U.S. patent application number 11/494552 was filed with the patent office on 2007-02-08 for gaming machine.
This patent application is currently assigned to Aruze Corp.. Invention is credited to Akira Osawa.
Application Number | 20070032287 11/494552 |
Document ID | / |
Family ID | 37548031 |
Filed Date | 2007-02-08 |
United States Patent
Application |
20070032287 |
Kind Code |
A1 |
Osawa; Akira |
February 8, 2007 |
Gaming machine
Abstract
A slot machine is provided in which after the base game
processes are run a lottery is performed to determine whether or
not any of the types of items from among three types are acquired.
Further, when the second game is run the player can select the item
type to be used during the second game from items acquired from the
lottery of the base game (S113-S116). At the lottery process (S117)
of the second game that follows, the lottery is performed using any
of the lottery tables set with a predetermined winning probability
(probability of obtaining a payout of "100"), in accordance with
the combination of the types of items and the type of second game
selected.
Inventors: |
Osawa; Akira; (Tokyo,
JP) |
Correspondence
Address: |
NDQ&M WATCHSTONE LLP
1300 EYE STREET, NW
400 EAST TOWER
WASHINGTON
DC
20005
US
|
Assignee: |
Aruze Corp.
Tokyo
JP
|
Family ID: |
37548031 |
Appl. No.: |
11/494552 |
Filed: |
July 28, 2006 |
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/329 20130101;
G07F 17/32 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
May 23, 2005 |
JP |
P2005-150022 |
Claims
1. A gaming machine comprising: a display; and a processor operably
coupled to at least one of the display and a memory, the processor
causing the display to display a first game, the processor
determining whether or not a type of item from among a plurality of
types of items is acquired and which type of item is acquired each
time the first game is run, the processor determining whether or
not a second game is run each time the first game is run, the
processor causing the display to display a plurality of selection
elements of the second game and at least one item acquired in the
first game, if the second game is determined to be run, the
processor determining at least video effect running in the second
game based on a combination of the selection element selected by a
player and the item selected by the player, and the processor
causing the display to display the video effect when the video
effect is determined to be output.
2. A gaming machine comprising: a display; and a processor operably
coupled to at least one of the display and a memory, the processor
causing the display to display a first game, the processor
determining whether or not a type of item from among a plurality of
types of items is acquired and which type of item is acquired each
time the first game is run, the processor determining whether or
not a second game is run each time the first game is run, the
processor causing the display to display a plurality of selection
elements of the second game and at least one item acquired in the
first game, if the second game is determined to be run, the
processor determining a payout value in the second game based on a
combination of the selection element selected by a player and the
item selected by the player, and the processor providing an award
based the payout value.
3. The gaming machine according to claim 1, further comprising a
touch panel arranged on a front face of the display and configured
to be touched by the player to select a selection element and at
least one item of the second game.
4. The gaming machine according to claim 2, further comprising a
touch panel arranged on a front face of the display and configured
to be touched by the player to select a selection element and at
least one item of the second game.
5. The gaming machine according to claim 1, wherein the processor
makes a specified effect determination when the combination of the
selection element selected and the type of item selected is a
specified combination.
6. The gaming machine according to claim 2, wherein the processor
makes a specified payout determination when the combination of the
selection element selected and the type of item selected is a
specified combination.
7. The gaming machine according to claim 1, further comprising: a
sound output unit, wherein the processor determines sound effect
running in the second game based on the combination of the
selection element selected by a player and the item selected by the
player, and cause the sound output unit to out put the sound effect
when the sound effect is determined to be output.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] This application is based upon the Japanese Patent
Application No. 2005-150022 filed on May 23, 2005 in the Japanese
Patent Office; 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 in
addition to running a first game, runs a second game following on
from the first game, when determined conditions relating to the
first game are realized.
[0004] 2. Description of the Related Art
[0005] Conventional technology discloses gaming machines such as
that disclosed in Japanese Unexamined Patent Application
Publication No. 2004-344508, in which the content of a first game
is related to each of a plurality of different kinds of second
games, which functions to arouse a sense of anticipation in a
player about a second game during the course of the first game,
thereby maintaining a high degree of interest by the player in the
content of the first game.
[0006] Further, other gaming machines have been disclosed such as
that disclosed in Japanese Unexamined Patent Application No.
2005-13356, in which a player is provided with abundant
opportunities to experience each second game, among a plurality of
these second games that are run, developing successively as each of
a succession of conditions are realized, after certain conditions
have been realized in relation to a first game.
[0007] These second games are largely games in which a player makes
a selection of something on screen of a second game and receives a
payout, and provide a number of benefits as player participation
type games, such as providing an immediate effect, a good game
tempo, concise software and being easily understandable games. In
the game market however, this style of games is becoming
commonplace and a new style of player participation type second
games is keenly awaited.
[0008] Accordingly, the present invention provides a gaming machine
that can run a new style of player participation type second
game.
SUMMARY OF THE INVENTION
[0009] According to a first aspect of the present invention, a
gaming machine comprises a display; and a processor operably
coupled to at least one of the display and a memory, the processor
causing the display to display a first game, the processor
determining whether or not a type of item from among a plurality of
types of items is acquired and which type of item is acquired each
time the first game is run, the processor determining whether or
not a second game is run each time the first game is run, the
processor causing the display to display a plurality of selection
elements of the second game and at least one item acquired in the
first game, if the second game is determined to be run, the
processor determining at least video effect running in the second
game based on a combination of the selection element selected by a
player and the item selected by the player, and the processor
causing the display to display the video effect when the video
effect is determined to be output.
[0010] According to a second aspect of the present invention, a
gaming machine comprises a display; and a processor operably
coupled to at least one of the display and a memory, the processor
causing the display to display a first game, the processor
determining whether or not a type of item from among a plurality of
types of items is acquired and which type of item is acquired each
time the first game is run, the processor determining whether or
not a second game is run each time the first game is run, the
processor causing the display to display a plurality of selection
elements of the second game and at lent one item acquired in the
first game, if the second game is determined to be run, the
processor determining a payout value in the second game based on a
combination of the selection element selected by a player and the
item selected by the player, and the processor providing an award
based the payout value.
[0011] According to a third aspect of the present invention, in a
gaming machine having the fist aspect of the present invention, the
gaming machine further comprises a touch panel arranged on a front
face of the display and configured to be touched by the player to
select a selection element and at least one item of the second
game.
[0012] According to a fourth aspect of the present invention, in a
gaming machine having the second aspect of the present invention,
the gaming machine further comprises a touch panel arranged on a
front face of the display and configured to be touched by the
player to select a selection element and at least one item of the
second game.
[0013] According to a fifth aspect of the present invention, in a
gaming machine having the first aspect of the present invention,
the processor makes a specified effect determination when the
combination of the selection element selected and the type of item
selected is a specified combination.
[0014] According to a sixth aspect of the present invention, in a
gaming machine having the second aspect of the present invention,
the processor makes a specified payout determination when the
combination of the selection element selected and the type of item
selected is a specified combination.
[0015] According to a seventh aspect of the present invention, in a
gaming machine having the first aspect of the present invention,
the gaming machine further comprises a sound output unit, wherein
the processor determines sound effect running in the second game
based on the combination of the selection element selected by a
player and the item select by the player, and cause the sound
output unit to out put the sound effect when the sound effect is
determined to be output.
[0016] With the gaming machine according to the present invention,
each time a first game is run a lottery is performed on whether or
not to acquire any of the types of items from among the plurality
of types of items, further, when a second game is run, the type of
second game is selected and the player makes a selection of the
type of item to be used in the second game from the items acquired
by the lottery in the first game, while in the second game run
thereafter, the lottery probability rate for determining the payout
acquired or the performance displayed in the second game is changed
in coordination to the combination of the type of item and the type
of second game selected, and in accordance with the combination of
the type of item and the type of second game selected by the
player, cases in which the payout obtained and the performance
displayed in the second game are different are a majority, thus a
new style of player participation type second game can be
played.
BRIEF DESCRIPTION OF THE DRAWINGS
[0017] FIG. 1 is a perspective view of the slot machine;
[0018] FIG. 2 is a vertical cross-section of the reel and the lower
liquid crystal display;
[0019] FIG. 3 is an exploded perspective view of the lower liquid
crystal display;
[0020] FIG. 4 is a block diagram schematically depicting the
control system of the slot machine;
[0021] FIG. 5 is a block diagram showing the liquid crystal driving
circuit for the lower liquid crystal display in schematic
format;
[0022] FIG. 6 is an explanatory diagram showing an example of the
variably displayed symbols in the variable display units in a base
game in schematic format;
[0023] FIG. 7A is a lottery table corresponding to a "right reel"
used in the base game. FIG. 7B is a lottery table corresponding to
a "left reel" used in the base game. FIG. 7C is the lottery table
corresponding to a "center reel" used in the base game;
[0024] FIG. 8 shows winning combinations and their associated
payouts resulting when playing the base game using three variable
display parts;
[0025] FIG. 9 is a flowchart of the main process program;
[0026] FIG. 10 is a flowchart of the start receive process
program;
[0027] FIG. 11 is a flowchart of the lottery process program;
[0028] FIG. 12 is a flowchart of the base game process program;
[0029] FIG. 13 is a flowchart of the item process program;
[0030] FIG. 14 is a lottery table used for determining items
acquired in the base game;
[0031] FIG. 15 is an example of the lower liquid crystal display
during the base game;
[0032] FIG. 16 is another example of the lower liquid crystal
display during the base game;
[0033] FIG. 17 is a flowchart of the second game process
program;
[0034] FIG. 18 is an example of the lower liquid crystal display
before changing to a second game;
[0035] FIG. 19 is a probability table showing a probability of
obtaining a payout in the second game;
[0036] FIG. 20A is a low payout lottery table used in the second
game. FIG. 20B is a middle payout lottery table used in the second
game. FIG. 20C is the high payout lottery table used in the second
game;
[0037] FIG. 21 is a table showing a payout used in the second
game;
[0038] FIG. 22 is a table showing a probability of winning in
accordance with a combination of an item type and a second game
type; and
[0039] FIG. 23 is a table showing a relationship with a random
number volume, a combination and a payout.
DETAILED DESCRIPTION OF THE INVENTION
[0040] The gaming machine related to the present invention will now
be described with reference to the drawings based on an embodiment
of the invention realized in the form of a slot machine. Firstly,
an outline of the construction of the slot machine related to this
embodiment will be provided with reference to FIG. 1 and FIG. 4.
FIG. 1 is a perspective view of the slot machine. FIG. 4 is a block
diagram schematically depicting the control system of the slot
machine.
[0041] As shown in FIG. 1, the slot machine 1 has a cabinet 2
encompassing the whole. An upper liquid crystal display 3 is
disposed at the upper part of the front of the cabinet 2. A lower
liquid crystal display 4 is disposed in the center of the front of
the cabinet 2. The upper liquid crystal display 3 is comprised of a
normal liquid crystal display. The lower liquid crystal display 4
is comprised of what is known as a transparent liquid crystal
display. The upper liquid crystal display 3 displays information
related to the game such as the gaming method, types of winning
combinations and the payouts therefor, and each type of performance
related to a game. As shown in FIG. 1, the lower liquid crystal
display 4 displays basically three variable display parts, 22, 23
and 24. Each type of symbol formed around the outer peripheral
surface of each of the reels 220 shown in FIG. 4 is displayed in
these variable display parts 22 to 24 so as to be visible while
scrolling from top to bottom. A detailed description of the
configuration of the lower liquid crystal display 4 is provided
following.
[0042] A playing table 5 is disposed jutting out forward below the
lower liquid crystal display 4. Running from the furthest left side
of the playing table 5 are in turn, the change button 6, cash out
button 7 and help button 8. To the right side of the help button 8,
a coin insertion part 9 and bill insertion part 10 are provided. At
the front part of the playing table 5 from the left hand side a
1-bet button 11, spin/repeat bet button 12, 3-bet button 13 and
5-bet button 14 are provided. A change button 6 is equipped with a
change switch 62. When this change button 6 is pressed a switch
signal is output from the change switch 62 to a CPU 50.
[0043] The payout button 7 is pressed at the end of the base game.
When the payout button is pressed coins acquired during the game
arm paid out from the coin payout opening 15 to the coin receiving
part 16. A cash out switch 63 is attached to the cash out button 7.
If the cash out button 7 is pressed a switch signal is output from
the cash out switch 63 to the CPU 50.
[0044] The help button 8 is pressed when a player is unsure about
how to play the game. When the help button 8 is pressed all kinds
of help information are displayed on the upper liquid crystal
display 3 or the lower liquid crystal display 4. A help switch 64
is attached to the help button 8. If the help button 8 is pressed a
switch signal is output from the help switch 64 to the CPU 50.
[0045] A coin sensor 65 is arranged in the coin insertion part 9.
When a coin is inserted in the coin insertion part 9 a coin
detection signal is output to the CPU 50 via the coin sensor 65. A
bill sensor 66 is arranged in the bill insertion part 10. When a
bill is inserted in the bill insertion part 10 a bill detection
signal is output to the CPU 50 via the bill sensor 66.
[0046] Each time the 1-bet button 11 is pressed a bet is made. The
1-BET button 11 is equipped with a 1-BET switch 59. When the 1-BET
button 11 is pressed a switch signal is output from the 1-BET
switch 59 to the CPU 50.
[0047] When the spin/repeat that button 12 is pressed a game is
stared with the current number of bets or the number of bets of the
previous game. The varying and displaying of each of the symbols
then commences on each of the variable display parts 22 to 24 of
the lower liquid crystal display 4. The spin/repeat BET button 12
is equipped with a spin switch 58. When the spin/repeat BET button
12 is pressed a switch signal is output from the spin switch 58 to
the CPU 50. The number of bets can be placed by pressing the
spin/repeat BET button 12 is 1, 2, 3 or 5.
[0048] When 3-BET button 13 is pressed, a game is started with 3
bets. The 3-BET button 13 is equipped with a 3-BET switch 60. When
3-BET button 13 is pressed, a switch signal is output from the
3-BET switch 60 to the CPU 50. When 5-BET button 14 is pressed, a
game is started with 5 bets. The 5-BET button 14 is equipped with a
5-BET switch 61. When 5-BET button 14 is pressed, a switch signal
is output from the 5-BET switch 61 to the CPU 50.
[0049] The coin payout opening 15 and coin receiving part 16 for
receiving coins paid out from the coin payout opening 15 are
disposed in the lower part of the cabinet 2. A coin detection part
73 is arranged inside the coin payout opening 15. The coin
detection part 73 detects the number of coins paid out from the
coin payout opening 15. The configuration of the coin detection
part 73 is described subsequently.
[0050] A detailed description of the configuration of the lower
liquid crystal display 4 as well as the reels disposed to the rear
surface side of the lower liquid crystal display 4 will now be
provided with reference to FIG. 2 and FIG. 3. FIG. 2 is a vertical
cross-section of the reel and the lower liquid crystal display and
FIG. 3 is an exploded perspective view of the lower liquid crystal
display.
[0051] In FIG. 2 and FIG. 3 the lower liquid crystal display 4 is
disposed on the inner side of a display window 210 of a machine
front panel 20 disposed in the center part of the front surface of
the cabinet 2 of the slot machine 1, together with a transparent
touch panel 30 arranged at that front side (the left side in FIG.
2). Three reels 220A, B and C (only reel 220A appears in FIG. 2)
are supported, each so as to be capable of rotating independently,
in a parallel condition at the rear surface side (the right side in
FIG. 2) of the lower liquid crystal display 4.
[0052] As shown in FIG. 2, the lower liquid crystal display 4 is
arranged to the front side of the three reels 220A, B and C. The
base game described subsequently is performed using the reels 220
seen by viewing trough the lower liquid crystal display 4.
[0053] As shown in FIG. 1, the variable display parts 22, 23 and 24
are formed in the lower liquid crystal display 4. The reel 220A, on
the left side when viewed from the front surface of the slot
machine 1, opposes the variable display part 22. The center reel
220B opposes the variable display part 23 and the right side reel
220C opposes the variable display part 24. The configuration of
these variable display parts 22 to 24 is described
subsequently.
[0054] The configuration of the lower liquid crystal display 4 will
now be described with reference to FIG. 2 and FIG. 3. In FIG. 2 and
FIG. 3 the lower liquid crystal display 4 is structured, from the
front surface side of the slot machine 1, of a transparent touch
panel 30, reel glass base 31, a bezel metallic frame 32, a liquid
crystal panel 33, a liquid crystal holder 34, a dispersion sheet
35, a light guide plate 36, a white color reflector 37, a rear
holder 38 and an anti-static sheet 39. Openings 35A, 35B and 35C
are formed in the dispersion sheet 35. Openings 36A, 36B and 36C,
openings 37A, 37D and 37C and openings 38A, 38B and 38C are formed
in the light guide plate 36, the reflector 37 and the rear holder
38 respectively so as to be in agreement with the openings 35A to
35C. The openings 35A, 36A, 37A and 38A are stacked so as to be in
mutual agreement, forming variable display part 22 (refer FIG. 1).
In the same manner, the openings 35B, 36B, 37B and 38B comprise
variable display part 23 (refer FIG. 1), and the openings 35C, 36C,
37C and 38C form the variable display part 24 (refer FIG. 1).
[0055] The openings 35A to 35C of the dispersion sheet 35 and the
openings 36A to 36C of the light guide plate 36 comprise a
transparent region maintaining visibility of each of the variable
display parts 22 through 24.
[0056] As shown in FIG. 2, the lower liquid crystal display 4 is
attached to the display window 210 of the machine front panel 20 as
each bracket 40 disposed jutting out in the upper and lower
directions of the reel glass base 31 is screwed to the rear face of
the machine front panel 20 via screws 41.
[0057] A pair of cathode ray tubes 42 is provided at the top and
bottom ends of the light guide plate 36, as light sources for the
liquid crystal panel 33. At the top and bottom of the rear side of
each of the openings 38A to 38C of the rear holder 38, a pair of
cold cathode ray tubes 43 are provided that illuminate the symbols
formed on the external peripheral surface of each of the reels
220A-220C.
[0058] The liquid crystal panel 33 is a transparent, electrical
display panel formed of ITO (indium tin oxide) transparent,
conductive film or the like, arranged to the front of each reel
220, through which each reel is visible. The rear surface side
surrounding the display part of the liquid crystal panel 33 is held
by a liquid crystal holder 34. The light guide plate 36 is
comprised of a light passing resinous panel. The lens cut formed in
the light guide plate 36 acts to guide light emitted from a cold
cathode ray tube 42 arranged at the side part of the light guide
plate 36 to the rear side of the liquid crystal panel 33. The
dispersion sheet 35 is comprised of a light passing resinous sheet.
The dispersion sheet 35 diffuses light guided by the light guide
plate 36 and makes light illuminating the liquid crystal panel 33
uniform. The liquid crystal holder 34 that holds the liquid crystal
panel 33, the dispersion sheet 35 and the light guide plate 36
forms one integrated body, the periphery of which inserts in the
bezel metallic frame 32, such that the front side of the display
part for the liquid crystal panel 33 is held by the bezel metallic
frame 32.
[0059] The periphery of the integrated body of the liquid crystal
holder 34, the dispersion sheet 35 and the light guide plate 36
fitted in the bezel metallic frame 32 is inserted within the reel
glass base 31. The liquid crystal panel 33 with the display front
face in the open condition is held by the reel glass base 31. The
transparent touch panel 30 is pressured to the front of the reel
glass base 31 as the reel glass base 31 is attached to the machine
front panel 20 via the screws 41 and overlays on the display part
front face of the liquid crystal panel 33.
[0060] The rear holder 38 is comprised of white resinous board and
holds the bezel metallic frame 32 supported by the reel glass base
31, the liquid crystal holder 34 holding the liquid crystal panel
33, the dispersion sheet 35 and the light guide plate 36 from the
rear thereof to the reel glass base 31. The rear holder 38
functions as a reflector plate that reflects light emitted from the
cold cathode ray tubes 42 to the light guide plate 36 at the liquid
crystal panel 33 side. The anti-static sheet 39 is transparent and
is adhered to the rear surface of the rear holder 38 by tape having
adhesive on both sides, and covers the rear faces of each of the
openings 38A to 38C formed in the rear holder 38.
[0061] Each of the kinds of symbols used for the base game is
formed on the peripheral surfaces of each of the reels 220A to
220C. FIG. 6 shows an example of symbol columns formed on the
peripheral surfaces of each of the reels 220A to 220C. The symbol
columns shown in FIG. 6 are displayed in the variation thereof as
the transparent variable display parts 22 through 24 of the lower
liquid crystal display 4 scroll down during the base game. The
symbol column 141 of FIG. 6 can be displayed in variation by the
variable display part 22, the symbol column 142 can be displayed in
variation by the variable display part 23 and the symbol column 143
can be displayed in variation by the variable display part 24.
[0062] The symbol columns 141 and 143 both have the same symbol
arrangement, each of these symbols being comprised from 11
individual symbols from the appropriate combination of triple bar
91, cherry 92, double bar 93, 7 that is number 94, single bar 95
and blank (a region having no symbol) 96.
[0063] The symbol column 142 is the same as each of the symbol
columns 141 and 143 on the point of the combinations of the triple
bar 91, cherry 92, double bar 93, 7 that is 94, the single bar 95
and the blank 96, however there is also a single trigger symbol 97.
This trigger symbol 97 is a symbol for making a transition to a
second game as described subsequently. When the trigger symbol is
stopped and displayed over the activated pay line L of the variable
display part 23 the move to the second game occurs.
[0064] The method by which each of the different symbols is formed
on the peripheral surface of each reel 220A through C will now be
described. 11 symbols are printed on a reel sheet having a length
matching the circumferential length and the width of the reels 220A
through C. This reel sheet is then adhered to the peripheral
surface of each reel 220 such that each of the peripheral surface
of the reels 220A through C is formed with each of the symbols.
While this is the method normally used other methods are
possible.
[0065] When each of the symbol columns 141 to 143 scrolled on each
of the variable display parts 22 to 24 is stopped and displayed,
three symbols are each stopped and displayed on the variable
display parts 22 to 24.
[0066] Further, various winning combinations of the plurality of
types of each of these symbols are set in advance, and as the
combination of symbols corresponding to a winning combination stops
over the activated pay line L, coins corresponding to that winning
combination are paid out from the coin payout opening 15. On this
point, the present invention is the same as a slot machine of the
conventional technology, thus this description concludes here.
[0067] Next, the configuration of the control system of the slot
machine 1 will be described with reference to FIG. 4. FIG. 4 is a
block diagram schematically depicting the control system of the
slot machine according to the present invention.
[0068] As shown in FIG. 4, the control system of the slot machine 1
is basically comprised around the CPU 50. A ROM 51 and RAM 52 are
connected to this CPU 50. The ROM 51 stores the subsequently
described main process program, base game process program, second
game process program, lottery tables for running the lottery of
stopped and displayed symbols for the base game and other kinds of
tables and programs required for the control of the slot machine 1.
The RAM 52 is memory providing temporary storage for all kinds of
data used in calculations performed by the CPU 50.
[0069] A frequency dividing circuit 54, a random number generating
circuit 55 for generating random numbers and a random number
sampling circuit 56 are connected to the CPU 50. A clock pulse
generating circuit 53 for generating standard clock pulse is
connected to the frequency dividing circuit 54. Random numbers
sampled via the random number sampling circuit 56 are used in the
various kinds of lotteries for the winning combinations. Further, a
spin switch 58 connected as a supplementary to the spin/repeat BET
button 12, a 1-BET switch 59 connected as a supplementary to the
1-BET button 11, a 3-BET switch 60 connected as a supplementary to
the 3-BET button 13, a 5-BET switch 61 connected as a supplementary
to the 5-BET button 14, a change switch 62 connected as a
supplementary to the change button 6, a cash out switch 63
connected as a supplementary to the cash out button 7 and a help
switch 64 connected as a supplementary to the help button 8 are
each connected to the CPU 50. When one of these buttons is pressed
a switch signal is output from the switch to the CPU 50 and the CPU
50 controls the different types of actions corresponding to each
button.
[0070] Three step motors 68 to facilitate the rotation of each of
the reels 220A to C via a motor driving circuit 167 and a position
change detecting circuit 69 are connected to the CPU 50. When a
motor drive signal is output from the CPU 50 to the motor driving
circuit 167 each of the step motors 68 are driven by the motor
driving circuit 167, thus each of the reels 220A to C rotate.
[0071] After the rotation of each of the reels 220A to C commences,
the number of drive pulses supplied to each of those step motors 68
is calculated and the values from these calculations are written to
a predetermined area of the RAM 52. Further, a reset pulse is
output from each of the reels 220A to C for each rotation. The
reset pulse is input to the CPU 50 via the position change
detecting circuit 69. Once a reset pulse is input to the CPU 50 the
calculated value written in the RAM 52 is cleared to "0". Symbol
tables are stored in the ROM 51. The symbol tables provide the
relation between a rotational position of each reel 220A to C and
the symbols formed on the peripheral surface of each of the reels
220A to C. The CPU 50 recognizes the rotational position of a
symbol on each of the reels 220A to C based on the calculated value
corresponding to the rotational position within the scope of
rotation of each of the reels 220A to C and the symbol tables
housed in the ROM 51.
[0072] The position change detecting circuit 69 is connected to the
CPU 50. The position change detecting circuit 69 detects the change
in the position at which the reels 220A to C stop after stop
control facilitated by the motor driving circuit 167. For example,
there may be cases where players forcefully change a stop position
of one or more reels 220A to C to fabricate a winning combination
when a combination of stopped symbols is not the winning
combination. The position change detecting circuit 69 detects such
position changes. For example, the position change detecting
circuit 69 detects fins attached at predetermined intervals at
parts on the inner side of the reels 220A to C and is thereby able
to detect a change in the position of stoppage of the reels 220A to
C.
[0073] Further, the coin sensor 65 which is arranged in the coin
insertion part 9 and the bill sensor 66 which is arranged in the
bill insertion part 10 are connected to the CPU 50. The coin sensor
65 detects the coin inserted in the coin insertion part 9. The CPU
50 counts the number of inserted coins based on the coin detection
signal output from the coin sensor 65. The bill sensor 66 detects
the kind and value of bill inserted in the bill insertion part 10.
The CPU 50 counts the number of coins equivalent to the value of
inserted bill based on the bill detection signal output from the
bill sensor 66.
[0074] A hopper 71 is connected to the CPU 50 via a hopper driving
circuit 70. When a driving signal is output from the CPU 50 to the
hopper driving circuit 70, the hopper 71 payouts a predetermined
number of coin from the coin payout opening 15.
[0075] Further, the coin detection part 73 is connected to the CPU
50 via a payout complete signal circuit 72. The coin detection part
73 is arranged inside the coin payout opening 15. When the coin
detection part 73 detects the payout completion of predetermined
number of coin from the coin payout opening 15, the coin detection
part 73 output the payout complete signal to the payout complete
signal circuit 72. The upper liquid crystal display 3 and the lower
liquid crystal display 4 are connected to the CPU 50 via a liquid
crystal driving circuit 74. The CPU 50 controls the upper liquid
crystal display 3 and the lower liquid crystal display 4.
[0076] As shown in FIG. 5, the liquid crystal driving circuit 74 is
comprised of a program ROM 81, an image ROM 82, an image control
CPU 83, a work RAM 84, a video display processor (VDP) 85, and a
video RAM 86 and the like. The image control program, and various
sampling tables related to display on the upper liquid crystal
display 3 and the lower liquid crystal display 4 are stored in the
program ROM 81. Dot data for forming images, for example, displayed
on the upper liquid crystal display 3 and the lower liquid crystal
display 4, are stored in the image ROM 82. The image control CPU 83
determines the images displayed on the upper liquid crystal display
3 and the lower liquid crystal display 4 from the dot data
previously stored in the image ROM 82 in accordance with the image
control program previously stored in the program ROM 81 based on
the parameters set by the CPU 50. The work RAM 84 is temporary
storage means when the image control CPU 83 executes the image
control program. The VDP 85 forms an image according to the display
content determined by the image control CPU 83, and outputs this
image to the upper liquid crystal display 3 and the lower liquid
crystal display 4. The video RAM 86 is temporary storage means when
the image is formed with the VDP 85.
[0077] Further, LED 78 is connected to the CPU 50 via an LED
driving circuit 77. A plurality of these LED 78 are arranged at the
front of the slot machine 1, and the lighting of the LED 78 is
controlled by the LED driving circuit 77 based on drive signals
from the CPU 50 when the CPU 50 performs different kinds of
calculations. Moreover, speakers 80 are connected to the CPU 50 via
an audio output circuit 79. The speakers 80 emit various audio
effects when different kinds of performances are played based on
signals output from the audio output circuit 79.
[0078] A transparent touch panel 30 is connected to the CPU 50 via
a touch panel driving circuit 67. The transparent touch panel 30 is
provided over the screen of the lower liquid crystal display 4. The
CPU 50 is able to determine where the transparent touch panel 30
has been touched and which direction the touched place is moving
based on coordinate position information of the part of the
transparent touch panel 30 that is touched by the player.
[0079] As shown in FIG. 18, second game type selection regions 111
and 112 as well as item selection regions 103, 106 and 109
corresponding to the items used for the second game are displayed
on the lower liquid crystal display 4. The CPU 50 is able to
determine which of the game type selection regions 111 or 112 or
which of the item selection regions 103, 106 or 109 has been
touched by a player, using the touch panel driving circuit 67 and
the transparent touch panel 30.
[0080] The lottery tables used for determining the symbol to be
stopped and displayed over the activated pay line L when the base
game is run on the slot machine 1 will now be described with
reference to FIG. 7. The base game is played via the three variable
display parts 22 to 24 through which each symbol applied to the
three reels 220A to C are visible. FIGS. 7A to 7C show the lottery
tables for determining stopped and displayed symbols for when the
base game is played.
[0081] The symbols stopped and displayed over the activated pay
line L are determined by each of the three reels 220A to C. In
relation to each of the symbol columns 141 to 143 shown in FIG. 6
the code numbers "0" to "10" are allocated from top to down in
sequence, and the lottery tables as shown in FIG. 7 are provided.
Random number values are sampled for each of the three reels 220A
to C using the random number sampling circuit 56.
[0082] FIG. 7A shows the "right reel" lottery table. For the
purpose of this explanation the reel 220 on which the symbol column
141 is formed visible via the right side variable display part 22
is referred to as the "right reel". FIG. 7B shows the lottery table
of the "left reel". The reel 220 on which is formed the symbol
column 143 visible via the left side variable display part 24 is
referred to as the "left reel". FIG. 7C shows the lottery table
corresponding to the "center reel". The reel 220 on which is formed
the symbol column 142 visible via the center variable display part
23 is referred to as the "center reel".
[0083] The "right reel" will now be described. When the random
number value sampled using the random number sampling circuit 56 is
within the range firm 0 to 15 the blank 96 allocated to code number
"0" is stopped and displayed over the activated pay line L. When
the random number value is within the range between 16 and 25,
triple bar 91 allocated to code number "1" is stopped and displayed
over the activated pay line L. When the random number value is
within the range between 26 and 36, cherry 92 allocated to code
number "2" is stopped and displayed over the activated pay line L.
When the random number value is within the range between 37 and 46,
double bar 93 allocated to code number "3" is stopped and displayed
over the activated pay line L. When the random number value is
within the range between 47 and 52, "7" 94 allocated to code number
"4" is stopped and displayed over the activated pay line L. When
the random number value is within the range between 53 and 63,
single bar 95 allocated to code number "5" is stopped and displayed
over the activated pay line L. When the random number value is
within the range between 64 and 80, blank 96 allocated to code
number "6" is stopped and displayed over the activated pay line L.
When the random number value is within the range between 81 and 91,
triple bar 91 allocated to code number "7" is stopped and displayed
over the activated pay line L. When the random number value is
within the range between 92 and 103, double bar 93 allocated to
code number "8" is stopped and displayed over the activated pay
line L. When the random number value is within the range between
104 and 115, "7" 94 allocated to code number "9" is stopped and
displayed over the activated pay line L. When the random number
value is within the range between 116 and 127, single bar 95
allocated to code number "10" is stopped and displayed over the
activated pay line L.
[0084] The "left reel" will now be described. When the random
number value sampled using the random number sampling circuit 56 is
within the range from 0 to 15, the blank 96 allocated to code
number "0" is stopped and displayed over the activated pay line L.
When the random number value is within the range between 16 and 25,
triple bar 91 allocated to code number "1" is stopped and displayed
over the activated pay line L. When the random number value is
within the range between 26 and 36, cherry 92 allocated to code
number "2" is stopped and displayed over the activated pay line L.
When the random number value is within the range between 37 and 46,
double bar 93 allocated to code number "3" is stopped and displayed
over the active pay line L. When the random number value is within
the range between 47 and 52, "7" 94 allocated to code number "4" is
stopped and displayed over the activated pay line L. When the
random number value is within the range between 53 and 63, single
bar 95 allocated to code number "5" is stopped and displayed over
the activated pay line L. When the random number value is within
the range between 64 and 80, blank 96 allocated to code number "6"
is stopped and displayed over the activated pay line L. When the
random number value is within the range between 81 and 91, triple
bar 91 allocated to code number "7" is stopped and displayed over
the activated pay line L. When the random number value is within
the range between 92 and 103, double bar 93 allocated to code
number "8" is stopped and displayed over the activated pay line L.
When the random number value is within the range between 104 and
115, "7" 94 allocated to code number "9" is stopped and displayed
over the activated pay line L. When the random number value is
within the range between 116 and 127, single bar 95 allocated to
code number "10" is stopped and displayed over the activated pay
line L.
[0085] The "center reel" will now be described. When the random
number value sampled using the random number sampling circuit 56 is
"0", trigger symbol 97 allocated to code number "0" is stopped and
displayed over the activated pay line L. When the random number
value sampled using the random number sampling circuit 56 is within
the range from 1 to 15, triple bar 91 allocated to code number "1"
is stopped and displayed over the activated pay line L. When the
random number value is within the range between 16 and 20, cherry
92 allocated to code number "2" is stopped and displayed over the
activated pay line L. When the random number value is within the
range between 21 and 32, double bar 93 allocated to code number "3"
is stopped and displayed over the activated pay line L. When the
random number value is within the range between 33 and 45, "7" 94
allocated to code number "4" is stopped and displayed over the
activated pay line L. When the random number value is within the
range between 46 and 53, single bar 95 allocated to code number "5"
is stopped and displayed over the activated pay line L. When the
random number value is within the range between 54 and 64, blank 96
allocated to code number "6" is stopped and displayed over the
activated pay line L. When the random number value is within the
range between 65 and 71, triple bar 91 allocated to code number "7"
is stopped and displayed over the activated pay line L. When the
random number value is within the range between 72 and 82, double
bar 93 allocated to code number "8" is stopped and displayed over
the activated pay line L. When the random number value is within
the range between 83 and 120, "7" 94 allocated to code number "9"
is stopped and displayed over the activated pay line L. When the
random number value is within the range between 121 and 127, single
bar 95 allocated to code number "10" is stopped and displayed over
the activated pay line L.
[0086] The winning combinations and their payouts resulting when
the base game is played using the slot machine 1 will now be
described with reference to FIG. 8. FIG. 8 shows the winning
combinations and their associated payouts resulting when playing
the base game using the three variable display parts 22 to 24. In
FIG. 8 when the code number of the "center reel" is "0", and the
code numbers of the "right reel" and "left reel" are any of
"0"-"10", the player proceeds to the second game. In this case, on
variable display part 23, trigger symbol 97 is stopped and
displayed over the activated pay line L, a "500" payout is obtained
and the player can advance to the second game. The second game is
the game played after the base game and in the majority of cases is
a more advantageous game for the player.
[0087] When each of the code number of the "right reel", "center
reel" and "left reel" is "4" or "9" there is a "7-7-7" win. Here,
on each of the variable display parts 22 to 24, "7" 94 is stopped
and displayed over the activated pay line L and a "100" payout is
obtained. When each of the code number of the "right reel", "center
reel" and "left reel" is "1" or "7", there is a "triple bar-triple
bar-triple bar" win. Here, on each of the variable display parts 22
to 24, the triple bar 91 is stopped and displayed over the
activated pay line L and a "5" payout is obtained. When each of the
code number of the "right reel", "center reel" and "left reel" is
"3" or "8", there is a "double bar-double bar-double bar" win.
Here, on each of the variable display parts 22 to 24, the double
bar 93 is stopped and displayed over the activated pay line L and a
"3" payout is obtained. When each of the code number of the "right
reel", "center reel" and "left reel" is "5" or "10", there is a
"single bar-single bar-single bar" win. Here, on each of the
variable display parts 22 to 24, the single bar 95 is stopped and
displayed over the activated pay line L and a "2" payout is
obtained. When each of the code number of the "right reel", "center
reel" and "left reel" is "2", there is a "cherry-cherry-cherry"
win. Here, on each of the variable display parts 22 to 24, the
cherry 92 is stopped and displayed over the activated pay line L
and a "1" payout is obtained.
[0088] When the code numbers of the "right reel", "center reel" and
"left reel" result in combinations other than the above described,
the player gets a "lose". Here, on each of the variable display
parts 22 to 24 any of the triple bar 91, cherry 92, double bar 93,
"7" 94, single bar 95 and blank 96 corresponding to each code
numbers is stopped and displayed over the activated pay line L but
there is no payout.
[0089] The second game will now be described in outline. Items
acquired in the base game can be used in the second game, thus this
description commences with an explanation of how items are
obtained. In the case of this embodiment items acquired in the base
game can be any of a high performance shoes coupon, 100 days
training achieved coupon or high performance swimsuit coupon.
[0090] As shown in FIG. 15, during the base game three item display
parts 103, 106 and 109 are maintained in the lower part of the
variable display parts 22 to 24 on the lower liquid crystal display
4. The left item display part 103 is divided into an upper display
region 101 in which is displayed a picture of shoes (symbol)
representing a high performance shoes coupon and a lower display
region 102 showing the number of high performance shoes coupons
obtained. The center item display part 106 is divided into an upper
display region 104 showing the letters "100 days" (symbol) which
represent a 100 days training achieved coupon and a lower display
region 105 that indicates the number of 100 days training achieved
coupons obtained. The right item display part 109 is divided into
an upper part display region 107 that shows a picture of a swimsuit
(symbol) which represents a high performance swimsuit coupon and a
lower part display region 108 that shows the number of high
performance swimsuit coupons obtained.
[0091] During the base game, symbols are displayed in the upper
part display regions 101, 104 and 107 of the item display parts
103, 106 and 109 shown in FIG. 15, and if any of these items is
obtained during the base game the number of coupons (starting from
one coupon shown as "1") is displayed in the lower part display
region 102, 105 or 108 corresponding to the item concerned.
Thereafter, as each item is obtained during the base game the
number displayed in the lower display region 102, 105 or 108
corresponding to the item increases by "1".
[0092] As described subsequently, items can be used in the second
game. When an item is used in the second game, a number appears
displayed on the lower liquid crystal display 4 and the player
plays the base game thereafter, "1" has been deducted from the
number representing the number of coupons shown in the lower
display region 102, 105, 108 for that item. When that number shown
in the lower display region 102, 105, 108 becomes "0", the item
corresponding to the lower display region 102, 105, 108 displaying
the "0" can not be used in the second game.
[0093] The number of each item that can be used in the second game
is stored in a region maintained in the RAM 52.
[0094] The method to for determining the items acquired during the
base game will now be described with reference to the "items
process" of FIG. 9 and FIG. 13.
[0095] As described above, items acquired during the base game are
displayed in the lower liquid crystal display 4. If as a result of
the base game a player moves to the second game, as shown in FIG.
18, on the lower liquid crystal display 4, at the upper part of
each item display part 103, 106 and 109, the second game type
display parts 111 and 112 for selecting the type of second game are
displayed instead of each of the variable display parts 22 to
24.
[0096] The letters "100 m race" are displayed in the second game
display part 111. If the player touches the second game type
display part 111, from then on, each of the second game display
parts 111 and 112 as well as each of the item display parts 103,
106 and 109 are removed from the lower liquid crystal display 4.
Thereafter, the "100 m race" dynamic picture is displayed on the
lower liquid crystal display 4 for the second game, and in the
ensuing competition, a game commences in which when the main
character representing the player in the competition wins the first
prize, a payout of "100" is obtained, while when the central
character representing the player does not win the flat prize, a
payout of "10" is obtained. After that game, there is a return to
the base game.
[0097] The letters "100 m swim" are displayed in the second game
display part 112. If the player touches the second game type
display part 112, from then on, each of the second game display
parts 111 and 112 as well as each of the item display pants 103,
106 and 109 are removed from the lower liquid crystal display 4.
Thereafter, the "100 m swim" dynamic picture is displayed on the
lower liquid crystal display 4 for the second game, and in the
ensuing competition, a game commences in which when the main
character representing the player in the competition is the top
finisher, a payout of "100" is obtained, while when the central
character representing the player is not the top finisher, a payout
of "10" is obtained. After that game, there is a return to the base
game.
[0098] Before the second game starts, the player can choose to use
any of the items acquired during the base game. As shown in FIG.
19, the probability of obtaining a payout in the second game
differs according to the combinations of the type of second game
and the type of items used.
[0099] As shown in FIG. 19, when the "100 m race" is played as the
second game the probability of obtaining a payout of "100" if using
the high performance shoes coupon is "1/2". The probability of
obtaining a payout of "100" if using the 100 days training achieved
coupon is "1/4". The probability of obtaining a pay out of "100" if
using the high performance swimsuit coupon is "1/8". That is to
say, the probability of obtaining a payout of "100" rises in the
order high performance swimsuit coupon, 100 days training achieved
coupon, high performance shoes coupon. Note that the player can
still play the second game without obtaining any items during the
base game, however in this case, the above described probability
ratios are the lowest, that is "1/8" the same as if using the high
performance swimsuit coupon item.
[0100] When the "100 m swim" is played as the second game, the
probability of obtaining a payout of "100" is "1/2" if using the
high performance swimsuit coupon. The probability of obtaining a
payout of "100" is "1/4" if using the 100 days training achieved
coupon. The probability of obtaining a pay out of "100" is "1/8" if
using the high-performance shoes coupon. That is to say, the
probability of obtaining a payout of "100" rises in the order high
performance shoes coupon, 100 days training achieved coupon, high
performance swimsuit coupon. Note that the player can still play
the second game without obtaining any items during the base game,
however in this case, the above described probability ratios are
the lowest, that is "1/8" the same as if using the high performance
shoes coupon item.
[0101] The main process program for running the slot machine 1 will
now be described with reference to FIG. 9. FIG. 9 is a flowchart
displaying the flow of the main process program. In FIG. 9,
firstly, at step 11 (hereinafter "step" is truncated to "S"), the
start receive process of FIG. 10 described subsequently, is run.
This process is for receiving switch signals output from the spin
switch 58, the 1-BET switch 59, the 3-BET switch 60 or the 5-BET
switch 61 based on the player operating the spin/repeat BET button
12, the 1-BET button 11, the 3-BET button 13 or the 5-BET button
14. At the point at which a switch signal output from one of the
switches is received, the game starts.
[0102] At S12 the lottery process of FIG. 11 described subsequently
is run based on switch signals output from the spin switch 58, the
1-BET switch 59, the 3-BET switch 60 or the 5-BET switch 61.
[0103] At S13, the base game process of FIG. 12 described
subsequently is run. At S14 the item process of FIG. 13 described
subsequently is run.
[0104] At S15 a determination is made as to whether or not the
second game is set up. Basically, at the lottery process of S12,
when the random number value for the "center reel" sampled via the
random number sampling circuit 56 is 0, the game proceeds to S16
because a winning combination for the second game has been produced
(S15: YES), and the second game process of FIG. 17 described
subsequently is run and then the main process program finishes. On
the other hand, if at the lottery process of S12 the random number
value of the "center reel" sampled via the random number sampling
circuit 56 is between 1 and 127, the main process program finishes
without further steps as a winning combination of the second game
has not resulted (S15: NO).
[0105] The start receive process program run on the slot machine 1
will now be described with reference to FIG. 10. FIG. 10 is a
flowchart of the start receive process program. At S11 of the main
process program shown in FIG. 9 a start receive process is run
however, fit, the system proceeds to S21 of FIG. 10 and a
determination is made as to whether or not a predetermined time
(e.g. 15 seconds) has elapsed. When it is determined that this
predetermined time has not elapsed (S21: NO), the system proceeds
to S23 without further action. If the determination is that the
predetermined time has elapsed (S21: YES), at S22 after a demo
performance is run on the upper liquid crystal display 3 or the
lower liquid crystal display 4, the system proceeds to S23. At S23,
a determination is made as to whether or not the player has
operated the spin/repeat BET button 12, the 1-BET button 11, the
3-BET button 13 or the 5-BET button 14. Here, if it is determined
that there has been no operation of the 1-BET button 11 or those
other buttons (S23: NO), the system returns to S21 and repeats the
above described processes. On the other hand, if it is determined
that the 1-BET button 11 or any of those other buttons have been
operated (S23: YES), the system returns to the main process program
of FIG. 9 even though the demo effect may be running, and proceeds
to the lottery process of S12.
[0106] The lottery process program running on the slot machine 1
will now be described with reference to FIG. 11. FIG. 11 is a flow
chart of the lottery process program. At S12 of the main process
program of FIG. 9 the lottery process is run, however, first the
system proceeds to S31 of FIG. 12 and performs a symbol determining
process. Here, at the base game the symbols stopped and displayed
over the activated pay line L are determined for each variable
display part 22 to 24. Basically, as described above, three random
values corresponding to each of the variable display parts 22 to
24, are sampled by the random number sampling circuit 56 and the
symbols to be stopped and displayed are determined via the code
numbers based on the lottery table of FIG. 7. Once the symbols to
be stopped and displayed over the activated pay line L are
determined, at S32, after a combination determining process is run
the system returns to the main process program of FIG. 9 and
proceeds to the base game process of S13. Basically, in the
combination determining process the winning combination
corresponding to the code number used at S31 and the payout
therefor is determined based on the table shown in FIG. 8.
[0107] Next, the base game process program running on the slot
machine 1 will be described with reference to FIG. 12. FIG. 12 is a
flow chat showing the base game process program. At S13 of the main
process program of FIG. 9, the base game process is run. At S41 of
FIG. 12, each of the symbols is scrolled on the variable display
parts 22 to 24 due to commencement of the rotation of the three
reels inside the cabinet 2, based on the switch signals output from
the spin switch 58, the 1-BET switch 59, the 3-BET switch 60 or the
5-BET switch 61 received at S11 of FIG. 9. At this time, each of
the scrolling symbols are visible as the variable display parts 22
to 24 can be seen through.
[0108] At S42 the scrolling of each symbol on the variable display
parts 22 to 24 is stopped by the stopping of the rotation of the
three reels 220 inside the cabinet 2.
[0109] At S43, the payout corresponding to the combination of
symbols stopped and displayed at S42 is read from the table shown
in FIG. 8, and coins or bills, corresponding to the payout thus
read are paid out. After the processes of S43, the system returns
to the main process program of FIG. 9 and proceeds to the item
processes of S14.
[0110] The item process program running on the slot machine 1 will
now be described with reference to FIG. 13. FIG. 13 is a flowchart
describing the item process program. At S14 of the main process
program of FIG. 9, in order to run the item process, first, at
S101, an item acquisition lottery is run. At S101 the items
acquired in the base game are determined. Basically, a single
random number value is sampled from within the range "0" to "127"
by the random number sampling circuit 56, and based on the lottery
table shown in FIG. 14, the acquired items are determined.
[0111] For example, when the sampled random number value is within
the range between "0" and "9" it is determined that the item
acquired is "high performance shoes coupon". When the sampled
random number value is within the range between "10" and "19", it
is determined that the item acquired is "100 days training achieved
coupon". When the sampled random number value is within the range
between "20" and "29", it is determined that the item acquired is
"high performance swimsuit coupon". When the sampled random number
value is within the range between "30" and "127", it is determined
that the item is not acquired.
[0112] At S102, it is determined whether or not an item has been
acquired. If the determination is that an item has not been
acquired (S102: NO) the system returns to the main process program
of FIG. 9 without any additional action, and proceeds to the
determination process of S15. If however it is determined that an
item has been acquired (S102: YES) the system proceeds to S103.
[0113] At S103, "1" is added to the number which is displayed in
the lower display regions 102, 105 and 108 of the item display
parts 103, 106 and 109. Then the system returns to the main process
program of FIG. 9 and proceeds to the determination process of
S15.
[0114] The second game process program which runs on the slot
machine 1 will now be described with reference to FIG. 17. FIG. 17
is a flowchart of the second game process program. At S16 of the
main process program of FIG. 9 the second game process program is
run, however first, at S111, the second game selection screen is
displayed. Basically, the CPU 50 instructs the liquid crystal
driving circuit 74, such that, above the item display parts 103,
106 and 109, instead of the variable display parts 22 to 24, second
game type display parts 111 and 112 for selecting the type of
second game are displayed as shown in FIG. 18.
[0115] Thereafter, the system proceeds to S112 and the selection of
the second game is performed. Basically, the player touches either
of the second game type display parts 111 or 112 on the lower
liquid crystal display 4. If the player touches the second game
type display part 111, the CPU 50 determines that the player has
touched it via the transparent touch panel 30 and the touch panel
driving circuit 67, and determines that the "100 m race" has been
selected as the second game. On the other hand, if the player
touches the second game type display part 112, the CPU 50
determines that the player has touched it via the transparent touch
panel 30 and the touch panel driving circuit 67, and determines
that the "100 m swim" has been selected as the second game.
[0116] It is suitable to select one type of second game from among
the plurality of types at random, via the random number sampling
circuit 56.
[0117] Thereafter, at S113, the determination is made as to whether
or not the player has an item. Basically, if the number of each
item that can be used at the second game as stored in the ram 52 is
"0" for each of the items, it is determined that the player does
not have any items, while if the number for any of the items is
greater than "0" it is determined that the player has an item.
[0118] If it is determined that the player does not have any items
(S113: NO), the system proceeds to S117 without flier action. If
however it is determined that the player has items (S113: YES) the
system proceeds to S114.
[0119] At S114, the item selection screen is displayed anew.
Basically, the CPU 50 sends an instruction to the liquid crystal
driving circuit 74, and as shown in FIG. 18, on the lower liquid
crystal display 4 below the second game type display parts 111 and
112 each item display part 103, 106 and 109 for selecting the items
for use in the second game are displayed.
[0120] Then, at S115, the system determines whether or not an item
has been selected. Basically, this selection is performed on the
lower liquid crystal display 4 by the player touching either of the
item display parts 103, 106 or 109.
[0121] When the player touches the item display parts 103, the CPU
50 determines that the player has touched it via the transparent
touch panel 30 and the touch panel driving circuit 67, and
determines that the high performance shoes coupon has been selected
as the item for use in the second game. When the player touches the
item display parts 106, the CPU 50 determines that the player has
touched it via the transparent touch panel 30 and the touch panel
driving circuit 67, and determines that the 100 days training
achieved coupon has been selected as the item for use in the second
game. When the player touches the item display parts 109, the CPU
50 determines that the player has touched it via the transparent
touch panel 30 and the touch panel driving circuit 67, and
determines that the high performance swimsuit coupon has been
selected as the item for use in the second game.
[0122] In the case of an item for which the displayed number is "0"
in the lower display regions 102, 105 and 108 of the item display
parts 103, 106 or 109, the item can not be selected even if the
player touches the item display part 103, 106 or 109 for the item.
Further, when an item is not touched for the duration of a
predetermined time (for example 30 seconds from the time when the
item selection screen is displayed anew), the system determines
that the item is not touched.
[0123] If it is determined that an item is not touched (S115: NO),
the system proceeds to S117 without further action. If it is
determined that an item is touched (S115: YES), the system proceeds
to S116.
[0124] At S116, a determination is made that the item selected at
S115 from among the three types of items consisting of the high
performance shoes coupon, 100 days training achieved coupon or high
performance swimsuit coupon, is the item for use during the second
game.
[0125] At S117 the lottery process is run. This lottery process is
performed using lottery tables that differ according to the
different combinations between the second game selected and the
type of item selected.
[0126] That is to say, when "100 m race" is selected for the second
game, as shown in FIG. 19, if an item is not selected or if a high
performance swimsuit is selected the player has a "1/8" probability
of winning. An example of a lottery table for winning with a "1/8"
probability is shown in FIG. 20A. In this lottery process a single
random number value is sampled from within the range "0" to "127"
by the random number sampling circuit 56, and a determination is
made based on the lottery table of FIG. 20A of whether there is a
win or a loss. If the random number sampled is within the range "0"
to "15", it is determined as a win but if the random number sampled
is within the range "16" to "127" it is determined as a loss.
[0127] When the high performance shoes coupon is selected, a
lottery process is performed by using a lottery table with a "1/2"
winning probability. In this lottery process a single random number
value is sampled from within the range "0" to "127" by the random
number sampling circuit 56, and a determination is made based on
the lottery table of FIG. 20C of whether there is a win or a loss.
If the random number sampled is within the range "0" to "63", it is
determined as a win but if the random number sampled is within the
range "64" to "127" it is determined as a loss.
[0128] When the 100 days training achieved coupon is selected a
lottery process is performed by using a lottery table with a "1/4"
winning probability. In this lottery process a single random number
value is sampled from within the range "0" to "127" by the random
number sampling circuit 56, and a determination is made based on
the lottery table of FIG. 20B of whether there is a win or a loss.
If the random number sampled is within the range "0" to "31", it is
determined as a win but if the random number sampled is within the
range "32" to "127" it is determined as a loss.
[0129] On the other hand, when "100 m swim" is selected for the
second game, as shown in FIG. 19, if an item is not selected or if
high performance shoes are selected, a lottery process is performed
by using a lottery table with a "1/8" winning probability. In this
lottery process a single random number value is sampled from within
the range "0" to "127" by the random number sampling circuit 56,
and a determination is made based on the lottery table of FIG. 20A
of whether there is a win or a loss. If the random number sampled
is within the range "0" to "15", it is determined as a win but if
the random number sampled is within the range "16" to "127" it is
determined as a loss.
[0130] When the high performance swimsuit coupon is selected, a
lottery process is performed by using a lottery table with a "1/2"
winning probability. In this lottery process a single random number
value is sampled from within the range "0" to "127" by the random
number sampling circuit 56, and a determination is made based on
the lottery table of FIG. 20C of whether there is a win or a loss.
If the random number sampled is within the range "0" to "63", it is
determined as a win but if the random number sampled is within the
range "64" to "127" it is determined as a loss.
[0131] When the 100 days training achieved coupon is selected, a
lottery process is performed by using a lottery table with a "1/4"
winning probability. In this lottery process a single random number
value is sampled from within the range "0" to "127" by the random
number sampling circuit 56, and a determination is made based on
the lottery table of FIG. 20B of whether there is a win or a loss.
If the random number sampled is within the range "0" to "31", it is
determined as a win but if the random number sampled is within the
range "32" to "127" it is determined as a loss.
[0132] Each of the lottery tables of FIGS. 20A, 20B and 20C are
stored in the ROM 51.
[0133] Returning to FIG. 17, after the lottery process of S117 the
system proceeds to S118 and determines whether or not the lottery
produced a win. If the determination is that the lottery produced a
win, the system proceeds to S119 and a sound and/or video effect
for win is run. Basically, when the "100 m race" is selected for
the second game each of the second game type display parts 111 and
112 and each item display parts 103, 106 and 109 are removed from
the lower liquid crystal display 4. Then, a video of "100 m race"
is displayed on the lower liquid crystal display 4 for the second
game, and in that race the video is displayed of the participant
representing the player winning first prize. When the "100 m swim"
is selected for the second game, each of the second game type
display screens 111 and 112 and each item display part 103, 106 and
109 are removed from the lower liquid crystal display 4. Then, the
video "100 m swim" is displayed on the lower liquid crystal display
4 for the second game, and in that swim the video is displayed of
the participant representing the player being the top finisher.
[0134] Thereafter, the system proceeds to S120 and after
acquisition of "100" being the payout for the win based on the
payout tables of FIG. 21, the system proceeds to S123.
[0135] The payout tables of FIG. 21 are stored in the ROM 51.
[0136] On the other hand, if at S118 described above it is
determined that the lottery produced a loss (S118: NO), the system
proceeds to S121 and a sound and/or video effect for loss is run.
Basically, when the "100 m race" is selected for the second game
each of the second game type display parts 111 and 112 and the item
display parts 103 106 and 109 are removed from the lower liquid
crystal display 4. Then, the video "100 m race" is displayed on the
lower liquid crystal display 4 for the second game, and in that
race the participant representing the player not winning first
prize. When the "100 m swim" is selected for the second game, each
of the second game type display screens 111 and 112 and each item
display part 103, 106 and 109 are removed from the lower liquid
crystal display 4. Then, the video "100 m swim" is displayed on the
lower liquid crystal display 4 for the second game, and in that
swim the video is displayed of the participant representing the
player is other than the top finisher.
[0137] At S122, after the player acquires "10" that is the payout
for a loss based on the payout table of FIG. 21, the system
proceeds to S123 described following.
[0138] At S123, the payout process for the payout acquired during
the second game is performed and coins corresponding to the amount
of the payout are paid out.
[0139] The CPU 50 functions as the "item lottery means" when
running S101 of the item process shown in FIG. 13. The CPU 50
functions as the "second game selection means" when running S112 of
the second game process shown in FIG. 17. The CPU 50 functions as
the "item selection means" when running S116 of the second game
process shown in FIG. 17. The CPU 50 functions as the "effect
lottery means" or the "payout lottery means" when running S117 of
the second game process shown in FIG. 17.
[0140] That is to say, with the slot machine 1 according to this
embodiment of the present invention, as shown in FIG. 9, after the
base game process (S13) is run, an item process (S14) is run that
performs a lottery as to whether or not one of the items is
acquired from among the three types of items including the high
performance shoes coupon, the 100 days training achieved coupon or
the high performance swimsuit coupon. Further, when the second game
is run, as shown in FIG. 17, the player chooses either of "100 m
race" or "100 m swim" as the type of the second game (S112), and
the player chooses the type of item to be used during the second
game from items acquired by the lottery run during the base game
(S113-S116). Then, at the second game lottery process (S117), one
of the lottery tables of FIG. 20A, 20B or 20C is used, being the
table setting the winning probability (probability of obtaining
payout of "100") shown in FIG. 19 in accordance with the
combination of the type of second game selected and the type of
item, or more specifically, the type of second game from among "100
m race" or "100 m swim" and the type of item from among high
performance shoes coupon, 100 days training achieved coupon or high
performance swimsuit coupon. Thus, in accordance with the
combination of the type of second game selected by the player and
the type of item, in the majority of cases the performance played
in the second game and the payout that can be acquired are
different, thereby realizing a second game that is a player
participation type game of a new style.
[0141] It is also suitable for the type of second game not to be
selected by the player but to use the random number sampling
circuit 56 to select "100 m race" or "100 m swim" at random.
[0142] Various other modifications will be apparent to and can be
readily made by those skilled in the art without departing from the
scope and spirit of this invention.
[0143] For example, in the case of the slot machine 1 of this
embodiment of the present invention the lottery tables shown in
FIG. 19 are used for the second game, however it is also suitable
to use the lottery table shown in FIG. 22 and have a win or a loss
determined by a combination of the type of second game and type of
item.
[0144] That is to say, when "100 m race" is selected as the second
game at S117 of the second game process of FIG. 17 and an item is
not selected, the lottery is performed by the lottery table with
"1/8" probability of winning as shown in FIG. 22. An example of a
lottery table providing wins at a probability of "1/8" is shown in
FIG. 20A. In this lottery process a single random number value is
sampled by the random number sampling circuit 56 from within the
range "0" to "127", and a determination of win or loss is based on
the lottery table of FIG. 20A. When the sampled random number value
is in the range between "0" and "15" it is determined as a win and
when the sampled random number value is in the range between "16"
and "127" it is determined as a loss.
[0145] When "100 m race" is selected as the second game and the
high performance shoes coupon is selected, the lottery process is
performed by using the lottery table with " 1/1" probability of
winning.
[0146] When "100 m race" is selected as the second game and the 100
days training achieved coupon is selected, the lottery process is
performed by using the lottery table with a "1/4" winning
probability. In this lottery process a single random number value
is sampled from within the range "0" to "127" by the random number
sampling circuit 56, and a determination is made based on the
lottery table of FIG. 20B of whether there is a win or a loss. If
the random number sampled is within the range "0" to "31", it is
determined as a win but if the random number sampled is within the
range "32" to "127" it is determined as a loss.
[0147] When "100 m race" is selected as the second game and the
high performance swimsuit coupon is selected, the lottery process
is performed by using the lottery table with "0" probability of
winning. That is to say, the result of the lottery is always a
loss.
[0148] On the other hand, when "100 m swim" is selected as the
second game and an item is not selected, the lottery is performed
by the lottery table with "1/8" probability of winning as shown in
FIG. 22. In this lottery process a single random number value is
sampled by the random number sampling circuit 56 from within the
range "0" to "127", and a determination of win or loss is based on
the lottery table of FIG. 20A. When the sampled random number value
is in the range between "0" and "15" it is determined as a win and
when the sampled random number value is in the range between "16"
and "127" it is determined as a loss.
[0149] When "100 m swim" is selected as the second game and the
high performance swimsuit coupon is selected, the lottery process
is performed by using the lottery table with " 1/1" probability of
winning.
[0150] When "100 m swim" is selected as the second game and the 100
days training achieved coupon is selected, the lottery process is
performed by using the lottery table with a "1/4" winning
probability. In this lottery process a single random number value
is sampled from within the range "0" to "127" by the random number
sampling circuit 56, and a determination is made based on the
lottery table of FIG. 20B of whether there is a win or a loss. If
the random number sampled is within the range "0" to "31", it is
determined as a win but if the random number sampled is within the
range "32" to "127" it is determined as a loss.
[0151] When "100 m swim" is selected as the second game and the
high performance shoes coupon is selected, the lottery process is
performed by using the lottery table with "0" probability of
winning. That is to say, the result of the lottery is always a
loss.
[0152] Accordingly, at the lottery process of the second game (FIG.
17 S117), when the lottery table shown in FIG. 22 is used, if the
player selects "100 m race" for the second game, moreover the high
performance shoes coupon is selected as the item for use in the
second game, or, the player selects "100 m swim" as the second
game, moreover the high performance swimsuit coupon is selected as
the item for use in the second game, then a high payout of "100"
will definitely be obtained.
[0153] On the other hand, if the player selects "100 m race" as the
second game, moreover the high performance swimsuit coupon is
selected as the item for use in the second game, or if the player
selects "100 m swim" as the second game, moreover the high
performance shoes coupon is selected as the item for use in the
second game, then a low payout of "10" will definitely be
obtained.
[0154] In these cases the sound effect and/or video effect run and
the payout obtained for the second game differs according to the
combination of the type of item and the type of second game
selected by the player, thus a new style of player participation
type second game can be realized.
[0155] Further, for this slot machine 1 according to this
embodiment of the invention there are two types of second game and
three types of items, however there is no limit to the number of
types that can be used.
[0156] Further, for this slot machine 1 according to this
embodiment of the invention, in the base game, the symbol that is
stopped and displayed over the activated pay line L is determined
for each variable display part 22 to 24 by three random number
values sampled by the random number sampling circuit 56 (refer FIG.
7). However it is also suitable to have all of these symbols
stopped and displayed over the activated pay line l for each of the
variable display parts 22 to 24 determined by a single random
number sampled with the random number sampling circuit 56. The
lottery table for the winning combination shown in FIG. 23 is used
for this purpose, FIG. 23 showing the lottery tables for the
winning combinations and the payouts therefore provided for the
base game using three variable display parts.
[0157] In FIG. 23 the range of random number values used in the
lottery tables for the winning combinations is between 0 and 16383,
and when the random number values sampled via the random number
sampling circuit 56 is within the range between 0 and 140, the
player wins through to the second game and obtains a payout of
"500". Here, trigger symbol 97 is stopped and displayed over the
activated pay line L on variable display part 23 and the player can
advance to the second game.
[0158] When the random number values sampled via the random number
sampling circuit 56 is within the range between 141 and 185,
"7-7-7" is stopped and displayed over the activated pay line L on
the variable display parts 22 to 24 and the player obtains a payout
of "100". When the random number values sampled via the random
number sampling circuit 56 is within the range between 186 and 200,
"triple bar-triple bar-triple bar" is stopped and displayed over
the activated pay line L on the variable display parts 22 to 24 and
the player obtains a payout of "5". When the random number values
sampled via the random number sampling circuit 56 is within the
range between 201 and 232, "double bar-double bar-double bar" is
stopped and displayed over the activated pay line L on the variable
display parts 22 to 24 and the player obtains a payout of "3". When
the random number values sampled via the random number sampling
circuit 56 is within the range between 233 and 514, "single
bar-single bar-single bar" is stopped and displayed over the
activated pay line L on the variable display parts 22 to 24 and the
player obtains a payout of "2". When the random number values
sampled via the random number sampling circuit 56 is within the
range between 515 and 823, "cherry-cherry-cherry" is stopped and
displayed over the activated pay line L on the variable display
parts 22 to 24 and the player obtains a payout of "2".
[0159] When the random number value sampled is within the range
between 824 and 16383, it is a "loss". In this case, the
combination stopped and displayed over the activated pay line L is
other than the above described combination of symbols and there is
no payout.
[0160] The present invention can be used as an embodiment for
running a second mode game following on from a base mode game.
* * * * *