U.S. patent application number 11/412108 was filed with the patent office on 2006-11-16 for gaming machine.
This patent application is currently assigned to ARUZE CORP.. Invention is credited to Shinji Hara, Kazunobu Sato.
Application Number | 20060258430 11/412108 |
Document ID | / |
Family ID | 37419840 |
Filed Date | 2006-11-16 |
United States Patent
Application |
20060258430 |
Kind Code |
A1 |
Sato; Kazunobu ; et
al. |
November 16, 2006 |
Gaming machine
Abstract
A gaming machine has a variable display unit that variably
displays symbols and a processor that controls a display made
through the variable display unit. The processor controls the
variable display unit so as to display one or more variable display
groups each including variable display portions in which the
symbols are variably displayed. The processor controls a progress
of a multiple variable display game which is given through the
variable display unit displaying the variable display groups in
each of which the symbols are variably displayed.
Inventors: |
Sato; Kazunobu; (Tokyo,
JP) ; Hara; Shinji; (Tokyo, JP) |
Correspondence
Address: |
ARENT FOX PLLC
1050 CONNECTICUT AVENUE, N.W.
SUITE 400
WASHINGTON
DC
20036
US
|
Assignee: |
ARUZE CORP.
|
Family ID: |
37419840 |
Appl. No.: |
11/412108 |
Filed: |
April 27, 2006 |
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/32 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Apr 28, 2005 |
JP |
2005-132888 |
Jul 19, 2005 |
JP |
2005-209040 |
Claims
1. A gaming machine comprising a variable display unit that
variably displays a plurality of symbols and a processor that
controls a display made through the variable display unit, wherein
the processor: controls the variable display unit so as to display
one or more variable display groups each including a plurality of
variable display portions in which the symbols are variably
displayed; and controls a progress of a multiple variable display
game which is given through the variable display unit displaying
the variable display groups in each of which the symbols are
variably displayed.
2. The gaming machine according to claim 1, wherein the processor:
determines whether the variable display unit should display one
variable display group or a plurality of variable display groups;
and controls the variable display unit so as to display a plurality
of variable display groups when having determined that a plurality
of variable display groups should be displayed.
3. The gaming machine according to claim 1, wherein the processor:
determines, when having controlled the variable display unit so as
to display a plurality of variable display groups, for each of the
variable display groups whether a winning is made or not and which
payout number should be given; and sums up payout numbers thus
determined for the respective variable display groups.
4. The gaming machine according to claim 1, wherein the processor:
determines whether a base game should shift into a bonus game;
shifts the base game into the bonus game when having determined
that the base game should shift into the bonus game; and controls a
progress of the multiple variable display game when having shifted
the base game into the bonus game.
5. The gaming machine according to claim 1, wherein the processor:
determines whether a plurality of the variable display groups have
been displayed or not; and controls, when having determines that a
plurality of variable display groups have been displayed, the
display unit so as to switchingly display stopped display images,
each including the symbols which have been stopped, of the
respective variable display groups.
6. The gaming machine according to claim 5, wherein the processor
controls the display unit so that the symbols included in each of
the stopped display images are visible to a player.
7. The gaming machine according to claim 5, wherein the processor
controls the display unit so as to switchingly display at regular
intervals the stopped display images of the respective variable
display groups.
8. The gaming machine according to claim 5, wherein the processor
controls the display unit so as to display, among the stopped
display images of the variable display groups, an image including a
winning symbol which indicates a winning in the multiple variable
display game.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application is based upon and claims the benefit of
priority from the prior Japanese Patent Applications No.
2005-132888, filed on Apr. 28, 2005, and No. 2005-209040, filed on
Jul. 19, 2005, the entire contents of which are incorporated herein
by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a gaming machine that
offers a variable display game, such as a sloth machine, a
pachi-slot machine, or the like.
[0004] 2. Description of Related Art
[0005] Known is a gaming machine that offers a variable display
game by mechanically rotating reels on which symbols are arranged
thus variably displaying the symbols, or by scrollingly displaying
images of reels that include symbols thereon. As a gaming machine
of this type, there can be mentioned one that has not only a base
game but also a bonus game, and offers a variable display game in
each of the base game and the bonus game (see Japanese Patent
Unexamined Publication No. 11-244453). In this gaming machine,
which symbols will be displayed when the reels are stopped are
determined by lottery. Based on a lottery result, whether a winning
is made or not is determined, and coins, medals, etc. are paid out
or the base game shifts to the bonus game.
SUMMARY OF THE INVENTION
[0006] In a variable display game which is played in the
above-described gaming machine, symbols stopped in respective reels
are involved in a determination of a win. Therefore, a player pays
attention to reels while playing a game. However, since reels which
are used for the determination of a win are always the same, a
player gradually loses his/her attention to the reels, which may
cause decrease in attraction of the game to the player. In
particular, when the same reels are used for the determination of a
win in both of the base and bonus games as in the gaming machine
disclosed in the above-described patent document, it is difficult
for a player to recognize a shift to the bonus game even though the
base game has shifted to the bonus game, because the reels to which
the player pays attention are unchanged. In addition to this, it is
difficult to increase attraction of the bonus game to the
player.
[0007] An object of the present invention is to provide a gaming
machine which can increase attraction of a variable display game to
a player.
[0008] According to an aspect of the present invention, there is
provided a gaming machine comprising a variable display unit that
variably displays a plurality of symbols and a processor that
controls a display made through the variable display unit. The
processor controls the variable display unit so as to display one
or more variable display groups each including a plurality of
variable display portions in which the symbols are variably
displayed. The processor controls a progress of a multiple variable
display game which is given through the variable display unit
displaying the variable display groups in each of which the symbols
are variably displayed.
[0009] In this aspect, one or more variable display groups are
displayed by the variable display unit, and symbols are variably
displayed in each of the variable display groups so that the
multiple variable display game is given. Accordingly, the game
seems fresh to a player, and the player can enjoy quite a new,
unconventional game. This makes the game more attractive to a
player.
BRIEF DESCRIPTION OF THE DRAWINGS
[0010] Other and further objects, features and advantages of the
invention will appear more fully from the following description
taken in connection with the accompanying drawings in which:
[0011] FIG. 1 is a perspective view of a slot machine according to
an embodiment of the present invention;
[0012] FIG. 2 is a block diagram showing an electrical construction
of the slot machine of FIG. 1;
[0013] FIG. 3 is a block diagram detailing an image control circuit
shown in FIG. 2;
[0014] FIG. 4 is a flowchart of a main processing which is executed
in the slot machine of FIG. 1 from beginning to end of a game;
[0015] FIG. 5 is a flowchart of a base game processing;
[0016] FIG. 6 is a flowchart of a bonus game processing;
[0017] FIG. 7 exemplifies an image that is displayed on a main
display;
[0018] FIG. 8 exemplifies a stopped-symbol determination table;
[0019] FIG. 9 shows, as an example, that the main display is
displaying two reel groups;
[0020] FIG. 10 shows, as an example, that the main display is
displaying four reel groups;
[0021] FIG. 11 is a flowchart showing a modification of the bonus
game processing;
[0022] FIG. 12 is a flowchart of a card game processing which is
executed in the bonus game processing of FIG. 11;
[0023] FIG. 13 exemplifies a front-image determination table;
[0024] FIG. 14 exemplifies a number-of-reel-groups determination
table;
[0025] FIG. 15 shows, as an example, that the main display is
displaying images of back sides of cards;
[0026] FIG. 16 shows a state where some of the images of back sides
of cards shown in FIG. 15 have been changed into front-side
images;
[0027] FIG. 17 is a flowchart showing a modification of the main
processing;
[0028] FIG. 18 is a flowchart of a base game processing which is
executed in the main processing of FIG. 17;
[0029] FIG. 19 is a flowchart of a double-down game processing
which is executed in the main processing of FIG. 17;
[0030] FIG. 20 is a flowchart of a stopped-display-images
switchingly displaying processing which is executed in the
double-down game processing of FIG. 19;
[0031] FIG. 21 is a flowchart showing another example of the
stopped-display-images switchingly displaying processing;
[0032] FIG. 22 exemplifies a double-down game image; and
[0033] FIG. 23 shows, as an example, that the main display is
displaying two reel groups each of which indicates a winning in a
bonus game.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0034] In the following, a certain preferred embodiment of the
present invention will be described with reference to the
accompanying drawings.
[0035] First, with reference to FIG. 1, a description will be given
to a general construction of a slot machine 1 according to an
embodiment of the present invention. In the slot machine 1, images
of reels including symbols are displayed in a scrolling manner, so
as to provide a variable display game, which may be called a slot
game. The slot machine 1 offers not only a base game mode but also
a bonus game mode. In the base game mode, a base game, which is
started unconditionally at the beginning of a game, is played. In
the bonus game mode, a bonus game, which follows the base game
under a certain condition, is played. In the bonus game mode as
well as in the base game mode, a variable display game is
played.
[0036] The slot machine 1 includes a main display 3 and a sub
display 4. The main display 3 is placed on a front face of a
cabinet 2, and has a liquid crystal display device. The sub display
4 is placed on the upper side of the main display 3, and has a
liquid crystal display device, too.
[0037] The main display 3 functions as a "variable display unit" of
the present invention, and displays thereon one or more reel groups
30. FIG. 1 shows that the main display 3 is displaying one reel
group 30, whereas FIG. 9 shows that the main display 3 is
displaying two reel groups. The reel group 30 has a total of nine
reels 3A, 3B, 3C, 3D, 3E, 3F, 3G, 3H, and 3I, which form three
vertical rows and three horizontal rows (see FIG. 7). A player sees
the reels 3A to 3I as one unit. The reels 3A to 3I correspond to
"variable display portions" of the present invention, and the reel
group 30 corresponds to a "variable display group" of the present
invention. Both in the base game mode and in the bonus game mode,
that is, both in a base game and in a bonus game, each of the reels
3A to 3I displays an image of a reel, which is scrolling as if a
mechanical reel is rotating therein, so that symbols travel from
top to down. The reel group 30 also has a total of eight pay lines
L1 to L8, each of which passes through three of the reels 3A to 3I.
The eight pay lines L1 to L8 include ones which correspond to the
three vertical rows and three horizontal rows, and ones which
correspond to diagonal lines.
[0038] The sub display 4 displays an image relating to a game such
as a payout table and a description of a game.
[0039] A control panel 11 which is substantially horizontal is
placed on the lower side of the main display 3. The control panel
11 has a coin insertion slot 6, a bill insertion slot 7, a spin
switch 8, a 1-BET switch 9, and a maximum BET switch 10.
[0040] A game medium such as a coin or a medal (hereinafter
referred to as a "coin") is inserted into the coin insertion slot
6, and a bill is inserted into the bill insertion slot 7. A coin
sensor 6a that detects a coin and a bill sensor 7a that detects a
bill are provided in the coin insertion slot 6 and the bill
insertion slot 7, respectively (see FIG. 2). By pressing the spin
switch 8, a slot game is started so that images of reels are
displayed in a scrolling manner in the respective reels 3A to 3I.
By pressing the 1-BET switch 9 once, one coin is betted. By
pressing the maximum BET switch 10, a maximum number of coins
bettable per game are betted.
[0041] The cabinet 2 has, in its bottom part, a coin payout opening
13 and a coin tray 14 that receives coins paid out through the
payout opening 13. Speakers 12L and 12R are provided on right and
left sides of the payout opening 13.
[0042] Next, an electrical construction of the slot machine 1 will
be described with reference to FIG. 2.
[0043] A core of the electrical construction of the slot machine 1
is a microcomputer 31 including a main CPU (Central Processing
Unit) 32, a RAM (Random Access Memory) 33, and a ROM (Read Only
Memory) 34. The main CPU 32 inputs/outputs a signal to/from other
components through an I/O port 39, and controls an operation of the
whole slot machine 1 in accordance with a program stored in the ROM
34. The RAM 33 stores therein data and programs used by the main
CPU 32. For example, after a game is started, the RAM 33
temporarily stores therein a random number which is sampled by a
later-described sampling circuit 36. The ROM 34 stores therein
programs for execution by the main CPU 32, permanent data, and the
like.
[0044] The slot machine 1 has a random number generator 35, a
sampling circuit 36, a clock-pulse generating circuit 37, and a
frequency divider 38. In accordance with a command from the main
CPU 32, the random number generator 35 generates a certain range of
random numbers. In accordance with a command from the main CPU 32,
the sampling circuit 36 samples arbitrary one out of the random
numbers generated by the random number generator 35, and then
outputs the sampled random number to the main CPU 32. The
clock-pulse generating circuit 37 generates a reference clock used
for an operation of the main CPU 32. The frequency divider 38
inputs to the main CPU 32 a signal obtained by dividing the
reference clock by a constant period.
[0045] The slot machine 1 further includes a touch panel 3a, a lamp
drive circuit 59, a lump 60, an LED drive circuit 61, an LED 62, a
hopper drive circuit 63, a hopper 64, a payout-completion signal
circuit 65, a coin counter 66, an image control circuit 71, and a
sound control circuit 72.
[0046] The touch panel 3a is provided so as to cover a display
screen of the main display 3. The touch panel 3a detects a position
where a player's finger or the like touches, and outputs to the
main CPU 32 a position signal that corresponds to the detected
position. The lamp drive circuit 59 outputs, to the lamp 60, a
signal for lighting the lamp 60 (see FIG. 1), so that the lamp 60
flashes during a game. This flashing serves as an effect for the
game. The LED drive circuit 61 controls a flashing display of the
LED 62. The LED 62 serves to display the number of credits and the
number of acquisition, etc.
[0047] The hopper drive circuit 63 drives the hopper 64 in
accordance with a control made by the main CPU 32. The hopper 64
causes a coin to be paid out through the payout opening 13 into the
coin tray 14. The coin counter 66 counts coins which have been paid
out by the hopper 64, and outputs data about the number of coins to
the payout-completion signal circuit 65. When the number of coins,
the data of which are outputted from the coin counter 66, reaches a
predetermined value, the payout-completion signal circuit 65
outputs to the main CPU 32 a signal for notifying that payout of
coins has been completed.
[0048] The image control circuit 71 controls image displays on the
respective main and sub displays 3 and 4 so that the main and sub
displays 3 and 4 displays various images, which include the images
of reels each having symbols thereon.
[0049] As shown in FIG. 3, the image control circuit 71 has an
image control CPU 71a, a work RAM 71b, a program ROM 71c, an image
ROM 71d, a video RAM 71e, and a VDP (Video Display Processor) 71f.
Based on a parameter defined by the microcomputer 31, and in
accordance with an image control program concerning displays on the
main and sub displays 3 and 4 which is stored in the program ROM
71c, the image control CPU 71a determines images, such as images of
reels and images of symbols that displayed when the reels are
stopped, will be displayed on the respective main and sub displays
3 and 4. The work RAM 71b functions as a temporary storage which is
used when the image control CPU 71a executes the image control
program.
[0050] The program ROM 71c stores therein an image control program,
various selection tables, and the like. The image ROM 71d stores
therein dot data for forming images. The dot data include image
data for symbols which are used in the base game and the bonus
game. The video RAM 71e functions as a temporary storage which is
used when the VDP 71f forms images. The VDP 71f, which includes a
control RAM 71g, forms images reflecting the display contents of
the main and sub displays 3 and 4 which have been determined by the
image control CPU 71a, and then outputs the image thus formed to
the respective main and sub displays 3 and 4.
[0051] Referring to FIG. 2 again, the sound control circuit 72
outputs to the speakers 12L and 12R a sound signal for making the
speakers 12 L and 12R output a sound. For example, in an
appropriate time after a game is started, a sound for enhancing
amusement of the game is outputted from the speakers 12L and
12R.
[0052] Next, an operation of the slot machine 1 will be described
with reference to flowcharts shown in FIGS. 4 to 6. In FIGS. 4 to
6, in FIGS. 11, 12, 17 to 21 which will be referred to later, and
in the following description, a step is abbreviated as "S".
[0053] In the main processing shown in FIG. 4, the slot machine 1
first executes a starting processing (S1). Then, in the base game
mode, a base game processing is executed (S2), and subsequently the
processing proceeds to S3. In S3, whether the game mode should
shift to the bonus game mode or not is determined. When it is
determined that the game-mode should shift to the bonus game mode
(S3: YES), a bonus game processing is executed (S4). S4 is followed
by S5. When it is determined that the game mode should not shift to
the bonus game mode (S3: NO), the processing does not go to S4 but
to S5. In S5, coins, the number of which depends on a winning
combination, are paid out. After S5, the main processing is
completed.
[0054] S1 to S5 will be described in more detail below.
[0055] In S1, in accordance with a controlling made by the main CPU
32, the slot machine 1 receives a game-starting operation by a
player. The slot machine 1 is a gaming machine of coin-insertion
type. That is, in starting a game, a player inserts a coin into the
coin insertion slot 6, or alternatively presses the 1-BET switch 9
or the maximum BET switch 10 when a credit is left. Then, he/she
presses the spin switch 8. Hereinafter, these operations for
starting a game will be referred to as a "starting operation". Upon
the starting operation, a start signal is outputted from the spin
switch 8 to the main CPU 32.
[0056] In S2, the base game processing is executed in accordance
with the flowchart shown in FIG. 5. In the base game processing,
first, a lottery is executed (S10). In the lottery, the main CPU 32
determines stopped symbols which are symbols displayed in the
respective reels 3A to 3I when the reels are stopped. In the slot
machine 1, during the lottery being executed in S10, the main CPU
32 commands the image control circuit 71 to display an effect image
on the sub display 4.
[0057] Here, a specific description will be given to the lottery in
S10.
[0058] First, the main CPU 32 commands the random number generator
35 to generate a certain range of random numbers, and then commands
the sampling circuit 36 to sample an arbitrary one out of the
random numbers generated by the random number generator 35. The
main CPU 32 refers to a symbol-code determination table (not shown)
in order to acquire a symbol code which is associated with the
sampled random number. The symbol-code determination table is
stored in the ROM 34, and stores therein symbol codes associated
with respective random numbers.
[0059] The main CPU 32 uses the acquired symbol code as a search
key in referring to a stopped-symbol determination table 90 (see
FIG. 8) which is stored in the ROM 34, to thereby determine which
symbol will be stopped in each of the reels 3A to 3I. The
stopped-symbol determination table 90 is a table having a code area
90a, a first symbol area 90b, and a second symbol area 90c. The
code area 90a stores therein symbol codes. The first and second
symbol areas 90b and 90c store therein symbols which are associated
with the respective codes.
[0060] In the first and second symbol areas 90b and 90c, codes of
symbols corresponding to code numbers "0" to "31" are registered.
Registered in the first symbol area 90b are codes of symbols which
will be stopped in the reels 3A to 3D and 3F to 3I, other than the
central reel 3E. Registered in the second symbol area 90c are codes
of symbols which will be stopped in the central reel 3E. In this
embodiment, Wild Jokers 92a, 92b, and 92c that locate in the second
symbol area 90c and correspond to the code number "0", "1", or "30"
are symbols each having an advantage over other symbols and having
an image of a human face, a character string of "WILD", and a
figure such as "2", "4", etc. in combination, as shown in FIG. 8.
The figure shown in the Wild Joker 92a, 92b, or 92c indicates the
number of reel groups which will be displayed on the main display 3
during the bonus game.
[0061] A set of the above-described sampling of a random number,
reference to the symbol-code determination table, and reference to
the stopped-symbol determination table 90 is performed once for
each of the reels 3A to 3I included in each reel group 30 which is
displayed on the main display 3. When, as shown in FIG. 1, a single
reel group 30 is displayed, a set of the sampling of a random
number and the references to the tables is performed once for each
of the reels 3A to 3I, that is, nine times in total. As a result,
which symbols will be stopped in the respective reels 3A to 3I is
determined.
[0062] After which symbols will be stopped in the respective reels
3A to 3I is determined, the main CPU 32 refers to a winning
determination table (not shown) which is stored in the ROM 34, in
order to determine whether a winning is made or not. The winning
determination table stores therein combinations of codes
(hereinafter referred to as "code patterns") each associated with
either one of "win" and "no win". The main CPU 32 refers to the
winning determination table using, as a search key, a code pattern
of the stopped symbols which have been determined in the
aforementioned manner, to thereby determine whether a winning is
made or not.
[0063] Subsequently, the main CPU 32 refers to a payout
determination table (not shown) which is stored in the ROM 34, to
determine a payout number for a winning combination made. The
payout determination table stores therein payout numbers each
associated with each of winning code patterns. After a payout
number is determined, the lottery in S10 ends. Then, referring to
FIG. 5 again, images of reels are displayed in a scrolling manner
(S11).
[0064] In S11, the main display 3 displays an image as shown in
FIG. 7. At this time, a reel group 30 including nine reels 3A to 3I
is displayed substantially at the center of the main display 3. A
title indicator 83 including a character string of "BONUS SPIN" and
a description of game contents is provided on the upper side of the
reel group 30. An indicator 84 including a total BET number
indicator 84a, a PAID number indicator 84b, an "INSERT COIN/BET"
indicator 84c, and a CREDIT number indicator 84d is provided on the
lower side of the reel group 30. BET number indicators 82a, each of
which indicates a BET number for each of the eight pay lines L1 to
L8, are provided so as to surround the reel group 30.
[0065] Upon a start of a game, in accordance with a command from
the main CPU 32, the images of reels are scrolled in the respective
reels 3A to 3I of the reel group 30.
[0066] Then, a stop control is operated (S12). More specifically, a
speed of scrolling is slowed down, and the stopped symbols which
have been determined based on a result of the lottery in S10 are
displayed in the reels 3A to 3I. Then, the base game processing
ends.
[0067] Referring to FIG. 4 again, in S3, the main CPU 32
determines, based on the result of the lottery (S10) which has been
executed in the base game processing S2 and in accordance with a
shifting condition for shifting from the base game mode to the
bonus game mode, whether a game mode should shift from the base
game mode to the bonus game mode or not. In this embodiment, the
shifting condition is that a symbol stopped in the central reel 3E
is a Wild Joker 92a, 92b, or 92c. When this shifting condition is
satisfied, it is determined that the game mode should shift to the
bonus game mode. The shifting condition can be set variously and
may be that a predetermined combination of symbols is
displayed.
[0068] When it is determined that the game mode should shift to the
bonus game mode (S3: YES), the main display 3 displays the Wild
Joker 92a as a symbol stopped in the central reel 3E, and a message
of "GET THE SPECIAL BONUS!!", for example. Then, the main CPU 32
shifts the game mode to the bonus game mode in which the bonus game
processing is then performed (S4).
[0069] In S4, the bonus game processing is executed in accordance
with the flowchart shown in FIG. 6.
[0070] In the bonus game processing, first, the main CPU 32
determines whether the main display 4 should display a single reel
group 30 or two or more reel groups 30. More specifically, the main
CPU 32 determines whether a multiple variable display game where
two ore more reel groups 30 are displayed and symbols are variably
displayed in each of reel groups 30 is won or not (S21). When the
symbol stopped in the central reel 3E is any one of the Wild Jokers
92b and 92c, the main CPU 32 determines that the multiple variable
display game is won (S21: YES), and the processing proceeds to S22.
When the symbol stopped in the central reel 3E is the Wild Joker
92a, the main CPU 32 determines that the multiple variable display
game is not won (S21: NO), and the processing proceeds to S28.
[0071] In S22, when the symbol stopped in the central reel 3E is
the Wild Joker 92b, the main CPU 32 determines that the number of
reel groups 30 is two and sets a reel-group flag to "02". When the
symbol stopped in the central reel 3E is the Wild Joker 92c, the
main CPU 32 determines that the number of reel groups 30 is four
and sets the reel-group flag to "04".
[0072] In S28, the main CPU 32 determines that the number of reel
groups 30 is one, and sets the reel-group flag to "01".
[0073] After S22 or S28, the processing proceeds to S23, in which
the main CPU 32 controls the main display 3 so that the main
display 3 displays such a number of reel groups 30 as determined in
S22 or S28. At this time, the main CPU 32 refers to the reel-group
flag, and makes the main display 3 display reel groups 30 the
number of which corresponds to the value set at the flag. For
example, when the reel-group flag has been set to "01", one reel
group 30 including the reels 3A to 3I is displayed substantially at
the center of the main display 3, as shown in FIG. 1. When the
reel-group flag has been set to "02", the main display 3 displays
an image which shows, as shown in FIG. 9, two reel groups 30 each
including the reels 3A to 3I and arranged side by side. When the
reel-group flag has been set to "04", the main display 3 displays
an image which shows, as shown in FIG. 10, four reel groups 30 each
including the reels 3A to 3I and arranged in two rows and two
columns.
[0074] When in S23 the main display 4 displays two or more reel
groups 30, the main CPU 32 controls a progress of the multiple
variable display game in S24 to S27.
[0075] In S24, the main CPU 32 executes a lottery for each of the
reel groups 30 displayed on the main display 3. Here, the same
processing as in S10 of the base game processing described above is
executed with respect to each reel group 30, to determine stopped
symbols in the respective reels 3A to 3I of each reel group 30.
After the stopped symbols are determined, the main CPU 32
determines, with respect to each reel group 30, whether a winning
is made or not and also determine a payout number.
[0076] After S24, the processing proceeds to S25 in which the main
CPU 32 sums up the payout numbers for the respective reel groups 30
which have been determined in S24, and then the main CPU 32 stores
the sum into the RAM 33.
[0077] S25 is followed by S26 in which, like in S11 of the base
game processing described above, images of reels are scrollingly
displayed in each of the reel groups 30.
[0078] S26 is followed by S27 in which, like in S12 of the base
game processing described above, a stop control is operated for
each of the reel groups 30.
[0079] A series of S24 to S27 is a processing for giving a free
game, and is executed one after another without any operation made
by a player. The number of times this series is executed is a
predetermined number of free games. Then, the bonus game processing
comes to an end.
[0080] Referring to FIG. 4 again, in S5, when a winning has been
made in the base game or the bonus game, coins the number of which
depends on a winning combination are paid out. When the bonus game
has been played, coins, the number of which corresponds to the sum
of payout numbers calculated out in S25, are paid out. To be more
specific, the main CPU 32 commands the hopper drive circuit 63 to
pay out coins, so that the hopper drive circuit 63 drives the
hopper 64 to pay out coins through the payout opening 13 into the
coin tray 14. The coins thus paid out by the hopper 64 are counted
by the coin counter 66. When the number of coins reaches a
predetermined value, the payout-completion signal circuit 65 inputs
a signal to the main CPU 32 so that the payout is completed.
[0081] In the slot machine 1 of this embodiment, as thus far
described above, the main display 3 displays reel groups 30 which
independently provide variable display games so that the multiple
variable display game is given. Accordingly, the game seems fresh
to a player, and the player can enjoy quite a new, unconventional
game. This makes the game more attractive to a player.
[0082] Moreover, a player feels as if he/she could win at a higher
probability because the number of reel groups 30 increases. This
efficiently makes the game more attractive to a player.
[0083] The number of reel groups 30 which are displayed on the main
display 4 is changed in accordance with a figure indicated on the
Wild Joker 92a, 92b, and 92c. This adds variation to the game which
can therefore attract a player all the more.
[0084] Whether a winning is made or not and which payout number
should be given are determined for each reel group 30, and then the
payout numbers determined in the respective reel groups 30 are
summed up, so that coins corresponding to the sum are paid out.
Consequently, a payout given to a player can get higher in
proportion to the number of reel groups 30. This makes the game
more attractive to a player.
[0085] In the base game mode, a variable display game using a
single reel group 30 is provided. Only after the game mode shifts
to the bonus game mode, the multiple variable display game using
reel groups 30 can be provided. Therefore, a player can clearly
recognize a shift to the bonus game mode, and also he/she pays
greater attention to the shift while playing a game.
[0086] Next, a modification of the bonus game processing will be
described with reference to FIGS. 11 to 16. In the following, the
same processings as described above are denoted by the common step
(S) number, without a specific description thereof.
[0087] In a bonus game processing of this modification, first, a
card game processing is executed (S31 of FIG. 11). In the card game
processing, the number of reel groups 30 which will be displayed
during the bonus game is determined. Then, the reel groups 30 the
number of which is determined in S31 are displayed on the main
display 4 (S23). A series of S24 to S27, which is the same as that
of the bonus game processing shown in FIG. 6, is sequentially
executed. Thus, the bonus game processing ends.
[0088] The card game processing is executed for the purpose of
giving an auxiliary game by which the number of reel groups 30
displayed during the bonus game is determined. First, as shown in
FIG. 15, images of back sides of cards (hereinafter referred to
simply as "back images") 40 are displayed on the main display 3.
Here, a player is allowed to select a desired back image 40. When a
player selects a back image 40, the selected back image 40 is
changed into an image of a front side of a card (hereinafter
referred to simply as a "front image") 41 on which the number of
reel groups 30 displayed during the bonus game is indicated, as
shown in FIG. 16. When the front image 41 thus displayed satisfies
a predetermined condition, the number of reel groups 30 which will
be displayed during the bonus game is determined.
[0089] In the following, the card game processing will be described
along with a flowchart shown in FIG. 12.
[0090] First, the main CPU 32 determines front-image codes that are
associated with the respective back images 40 (S41). Each of the
back images 40 has its own identification number. Based on the
identification number of each back image 40 and a random number
sampled by the sampling circuit 36, the main CPU 32 determines
front-image codes associated with the respective back image 40. The
front-image code is numeric data such as 1, 2, and 4, and serves as
a determinant of the number of reel groups 30 which will be
displayed during the bonus game.
[0091] After S41, the main CPU 32 displays the back images 40 on
the main display 3 (S42). All the back images 40 have the same
color and the same design, and therefore a player sees all of them
as the same objects.
[0092] After S42, the main CPU 32 determines whether a player has
selected any of the back images 40 or not (S43). At this time, the
touch panel 3a receives an input made by a player for a section of
a back image 40. The touch panel 3a stays waiting until a player
makes an input, that is, until a player touches the touch panel 3a.
When a player selects a desired back image 40 by touching where the
back image 40 is located with his/her finger or the like (S43:
YES), the touch panel 3a outputs to the main CPU 32 a position
signal that corresponds to the touched position.
[0093] After S43, in accordance with the position signal received
from the touch panel 3a, the main CPU 32 changes the selected back
image 40 into a front image 41 that is associated with the selected
back image 40 (S44).
[0094] In S44, based on the position signal received from the touch
panel 3a, the main CPU 32 identifies which back image 40 is
selected. Then, the main CPU 32 acquires, among the front-image
codes associated with the respective back images as determined in
S41, a front-image code associated with the selected back
image.
[0095] The main CPU 32 then refers to a front-image determination
table 101 (see FIG. 13) which is stored in the ROM 34, and
determines a front image 41 that corresponds to the acquired
front-image code. The front-image determination table 101 stores
therein display contents of front images 41 that correspond with
the respective codes. For example, when the front-image code is "1"
a corresponding front image 41 is one indicated with "1 Reel
Group", and when the front-image code is "4" a corresponding front
image 41 is one indicated with "4 Reel Groups". Like this, the
front-image code number is identical to the number of reel groups
30 which is indicated on a corresponding front image 41.
[0096] The main CPU 32 commands the image control circuit 71 to
generate an image that reflects display contents of a front image
41 determined in the above-described manner. Then, the main CPU 32
controls the main display 3 so that the main display 3 displays the
generated image at a position where the selected back image is
located.
[0097] After S44, the main CPU 32 stores into the RAM 33 the
front-image code that is associated with the selected back image
(S45).
[0098] After S45, the main CPU 32 determines whether front images
41 displayed on the main display 3 are correlated or not (S46). In
this embodiment, when a pair of front images 41 having the same
contents is displayed on the main display 3, the main CPU 32
determines that correlation is achieved.
[0099] In S46, the main CPU 32 first determines whether two or more
front-image codes are stored in the RAM 33 or not. When two or more
front-image codes are not stored, it is determined that the
correlation is not achieved (S46: NO), and the processing returns
to S43.
[0100] When two or more front-image codes are stored in the RAM 33,
the main CPU 32 then determines whether there are identical ones
among those front-image codes or not. When there are identical
front-image codes, it is determined that the identical front images
41 are correlated (S46: YES). Thus, the identical front-image code
is, as a condition-maker code, stored into the RAM 33, and the
processing proceeds to S47. When there is no identical front-image
code, it is determined that the displayed front images 41 have no
correlation (S46: NO), and the processing returns to S43.
[0101] In this manner, the back images 40 are selected and the
front images 41 are displayed one by one. S43 to S46 are repeated
until a pair of front images 41 having the same contents is
displayed.
[0102] In S47, the main CPU 32 determines the number of reel groups
30 which will be displayed on the main display 4 during the bonus
game. Here, the main CPU 32 refers to a number-of-reel-groups
determination table 100 shown in FIG. 14, using as a search key the
condition-maker code that was in S46 stored into the RAM 33 so as
to determine the number of reel groups 30. The
number-of-reel-groups determination table 100 stores therein the
numbers of reel groups associated with the respective
condition-maker codes. For example, when the condition-maker code
stored in the RAM 33 is "2", it is determined that two reel groups
30 will be displayed during the bonus game.
[0103] As thus far described above, the slot machine 1 which
executes the bonus game processing of this modification leads to
the same effect as of the above-described embodiment, that is, the
effect that the game can be more attractive to a player because of
the multiple variable display game. In addition to this, a player
can actively participate in determination of the number of reel
groups 30, because the number of reel groups 30 depends on a result
of the card game which is played by the player.
[0104] In S46, when a combination of front images 41 displayed
creates a certain appearance, name, concept, or the like, the
correlation may be achieved. Alternatively, the number of reel
groups 30 may be determined not based on correlation between front
images 41 but based on a single front image 41 having a particular
image.
[0105] The card game processing is not limited to the
above-described one, but may be one similar to a concentration
game.
[0106] Next, a modification of the main processing will be
described with reference to FIG. 17. A main processing of this
modification differs from the above-described one shown in FIG. 4,
in that it offers not only the base game and the bonus game but
also a double down game which will be detailed later. In the
following, the same processings as described above are denoted by
the common step (S) number, without a specific description
thereof.
[0107] In a main processing shown in FIG. 17, the slot machine 1
first executes a starting processing (S1) which is the same as
described above, and then executes a base game processing S50. The
base game processing executed in S50 differs from the
above-described base game processing executed in S2, in that as
shown in FIG. 18 a lottery (S54) is executed between S10 and S11 in
order to determine whether a double down game is given or not. In
S54, a lottery for determining whether the double down game is
given or not is executed. In this lottery, whether the double down
game is given or not is determined by sampling a random number
through the sampling circuit 36 and then referring to a table in
which predetermined ranges of random numbers are associated with
give or not-give of a double down game. Then, data about the
lottery result is set at a double-down flag.
[0108] After S11 and S12 which are the same as those in FIG. 5
described above, the base game processing comes to an end. Then,
referring again to FIG. 17, whether the double down game should be
given or not is determined with reference to the double-down flag
(S51). When it is determined that the double down game should be
given (S51: YES), the processing proceeds to S3. When it is
determined that the double down game should not be given (S51: NO),
the processing proceeds to S5 in which coins are paid out and then
the main processing comes to an end.
[0109] In S3, like in the above-described main processing shown in
FIG. 4, the main CPU 32 determines whether the game mode should
shift from the base game mode to the bonus game mode or not. When
it is determined that the game mode should not shift to the bonus
game mode (S3: NO), the processing proceeds to S53 which will be
described later. When it is determined that the game mode should
shift to the bonus game mode (S3: YES), a bonus game processing
(S4) is executed in accordance with the above-described flowchart
shown in FIG. 6.
[0110] After S4, the main CPU 32 determines whether a player has
won in the bonus game or not (S52). Here, a condition for winning
in the bonus game is that a symbol stopped in the central reel 3E
is a Joker. When the multiple variable display game has been played
in the bonus game, whether a player has won in the bonus game or
not is determined for each reel group 30. When, as shown in FIG. 23
for example, the multiple variable display game using two reel
groups 30A and 30B has been played with a result of Jokers stopped
in the central reels 3E of both the reel groups 30A and 30B, it is
determined that a player has won in the bonus game with respect to
each of the reel groups 30A and 30B. A condition for winning in the
bonus game is not limited to the above-mentioned one, but may be
that a winning combination is made, that a particular symbol other
than the Joker is stopped, or the like.
[0111] In the above example, the Joker corresponds to a "winning
symbol" of the present invention. An image of each reel group 30 in
which the symbols are stopped in the respective reels 3A to 3I at
the end of the bonus game corresponds to a "stopped display image"
of the present invention.
[0112] When it is determined that a player has won in the bonus
game (S52: YES), the processing proceeds to S53. When it is
determined that a player has not won in the bonus game (S52: NO),
the processing proceeds to S5.
[0113] In S53, a double-down game processing is executed in
accordance with a flowchart of FIG. 19. The double down game is a
game by which whether payouts a player has acquired up to now can
get doubled or down to zero is determined. While the double down
game is played, a double-down game image 150 shown in FIG. 22 is
displayed.
[0114] In the double-down game processing, first, the main CPU 32
executes a double-down lottery (S61). Determined by this
double-down lottery are a symbol which will be stopped in a dealer
area 153 and symbols which will be respectively stopped in player's
windows 154a, 154b, and 154c of a player's area 154.
[0115] After S61, the main CPU 32 makes the main display 3 display
the double-down game image 150 (S62). As shown in FIG. 22, the
double-down game image 150 includes a title indicator 151, a level
indication bar 152, the dealer area 153, the player's area 154, a
stopped-display-image area 155, a command-input area 156, and a
number-of-coins indicator 157.
[0116] The title indicator 151 shows an image including a character
string of "DOUBLE DOWN GAME". The level indication bar 152 shows a
character string of "High" at its right side, a character string of
"Low" at its left side, and priority-ordered symbols arranged
between these two character strings. As a location of a symbol gets
closer to the right side, a level of the symbol increases. In the
dealer area 153, one reel assigned to a dealer is scrollingly
displayed and stopped. The player's area 154 includes player's
windows 154a to 154c in which reels assigned to a player are
scrollingly displayed and stopped.
[0117] In the stopped-display-image area 155, as will be detailed
later, one reel group 30 which was displayed at the end of the base
game or the bonus game is displayed. In the command-input area 156,
a go button 156a and a stop button 156b are provided. The go button
156a is for continuing the double down game, and the stop button
156b is for stopping the double down game. The number-of-coins
indicator 157 shows the number of coins a player has acquired up to
now, the number of coins a player could get if he/she wins in the
double down game, and the like.
[0118] After 62, whether a command has been inputted through any
one of the buttons 156a and 156b of the command-input area 156 or
not is determined (S63). When a command has been inputted (S63:
YES), then whether the inputted command is a command to continue
the double down game or not is determined (S64). In a case where,
for example, a player touches the go button 156a with his/her
finger or the like, it is determined that the inputted command is a
command to continue the double down game (S64: YES), and the
processing proceeds to S65. In a case where, for example, a player
touches the stop button 156b with his/her finger or the like, it is
determined that the inputted command is not a command to continue
the double down game (S64: NO), and the double-down game processing
comes to an end.
[0119] In S65, the main CPU 32 determines, based on the value set
at the reel-group flag, whether two or more reel groups 30 have
been displayed or not. When the reel-group flag is set to "02" or
"04" (S65: YES), a stopped-display-images switchingly displaying
processing is executed (S66), details of which will be described
later. When it is determined that the reel-group flag is set to
neither "02" nor "04" (S65: NO), the stopped-display-image area 155
displays the stopped display image of the single reel group 30
which was displayed at the end of the bonus game (S67).
[0120] After S67, whether any of the player's windows 154a to 154c
has been selected or not is determined based on, for example, an
input made through the touch panel 3a (S68). When it is determined
that any of the player's windows 154a to 154c has been selected
(S68: YES), the processing proceeds to S69. When it is determined
that none of the player's windows 154a to 154c has been selected
(S68: NO), the processing returns to S65.
[0121] In S69, whether a player wins over the dealer or not is
determined. More specifically, it is determined that a player wins,
when a symbol stopped in the selected one of the player's windows
154a to 154c (among which the central player's window 154b is
selected in an example of FIG. 22) is higher in level than a symbol
displayed in the dealer area 153. When otherwise, it is determined
that a player loses.
[0122] When it is determined that a player wins over the dealer
(S69: YES), the payouts the player has acquired up to now is
doubled (S70), and the double down game comes to an end. When it is
determined that the player loses (S69: NO), the payouts are brought
down to zero (S71), and the double down game comes to an end.
[0123] Here, a specific description will be given to the processing
in S66. In S66, the main CPU 32 controls, in accordance with a
flowchart shown in FIG. 20, switching-display of the stopped
display images in the stopped-display-image area 155.
[0124] At the beginning of the stopped-display-images switchingly
displaying processing, a first stopped display image is displayed
(S81). Then, whether a predetermined time period of display has
elapsed or not is determined (S82). When the time period of display
has elapsed (S82: YES), a second stopped display image is displayed
instead of the first stopped display image (S83). Then, whether a
predetermined time period of display has elapsed or not is
determined again (S82). When the time period of display has elapsed
(S82: YES), whether the reel-group flag is set to "04" or not is
determined (S84). When the reel-group flag is set to "04" (S84:
YES), the processing proceeds to S85. When the reel-group flag is
not set to "04" (S84: NO), the stopped-display-images switchingly
displaying processing comes to an end.
[0125] In S85, a third stopped display image is displayed instead
of the second stopped display image. After S85, whether a
predetermined time period of display has elapsed or not is
determined again (S82). When the time period of display has elapsed
(S82: YES), a fourth stopped display image is displayed instead of
the third stopped display image (S86). Again, whether a
predetermined time period of display has elapsed or not is
determined (S82). When the time period of display has elapsed (S82:
YES), the stopped-display-images switchingly displaying processing
comes to an end.
[0126] In an example of FIG. 23, the reel-group flag is set to
"02", and therefore the first stopped display image which means the
stopped display image of the reel group 30A and the second stopped
display image which means the stopped display image of the reel
group 30B are switchingly displayed at regular intervals (S81 and
S83). In FIG. 22, the stopped-display-image area 155 is displaying
the stopped display image of the reel group 30A shown in FIG. 23.
Subsequently, the stopped-display-image area 155 will display the
stopped display image of the reel group 30B. Here, the stopped
display images of the respective reel groups 30A and 30B clearly
show the Joker which is stopped in the central reels 3E, when
switchingly displayed in the stopped-display-image area 155.
[0127] When the reel-group flag is set to "04", stopped display
images including additional two reel groups 30 are displayed one
after another (S85 and S86 in addition).
[0128] In each of S81, S83, S85, and S86, the stopped display image
of each reel group 30 is displayed in such a manner that symbols
stopped in the respective reels 3A to 3I are visible to a
player.
[0129] In the slot machine 1 which executes the main processing
according to this modification, as thus far described above, in the
double-down game processing, which follows after a player wins in
the multiple variable display game in the bonus game, stopped
display images of reel groups 30 which were displayed at the end of
the bonus game are switchingly displayed. In case where stopped
display images of reel groups 30 are simultaneously displayed, each
one of the stopped display images of reel groups 30 is inevitably
reduced in size and therefore a player may undesirably see
difficulties in seeing the stopped display images. This problem is
more remarkably found particularly when the reel-group flag is set
to "04", that is, when the multiple variable display game using
four reel groups 30 has been played. In the above-described
modification, however, stopped display images of reel groups 30 are
switchingly displayed one by one. This relieves the aforementioned
problem to allow a player to easily see the stopped display
images.
[0130] Even when a player misses or forgets a stopped display image
which was displayed at the end of a game he/she has played just
before the double down game, he/she can check such a stopped
display images during the double down game by seeing the image
displayed in the stopped-display-image area 155.
[0131] The stopped display image of the reel group 30 is displayed
in such a manner that symbols stopped in the respective reels 3A to
3I are visible to a player. This ensures that a player can, during
the double down game, check which symbols were stopped at the end
of the game he/she has played just before the double down game.
[0132] Since stopped display images of reel groups 30 are
switchingly displayed at regular intervals, a player can check the
stopped display images of reel groups 30 without any particular
operation such as inputting.
[0133] It may also be possible that the stopped-display-images
switchingly displaying processing is executed in accordance with a
flowchart shown in FIG. 21.
[0134] First, stopped display images of all reel groups 30 are
respectively reduced in size, and all of them are displayed in the
stopped-display-image area 155 (S91). After S91, whether a player
has selected a stopped display image or not is determined (S92).
When a player has selected a stopped display image of a desired
reel group 30 by means of the touch panel 3a for example (S92:
YES), the stopped display image thus selected is enlarged and
displayed alone in the stopped-display-image area 155 (S93).
[0135] Thereafter, whether a predetermined time period of display
has elapsed or not is determined (S82). When the time period of
display has elapsed (S82: YES), again, the stopped display images
of all reel groups 30 are respectively reduced in size and all of
them are displayed in the stopped-display-image area 155 (S91).
[0136] In the stopped-display-images switchingly displaying
processing shown in FIG. 21, all of the stopped display images of
reel groups 30 are respectively reduced in size and displayed
simultaneously in the stopped-display-image area 155. Then, only a
stopped display image selected by a player is enlarged and
displayed alone in the stopped-display-image area 155. Thus, a
stopped display image a player desires to see can be enlargedly
displayed as necessary. Therefore, the stopped display images do
not deteriorate in visibility.
[0137] The stopped display images may not necessarily be switched
after every predetermined time period of display, but may be
switched when a player touches the touch panel 3a.
[0138] In the stopped-display-images switchingly displaying
processing, it may be possible that stopped display images of all
the reel groups 30 are switchingly displayed as described above,
but alternatively it may also be possible that, among all the
stopped display images of the reel groups 30, only ones including
the winning symbol, e.g., the Joker in the above-described example
which indicates a winning in the bonus game, are switchingly
displayed.
[0139] It may also be possible that three reel groups 30, or five
or more reel groups 30 are displayed on the main display 4 during
the multiple variable display game.
[0140] Although in the above-described embodiment a reel group 30
includes nine reels 3A to 3I, the number of reels included in a
reel group 30 is not limited to nine but may be three or five, for
example. Depending on the number of reels, e.g., when three reels
are provided, the reels may be arranged in a single row.
[0141] While this invention has been described in conjunction with
the specific embodiments outlined above, it is evident that many
alternatives, modifications and variations will be apparent to
those skilled in the art. Accordingly, the preferred embodiments of
the invention as set forth above are intended to be illustrative,
not limiting. Various changes may be made without departing from
the spirit and scope of the invention as defined in the following
claims.
* * * * *