-CPU 203 skips S621. The parameter
change process can modify the number of payout coins and a winning
probability. Details will be described later.
[0176] Then, the sub-CPU 203 determines whether the sub-control
circuit 201 has received a start command (S622), and if the answer
is "NO", the sub-CPU 203 skips S623 to S624, whereas if the answer
is "YES", the sub-CPU 203 executes effect control process for the
starting period of the main process (S622). The effect control
process for the starting period performs BR control process in the
case where an RB is occurring. Details will be described later.
[0177] Then, the sub-CPU 203 determines whether the sub-control
circuit 201 has received a reel stop command (S624), and if the
answer is "NO", the sub-CPU 203 skips S625 to S626, whereas if the
answer is "YES", the sub-CPU 203 executes effect control process
for a reel stopping period (S625). The effect control process for a
reel stopping period notifies the player of stop order during BR
generation lottery process or a BR, and provides an effect
corresponding to the degree of matching between notified contents
and an actual stop operation. Details will be described later.
[0178] Then, the sub-CPU 203 determines whether the sub-control
circuit 201 has received a one-game end command (S626), and if the
answer is "NO", the sub-CPU 203 skips S627 and returns to the
process of S620, and repeatedly performs the same process. If the
answer is "YES", the sub-CPU 203 executes effect control process
for a one-game end period (S627). The effect control process for a
one-game end period executes preview notice effect process, and
updating process on a BR continuation period in the case where a BR
is occurring. Details will be described later.
[0179] After the S627 has come to an end, the sub-CPU 203 returns
to S620 and repeatedly performs the same process. In this manner,
on the basis of each of the commands transmitted from the main
control circuit 101, the main process of the sub-control circuit
201 repeatedly performs a process which branches to the
corresponding effect process.
[0180] FIG. 33 is a flowchart showing the parameter change process.
First, the CPU 103 displays the support menu screen shown in FIG.
22A (S540). The support menu makes it possible to select any one
from the three modes. The sub-CPU 203 determines whether Mode 1 has
been selected (S541), and if the answer is "YES", the sub-CPU 203
executes payout/probability modifying process (S542) and proceeds
to S547. If the answer is "NO", then the sub-CPU 203 determines
whether Mode 2 has been selected (S543). If the answer is "YES",
the sub-CPU 203 executes ST generation probability modifying
process (S544), and proceeds to S547. If the answer is "NO", then
the sub-CPU 203 determines whether Mode 3 has been selected (S545),
and if the answer is "YES", the sub-CPU 203 executes setting
modifying process and proceeds to S547. If the answer is "NO", the
sub-CPU 203 does not execute any of the modes, and proceeds to
S547.
[0181] Then, the sub-CPU 203 determines whether the keyswitch has
been turned off, namely, whether the sub-control circuit 201 has
received a keyswitch-off command transmitted from the main control
circuit 101 (S547). If the answer is "YES", the sub-CPU 203
transmits the current stored number-of-payout-coins data and
probability data to the main control circuit 101 as a parameter
change completion command (S548), and brings the support menu to an
end and returns to the initializing process. If the answer is "NO",
the sub-CPU 203 returns to S540, and repeats the same process until
an input to select any of the modes or an input to operate the
keyswitch has been provided.
[0182] FIG. 35 is a flowchart showing the payout/probability
modifying process. First, the CPU 103 displays the password input
screen shown in FIG. 22B (S550). Then, the CPU 103 determines
whether character inputs have been provided through a
pseudo-keyboard displayed on the screen (S551), and if the answer
is "YES", the CPU 103 displays the input characters in the input
character display shown in FIG. 22B (the input letters are
displayed in an asterisk form) (S552), and returns to S551. If the
answer is "NO", then the CPU 103 determines whether the key
"correction" displayed at the bottom right of the pseudo-keyboard
has been operated (S553). If the answer is "YES", the CPU 103
deletes the previous input characters (S554), and returns to
S551.
[0183] If the answer to the question of S553 is "NO", then the CPU
103 determines whether the key "end" displayed at the bottom right
of the pseudo-keyboard has been operated (S555). If the answer is
"YES", then the CPU 103 determines whether the password input and
defined is a correct password (S556). If the answer is "YES", then
the CPU 103 executes input process (S557). If the answer to the
question of S556 is "NO", this indicates that an incorrect password
has been input, so that the CPU 103 provides display to the effect
that the password is inappropriate (S559), and returns to S550 to
make a request to input a password again.
[0184] If the answer to the question of S555 is "NO", then the CPU
103 determines whether the key "return" displayed at the bottom
right of the password input screen shown in FIG. 22B has been
operated (S558). If the answer is "YES", the CPU 103 returns to
S540 which is the start step of the parameter change process. If
the answer is "NO", the CPU 103 returns to S550.
[0185] FIG. 37 is a flowchart showing the input process. First, the
CPU 103 displays the payout setting screen A of FIG. 23 as an
initial setting screen (S560). Then, the CPU 103 determines whether
the screen switching button displayed at the top center of the
payout performance setting screen has been operated (S561), and if
the answer is "YES", the CPU 103 displays a payout performance
setting screen corresponding to the input operation (S562) and
returns to S561. If the answer is "NO", then the CPU 103 determines
whether the "determination" button displayed at the left bottom of
the payout performance setting screen has been operated (S563). If
the answer is "YES", the CPU 103 stores and saves the payout
performance which is currently displayed (S564), and returns to the
payout/probability modifying process. If the answer is "NO", the
CPU 103 returns to S561 and waits for the next input.
[0186] FIG. 38 is a flowchart showing the effect control process at
the start. First, the CPU 203 performs the BR generation lottery
process (S660). The BR generation lottery process is a process for
determining whether to generate a battle rush which is a special
game. Details will be described later. Then, the sub-CPU 203
performs BR execution process (S680). The BR execution process
performs notification of a stop order during the BR. Details will
be described later.
[0187] FIG. 39 is a flowchart showing the BR generation lottery
process. First, the sub-CPU 203 checks the BR flag stored in the
sub-RAM 205, and determines whether a GR game is being played
(S661). If the answer is "YES", the sub-CPU 203 directly returns to
the effect control process at start. If the answer is "NO", the
sub-CPU 203 refers to the BR generation and BR continuation period
lottery table shown in FIG. 20 and determines whether any of the BR
continuation periods has been won (S662 and S663). If the answer is
"NO" (blank), the sub-CPU 203 returns to the effect control process
at the start. If the answer is "YES", the sub-CPU 203 turns on the
BR flag of the sub-RAM 205, sets a continuation period which has
won any of the BR continuation periods (S664), executes a BR
generation effect (S665), and returns to the effect control process
for the start period.
[0188] FIG. 40 is a flowchart showing the BR execution process.
First, the sub-CPU 203 check the BR flag and the BR withdrawal flag
of the sub-RAM 205 and determines whether a BR is being played or a
bonus occurs during a BR and the BR is temporarily suspended
(S681). If the answer is "NO", this indicates that a BR is not
being played, so that the sub-CPU 203 returns to the effect control
process at the start. If the answer is "YES", then the sub-CPU 203
checks the reception flag of the sub-RAM 205, and determines
whether the bonus winning combination has got the internal winning
(S682). If the answer is "YES", the sub-CPU 203 turns off the BR
flag of the sub-RAM 205 to suspend the BR and turns on the BR
withdrawal flag of the same to allow the player to enjoy the bonus
game (S683), and returns to the effect control process at
start.
[0189] If the answer to the question of S682 is "NO", then the
sub-CPU 203 turns off the BR withdrawal flag of the sub-RAM 205 and
turns on the BR flag of the same to restart the BR during BR
withdrawal (S684). Then, to check whether all the BR continuation
period has been consumed, the sub-CPU 203 checks the BR
continuation period of the sub-RAM 205 and determines whether the
BR continuation period has reached "0" (S685). If the answer is
"YES", this indicates that the BR has come to an end, so that the
sub-CPU 203 turns off the BR flag (S686) and returns to the effect
control process for the start period.
[0190] If the answer is "NO", this indicates that a specified
number of BR games have not yet been played, and the sub-CPU 203
checks the reception flag of the sub-RAM 205 and determines whether
a "bell" or "SB" winning combination has got internal winning in
the current game (S687). If the answer is "YES", the sub-CPU 203
refers to the kind of selected stop table stored in the reception
flag of the sub-RAM 205 and notifies an appropriate stop order
(S688), and returns to the effect control process for the start
period. If the answer is "NO", the sub-CPU 203 notifies nothing and
returns to the effect control process at the start.
[0191] Then, effect control process to be executed when the stop
buttons 15L, 15C, and 15R are operated during the BR will be
described below. FIG. 41 is a flowchart showing the effect control
process to be executed during the stop period of the reels. First,
the sub-CPU 203 checks the BR flag of the sub-RAM 205 and
determines whether the BR is being played (S700), and if the answer
is "NO", the sub-CPU 203 directly returns to the main process of
the sub-CPU 203. If the answer is "YES", then the sub-CPU 203
checks the stop command of the reception flag of the sub-RAM 205
and collates stop order data and stop reel data with data of a
table number used, and determines whether the current stop
operation conforms to a correct press order specified in the stop
table (S701). If the answer is "YES", the sub-CPU 203 provides
display to the effect that the stop operation has been performed in
a correct press order (S702). If the answer is "NO", the sub-CPU
203 provides display to the effect that the stop operation has been
performed in an incorrect press order (S703), and returns to the
main flow of the sub-CPU 203.
[0192] The effect control process to be executed after all the
reels have stopped will be described below. FIG. 42 is a flowchart
showing effect control process to be executed at the end of one
game. First, the sub-CPU 203 executes preview notice generation
process for determining whether to generate an advance notice
effect for an internal winning combination (S720), and if the
current game status is a BR, the sub-CPU 203 executes parameter
updating process for updating associated parameters (S740). Then,
if generation of the preview notice is determined in the preview
notice generation process, the sub-CPU 203 executes effect process
(S760), and returns to the main process of the sub-CPU 203.
[0193] FIG. 43 is a flowchart showing the preview notice generation
process. First, the sub-CPU 203 checks the reception flag of the
sub-RAM 205, and determines whether the current game state is the
general game (S721). If the answer is "YES", the sub-CPU 203 refers
to the preview notice generation table shown in FIG. 21A and
executes a preview notice generation lottery (S722), and then
determines whether the lottery has been won (S723). If the answer
is "YES", the sub-CPU 203 refers to the effect type selection table
shown in FIG. 21B and executes effect mode determining process for
determining the mode of the preview effect (S724), and returns to
the effect control process to be executed at the end of one game.
If the answer is "NO", the sub-CPU 203 directly returns to the
effect control process to be executed at the end of one game.
[0194] FIG. 44 is a flowchart showing the parameter updating
process. First, the sub-CPU 203 checks a one-game end command of
the reception flag stored in the sub-RAM 205, and determines
whether the current game state is a bonus game (S741), and if the
answer is "YES", this indicated that the BR is not at all being
played, so that the sub-CPU 203 directly returns to the effect
control process to be executed at the end of one game. If the
answer is "NO", then the sub-CPU 203 checks the BR flag stored in
the sub-RAM 205, and determines whether the BR is being played
(S742). If the answer is "NO", the sub-CPU 203 directly returns to
the effect control process to be executed at the end of one game.
If the answer is "YES", the sub-CPU 203 decrements a BR
continuation period counter of the sub-RAM 205 (S743), and returns
to the effect control process to be executed at the end of one
game.
[0195] In the description of this embodiment, reference has been
made to the game in the ST as a status advantageous to the player,
but the above-described AT may also be used. As another status
advantageous to the player, a winning flag for a particular winning
combination may also be set, or the internal winning probability of
the winning combination may also be increased.
[0196] The present invention can be similarly applied to not only
slot machines such as the above-described embodiment but also
pachinko machines having display devices, and arcade gaming
machines having the same, and further to domestic games which
execute the above-described functions in an emulating manner on
software. In the foregoing, the sub-control circuit and the main
control circuit are separately installed. However, it should be
understood that the sub-control circuit may be included in the main
control circuit or that the main control circuit may have the
functions the sub-control circuit is supposed to have. Thus, the
separate sub-control circuit may not have to be installed.
[0197] According to the above-described construction, it is
possible to reduce disadvantages such as dead stock and increased
assembly steps which occur when a physical acrylic plate and a
symbol cell sheet are used, whereby it is possible to provide
gaming machines having superior cost performance.
* * * * *