U.S. patent application number 11/370251 was filed with the patent office on 2007-03-15 for gaming machine.
This patent application is currently assigned to Aruze Corp.. Invention is credited to Masahide Aoki, Yoshinori Saito.
Application Number | 20070060253 11/370251 |
Document ID | / |
Family ID | 37855920 |
Filed Date | 2007-03-15 |
United States Patent
Application |
20070060253 |
Kind Code |
A1 |
Saito; Yoshinori ; et
al. |
March 15, 2007 |
Gaming machine
Abstract
Disclosed is a gaming machine. The gaming machine is provided
with first symbol determining unit for determining a combination of
symbols to be displayed in a predetermined area, based on an
internal winning combination and second symbol determining unit for
determining a combination of symbols to be displayed in an area
different from the predetermined area, based on an internal winning
combination. Further, the gaming machine is provided with reel stop
unit for stopping rotation of the reels, based on the combination
of symbols determined by the first symbol determining unit and the
combination of symbols determined by the second symbol determining
unit and winning determining unit for determining whether a winning
is established or not, based on the combination of symbols
displayed in the predetermined area, among a plurality of symbols
displayed by the stopped reels.
Inventors: |
Saito; Yoshinori; (Tokyo,
JP) ; Aoki; Masahide; (Tokyo, JP) |
Correspondence
Address: |
LEYDIG VOIT & MAYER, LTD
700 THIRTEENTH ST. NW
SUITE 300
WASHINGTON
DC
20005-3960
US
|
Assignee: |
Aruze Corp.
Tokyo
JP
|
Family ID: |
37855920 |
Appl. No.: |
11/370251 |
Filed: |
March 8, 2006 |
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/34 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Sep 1, 2005 |
JP |
2005-253849 |
Claims
1. A gaming machine comprising: a plurality of plural reels, each
of which displaying a plurality of symbols; a start operation
detection unit for detecting a start operation; an internal winning
combination determining unit for determining an internal winning
combination on the basis of the start operation detection carried
out by the start operation detection unit; a reel rotation unit for
rotating the reels, respectively; a stop operation detection unit
for detecting a stop operation depending on types of the reels; a
first symbol determining unit for determining a combination of
symbols to be displayed in a predetermined area, based on an
internal winning combination determined by the internal winning
combination determining unit; a second symbol determining unit for
determining a combination of symbols to be displayed in an area
different from the predetermined area, based on an internal winning
combination determined by the internal winning combination
determining unit; a reel stop unit for stopping rotation of the
reels, based on the combination of symbols determined by the first
symbol determining unit and the combination of symbols determined
by the second symbol determining unit, when a stop operation
detection is carried out by the stop operation detection unit; and
a winning determining unit for determining whether a winning is
established or not, based on the combination of symbols displayed
in the predetermined area, among a plurality of symbols displayed
by the stopped reels, when the rotation of the reels is
stopped.
2. The gaming machine according to claim 1, wherein the second
symbol determining unit determines a combination of specific
symbols as the combination of symbols to be displayed in the area
different from the predetermined area, when a predetermined
internal winning combination is determined by the internal winning
combination determining unit, and wherein the reel stop unit stops
the rotation of reel, based on the combination of specific symbols
determined by the second symbol determining unit, when the stop
operation detection is carried out by the stop operation detection
unitmeans.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims benefit under 35 U.S.C. .sctn. 119
from Japanese Patent Application No. 2005-253849, filed on Sep. 1,
2005, the entire content of which is incorporated herein by
reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention The present invention relates to a
gaming machine.
[0003] 2. Description of Related Art
[0004] It has been conventionally known a gaming machine,
so-called, pachi-slot machine comprising a plurality of reels, each
of which having plural symbols arranged on a periphery thereof;
plural display windows mounted to correspond to each of the reels
and displaying some of the plural symbols arranged on the periphery
of each reel so as to allow a player to see them; a start switch
for outputting a signal requesting start of rotation of each reel,
based on an operation by the player (hereinafter, referred to as
"start operation"), on condition that a medal has been inserted; a
stop switch for outputting a signal requesting stop of the rotation
of the reel, correspondingly to types of the reels, based on an
operation by the player (hereinafter, referred to as "stop
operation"); and a control unit for controlling an operation of a
stepping motor to rotate and stop the respective reels, based on
the signals outputted from the start switch and the stop
switch.
[0005] At present time, in the pachi-slot machine forming the
mainstream, an internal lottery is carried out, based on detection
of the start operation, and the rotation of reel is stopped, based
on a result of the internal lottery (hereinafter, a type of the
internal lottery result will be referred to as "internal winning
combination") and the timing of the stop operation. When the
rotation of reel is stopped, it is determined whether a winning is
achieved on the basis of a combination of symbols displayed in the
display windows, and a medal is paid out when it is determined that
a winning is achieved. Accordingly, even though an internal winning
combination relating to a winning is determined by the internal
lottery, if the stop operation is not carried out at an appropriate
timing, a combination of symbols corresponding to the internal
winning combination is not displayed in the display window, so that
a winning is not determined. Accordingly, it is necessary for a
player to have a skill, i.e., so-called observation push.
[0006] In other words, in the above gaming machine, when it is
carried out the stopping of the rotation of reel, the stopping can
be made after the reel is rotated within a predetermined range
since the stop operation is detected. Accordingly, if an internal
winning combination relating to a winning has been determined, the
control for stopping the rotation of reel is carried out so that a
combination of symbols corresponding to the internal winning
combination is displayed in the display window as much as possible.
To the contrary, if an internal winning combination relating to a
winning has not been determined, the control for stopping the
rotation of reel is carried out so that a combination of symbols
relating to the winning is not displayed in the display window even
though the stop operation has been carried out at the appropriate
timing.
[0007] In recent years, for the purpose of maintaining player's
expectations, it has been suggested a gaming machine wherein the
control for stopping the rotation of reel is carried out so that a
symbol constituting a combination of symbols relating to a winning,
so-called Check is displayed until the reels being rotated become
the last one, irrespective of types of an internal winning
combination, and a symbol relating to an internal winning
combination which is not determined is not displayed when the
rotation of the last reel is stopped (for example, see a Japanese
Unexamined Patent Publication No. 2003-62170).
[0008] However, according to the conventional gaming machine, when
the Check relating to the internal winning combination not
determined is displayed, it is not possible to avoid displaying the
combination of symbols relating to the internal winning combination
not determined, depending on the arrangements of symbols on the
reels. Accordingly, it is necessary to limit the structures
regarding the arrangement of symbols on the reels, the types of the
internal winning combination, etc., so that it is impossible to
freely design or development the gaming machine.
SUMMARY OF THE INVENTION
[0009] Accordingly, the invention has been made to solve the
above-mentioned problems occurring in the prior art. An object of
the invention is to provide a gaming machine capable of preventing
the degree of freedom of developments thereof from being lost.
[0010] In order to achieve the above object, according to the
invention, there is provided a gaming machine comprising: a
plurality of reels, each of which displaying a plurality of
symbols; a start operation detection unit (for example, start
switch 6S) for detecting a start operation; an internal winning
combination determining unit (for example, internal lottery process
in FIG. 26, main control circuit 71) for determining an internal
winning combination on the basis of the start operation detection
carried out by the start operation detection unit; a reel rotation
unit (for example, reel control process in a step S303 of FIG. 37,
main control circuit 71) for rotating the reels, respectively; a
stop operation detection unit (for example, stop switch 7S) for
detecting a stop operation depending on types of the reels; a first
symbol determining unit (for example, display combination
retrieving process in a step S139 and priority ranking checking
process in a step S141 of FIG. 28, main control circuit 71) for
determining a combination of symbols to be displayed in a
predetermined area (for example, center line 8c), based on an
internal winning combination determined by the internal winning
combination determining unit; a second symbol determining unit (for
example, display checking process in a step S137 and priority
ranking checking process in a step S144 of FIG. 28, main control
circuit 71) for determining a combination of symbols to be
displayed in an area (for example, top line 8b, bottom line 8d,
cross-up line 8a, cross-down line 8e) different from the
predetermined area, based on an internal winning combination
determined by the internal winning combination determining unit; a
reel stop unit (for example, reel stop control process in FIG. 32,
reel control process in a step S303 of FIG. 37, main control
circuit 71) for stopping rotation of the reels, based on the
combination of symbols determined by the first symbol determining
unit and the combination of symbols determined by the second symbol
determining unit, when a stop operation detection is carried out by
the stop operation detection unit; and a winning determining unit
(for example, display combination retrieving process in a step S13
of FIG. 24, main control circuit 71) for determining whether a
winning is established or not, based on the combination of symbols
displayed in the predetermined area, among a plurality of symbols
displayed by the stopped reels, when the rotation of the reels is
stopped.
[0011] According to the above gaming machine, a combination of
symbols to be displayed in a predetermined area and a combination
of symbols to be displayed in an area different from the
predetermined area are determined on the basis of the internal
winning combination, and the rotation of reel is stopped, based on
the combination of symbols to be displayed in the predetermined
area and the combination of symbols to be displayed in the area
different from the predetermined area. In other words, a
combination of symbols to be displayed in a predetermined area and
a combination of symbols to be displayed in an area different from
the predetermined area are determined in advance based on the
internal winning combination, and then the rotation of reel can be
stopped so that the combinations of the symbols are displayed in
each of the areas.
[0012] In addition, according to the gaming machine, it is
determined whether a winning is established or not, based on only
the combination of symbols displayed in the predetermined area,
among the combination of symbols to be displayed in the
predetermined area and the combination of symbols to be displayed
in the area different from the predetermined area. Accordingly, the
target areas, for which it is carried out the determination of
whether a winning is established, are reduced, so that it is
possible to easily avoid displaying a combination of symbols
relating to an internal winning combination not determined. As a
result, it is not necessary to limit arrangements of the symbols on
the reels beyond necessity and it is possible to freely develop the
gaming machine.
[0013] Further, since it is not determined whether a winning is
established with regard to the combination of symbols to be
displayed in the area different from the predetermined area, it is
possible to display a combination of symbols relating to an
internal winning combination determined, not to display a
combination of symbols relating to an internal winning combination
determined, or to display a combination of symbols relating to an
internal winning combination not determined in the area different
from the predetermined area, for example. In addition, it is
possible to carry out an effect such as notification of an internal
winning combination by displaying a combination of certain symbols
in the area different from the predetermined area.
BRIEF DESCRIPTION OF THE DRAWINGS
[0014] 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:
[0015] FIG. 1 is a perspective view of schematically showing a
gaming machine according to an embodiment of the invention;
[0016] FIG. 2 shows symbols arranged on three reels;
[0017] FIG. 3 is a block diagram of an electric circuit of the
gaming machine;
[0018] FIG. 4 is a view showing a symbol arrangement table of the
gaming machine;
[0019] FIG. 5 is a view showing an internal lottery table
determining table of the gaming machine;
[0020] FIG. 6A shows an internal lottery table for normal gaming
state of the gaming machine;
[0021] FIG. 6B shows an internal lottery table for RB gaming state
of the gaming machine;
[0022] FIG. 7 shows an internal winning combination determining
table of the gaming machine;
[0023] FIG. 8 shows a reel stop initialization table of the gaming
machine;
[0024] FIG. 9 shows a symbol combination table for stop-control of
the gaming machine;
[0025] FIG. 10 shows a priority attraction-in ranking table of the
gaming machine 1;
[0026] FIG. 11A is a view showing a retrieval parameter table for
Losing of the gaming machine;
[0027] FIG. 11B is a view showing a retrieval parameter table for
RB1 of the gaming machine;
[0028] FIG. 12 shows a retrieval order table determining table of
the gaming machine;
[0029] FIG. 13 shows a symbol combination table of the gaming
machine;
[0030] FIG. 14 shows a table on bonus operation of the gaming
machine;
[0031] FIG. 15 shows an internal winning combination storing area
of a RAM included in a main control circuit;
[0032] FIG. 16 shows an internal carryover combination storing area
of the RAM included in the main control circuit;
[0033] FIG. 17 is a view showing an area for storing a winning
combination for reel-stop of the RAM included in the main control
circuit;
[0034] FIG. 18 shows a display combination storing area of the RAM
included in the main control circuit;
[0035] FIG. 19 shows a pseudo display combination storing area of
the RAM included in the main control circuit;
[0036] FIG. 20 is a view showing a flag counter of the RAM included
in the main control circuit;
[0037] FIG. 21 shows a symbol storing area of the RAM included in
the main control circuit;
[0038] FIG. 22 shows an expected display combination storing area
of the RAM included in the main control circuit;
[0039] FIG. 23A is a view showing a storing example of an expected
display combination storing area of the RAM included in the main
control circuit (when losing is determined);
[0040] FIG. 23B is a view showing a storing example of an expected
display combination storing area of the RAM included in the main
control circuit (when RB1 is determined);
[0041] FIG. 24 is a flow chart showing a RESET intervention process
carried out by the main control circuit;
[0042] FIG. 25 is flow chart showing a medal receiving start
checking process by the main control circuit;
[0043] FIG. 26 is a flow chart showing an internal lottery process
by the main control circuit;
[0044] FIG. 27 is a flow chart showing a reel stop initialization
process by the main control circuit;
[0045] FIG. 28 is a flow chart showing an expected display
combination storing process by the main control circuit;
[0046] FIG. 29 is a flow chart showing a priority ranking checking
process by the main control circuit;
[0047] FIG. 30 is a flow chart showing a display checking process
by the main control circuit;
[0048] FIG. 31 is a flow chart showing a display combination
retrieving process by the main control circuit;
[0049] FIG. 32 is a flow chart showing a reel stop control process
by the main control circuit;
[0050] FIG. 33 is a flow chart showing a priority attraction-in
control process by the main control circuit;
[0051] FIG. 34 is a flow chart showing a process of selecting an
expected display combination storing area by the main control
circuit;
[0052] FIG. 35 is a flow chart showing a bonus operation checking
process by the main control circuit;
[0053] FIG. 36 is a flow chart showing a bonus end checking process
by the main control circuit; and
[0054] FIG. 37 is a flow chart showing an intervention process
having a period of 1.1173 msec by the main control circuit.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0055] Hereinafter, it will be described a preferred embodiment of
the present invention with reference to the drawings. First, a
gaming machine 1 according to an embodiment of the invention is
schematically described with reference to FIG. 1.
[0056] The gaming machine 1 comprises a cabinet 1a receiving reels
3L, 3C, 3R, a main control circuit 71 (see FIG. 3) and the like
which will be described later, and a front door 1b which is mounted
to be opened and closed with regard to the cabinet 1a.
[0057] The three reels 3L, 3C, 3R are horizontally mounted in a row
in the cabinet 1a. In addition, plural symbols are continuously
arranged in a rotation direction of the reel on a periphery of each
of the reels 3L, 3C, 3R. Each of the reels 3L, 3C, 3R is controlled
to rotate at a constant speed (for example, 80 revolutions/minute)
by the main control circuit 71 which will be described later. The
plural symbols arranged on the peripheries of the reels 3L, 3C, 3R
are varied as the reels are rotated.
[0058] In addition, a panel display unit 2 having an approximately
horizontal surface is provided to the front door 1b, and three
display windows 4L, 4C, 4R having a rectangular shape are mounted
to a center of the panel display unit 2, as symbol display areas.
Each of the display windows 4L, 4C, 4R is mounted to be located
before the corresponding reels 3L, 3C, 3R, so that it is possible
to observe the rotation and stopping of the reels 3L, 3C, 3R
through the display windows 4L, 4C, 4R. In addition, one symbol is
displayed in each of the upper, central and lower areas of the
respective display windows 4L, 4C, 4R, so that three symbols of the
symbols arranged on the corresponding reels are displayed in the
respective display windows 4L, 4C, 4R. In the mean time, the
display windows 4L, 4C, 4R (or reels 3L, 3C, 3R) constitute a part
of symbol display means.
[0059] In addition, there are provided areas (combination of areas)
in the display windows 4L, 4C, 4R, which consist of one of upper,
central and lower parts of the respective display windows 4L, 4C,
4R. Specifically, there is an area connecting the central parts of
the respective display windows 4L, 4C, 4R each other, which is
referred to as a center line 8c, for convenience sake. There is an
area connecting the upper parts of the respective display windows
4L, 4C, 4R each other, which is referred to as a top line 8b. In
addition, there is an area connecting the lower parts of the
respective display windows 4L, 4C, 4R each other, which is referred
to as a bottom line 8d. Additionally, there is an area connecting
the lower part of the left display windows 4L, the central part of
the center display window 4C and the upper part of the right
display window 4R each other, which is referred to as a cross-up
line 8a. Further, there is an area connecting the upper part of the
left display windows 4L, the central part of the center display
window 4C and the lower part of the right display window 4R each
other, which is referred to as a cross-down line 8e. In the mean
time, the center line 8c is an example of a predetermined area. In
addition, the top line 8b, the bottom line 8d, the cross-up line 8a
and the bottom-line are examples of an area different from the
predetermined area.
[0060] A medal insertion slot 22 for inserting a medal into the
gaming machine 1 is provided to a right side of a liquid crystal
display device 5. When the medal is inserted through the medal
insertion slot 22, the center line 8c is activated (line activated
will be referred to as activated line). When three or more medals
are continuously inserted, they are deposited (i.e., credited) in
the gaming machine 1. In the mean time, the gaming machine 1 uses a
medal as a game medium. However, the game medium used in the gaming
machine 1 is not limited to the medal, and a coin, a gaming ball, a
token, a card storing information about an amount of the medals,
and the like may be applied.
[0061] A 1-BET button 11, a 2-BET button 12 and a MAX-BET button 13
for determining the number of medals inserted for a unit game (for
example, one game from after the reels are started to rotate until
the rotation of reels is stopped and thus a result of game is
obtained) from the credited medals are mounted to a left side of
the liquid crystal display device 5. When the 1-BET button 11 is
pushed, one piece is inserted from the medals credited, when the
2-BET button 12 is pushed, two pieces are inserted, and when the
MAX-BET button 13 is pushed, three pieces are inserted.
[0062] To the left side of the display windows 4L, 4C, 4R are
mounted a 1-BET lamp 9a, a 2-BET lamp 9b and a MAX-BET lamp 9c. The
1-BET lamp 9a, 2-BET lamp 9b and MAX-BET lamp 9c are turned on in
correspondence with the number of medals inserted in the unit game
(hereinafter, referred to as "insertion number"). When the
insertion number is one, two and three pieces, the 1-BET lamp 9a,
the 2-BET lamp 9b and the MAX-BET lamp 9c are turned on,
respectively.
[0063] An information display unit 18 is mounted below the BET
lamps 9a, 9b, 9c. The information display unit 18 consists of 7
segment LEDs and displays the number of medals deposited (so-called
"credited") in the gaming machine 1, the number of medals to be
paid out to a player (hereinafter, referred to as "payout number")
and the like.
[0064] A base portion 10 having a horizontal surface is provided
below the display windows 4L, 4C, 4R, and the liquid crystal
display device 5 is provided between the base portion 10 and the
display windows 4L, 4C, 4R. The information about the game, etc. is
displayed on a display screen 5a of the liquid crystal display
device 5.
[0065] An operating unit 17 is mounted above the BET buttons 11,
12, 13, which consists of a cross key, a selection button and a
determination button. Based on a manipulation of the operating unit
17 by the player, the information about the game such as game
history is displayed on display screen 5a of the liquid crystal
display device 5.
[0066] A C/P button 14 for switching credits (Credit) or payouts
(Pay) of medals is mounted to a frontal left side of the base
portion 10. In case that the payout is carried out, the medals as
the payout number are paid out from a frontal lower medal payout
slot 15 and stacked on a medal tray 16. In addition, in case that
the credit is carried out, the medals as the payout number are
credited. Herein, the payout and credit of the medal may be simply
referred to as "payout".
[0067] To a right side of the C/P button 14 is mounted a start
lever 6 for rotating the reels 3L, 3C, 3R and starting the
variation of the symbols displayed in the display windows 4L, 4C,
4R.
[0068] Stop buttons 7L, 7C, 7R which are mounted to correspond to
the reels 3L, 3C, 3R and stop the rotation of the reels 3L, 3C, 3R
are mounted below the liquid crystal display device 5, in the
frontal center of the base portion 10.
[0069] Hereinafter, a stop operation which is first of all carried
out when all the reels 3L, 3C, 3R are rotated (i.e., a player's
push operation for the stop buttons 7L, 7C, 7R) will be referred to
as "first stop operation", a stop operation which is carried out
following the first stop operation when the two reels are rotated
will be referred to as "second stop operation", and a stop
operation which is carried out following the second stop operation
when the remaining one reel is rotated will be referred to as
"third stop operation".
[0070] A LED 101 and a lamp 102 are mounted at the upper part of
the front door 1b. The LED 101 and the lamp 102 emit lights with a
radiation pattern corresponding to game situations, and perform an
effect relating to a game.
[0071] Speakers 21L, 21R are mounted at upper left and right sides
of the medal tray 16. Sound such as effect sound or sing
corresponding to the game situations is outputted from the speakers
21L, 21R to perform the effect relating to a game.
[0072] In the followings, it is described symbols arranged on the
reels 3L, 3C, 3R, with reference to FIG. 2.
[0073] The plural types of 21 symbols are arranged on the
respective reels 3L, 3C, 3R. Specifically, 21 areas are provided on
the periphery of each of the reels 3L, 3C, 3R, each of which being
allotted with a one symbol. Each symbol of Red 7 (symbol 61), Blue
7 (symbol 62), BAR (symbol 63), Watermelon (symbol 64), Bell
(symbol (65), Replay (symbol 66), Cherry (symbol 67) and Blank
(symbol 68) is arranged on each of the corresponding areas. In the
mean time, Blank (symbol 68) is expressed by space. Each of the
reels 3L, 3C, 3R is rotated in an arrow direction of FIG. 2.
[0074] In the followings, it is described a circuit structure of
the gaming machine 1 comprising a main control circuit 71, a
sub-control circuit 72 and a peripheral device (e.g., actuator)
electrically connected to the main control circuit 71 or a
sub-control circuit 72, with reference to FIG. 3.
[0075] The main control circuit 71 comprises a micro computer 30
arranged on a circuit board as a main constituting element and is
further provided with a circuit for sampling random numbers. The
micro computer 30 includes a CPU 31 and a ROM 32 and a RAM 33 which
are memory means.
[0076] To the CPU 31 is connected a clock pulse generating circuit
34, a frequency divider 35, a random number generator 36 and a
sampling circuit 37. The clock pulse generating circuit 34 and the
frequency divider 35 generate a reference clock pulse. Based on the
generated reference clock pulse, an intervention process which will
be described later is carried out. The random number generator 36
generates a random number within a predetermined range (for
example, 0.about.65535). The sampling circuit 37 extracts (samples)
one random number from the random numbers generated by the random
number generator 36. By using the sampled random number, an
internal lottery process and the like are carried out, which will
be described later, and predetermined information (for example,
winning number) is determined.
[0077] The ROM 32 of the micro computer 30 memorizes programs
relating to processes of the CPU 31 (see FIGS. 24 to 37), various
tables such as priority attraction-in ranking table and retrieval
order table (see FIGS. 4 to 16), and various control commands for
being transmitted to the sub-control circuit 72.
[0078] Various data obtained from the processes of the CPU 31 is
memorized in the RAM 33. For example, an area (see FIGS. 17 to 23B)
for storing priority attraction-in ranking data relating to each
symbol position is provided therein. These data are transmitted to
the sub-control circuit 72 by the commands.
[0079] In the circuit shown in FIG. 3, main actuators controlled by
a control signal from the micro computer 30 include the BET lamps
9a, 9b, 9c, the information display unit 18, a hopper 40, stepping
motors 49L, 49C, 49R and the like.
[0080] In addition, to an output unit of the micro computer 30 are
connected each of circuits for receiving the control signals
outputted from the CPU 31 to control the operations of the
respective actuators. The circuits include a motor driving circuit
39, a lamp driving circuit 45, a display unit driving circuit 48
and a hopper driving circuit 41.
[0081] The lamp driving circuit 45 controls the driving of the BET
lamps 9a, 9b, 9c. Thereby, the BET lamps 9a, 9b, 9c are turned on
or off.
[0082] The display unit driving circuit 48 controls the driving of
the information display unit 18. Thereby, various information
(credit number, etc.) is displayed on the information display unit
18.
[0083] The hopper driving circuit 41 controls the driving of the
hopper 40. Thereby, the medals received in the hopper 40 are paid
out.
[0084] The motor driving circuit 39 outputs the pulse coming from
the main control circuit 71 to the stepping motors 49L, 49C, 49R
and controls the driving of the stepping motors 49L, 49C, 49R.
Thereby, the reels 3L, 3C, 3R are rotated and stopped.
[0085] In this embodiment, it is counted the number of pulses
outputted to the stepping motors 49L, 49C, 49R from after a reel
index indicating one revolution of the reel is detected by a reel
position detection circuit 50, so that a rotation angel of the reel
is detected on the basis of the detected position of the reel
index. In addition, the pulse is outputted 16 times to the stepping
motors 49L, 49C, 49R, so that the reel is rotated as a one symbol
arranged on the periphery of the reel.
[0086] More specifically, the number of pulses outputted to the
stepping motors 49L, 49C, 49R is counted by a pulse counter of the
RAM 33, and a symbol position counter of the RAM 33 is added by one
whenever 16 times of pulse outputs are counted by the pulse
counter. In addition, a value of the symbol position counter is
cleared whenever the reel index is detected.
[0087] Each of the symbols arranged on the periphery of the reel is
defined with symbol positions "0".about."20" for discriminating
each of the symbols in regular order from the rotation direction of
the reel. The reel index is detected by a reel position detection
circuit 50 so that the symbol corresponding to the symbol position
"0" is located on the center line 8c (more specifically, center
part of the longitudinal direction of the respective display
windows 4L, 4C, 4R).
[0088] In other words, when the value of the symbol position
counter becomes "0" by the detection of the reel index, the symbol
corresponding to the symbol position "0" is located on the center
line 8c, so that the symbol counter and the symbol position
correspond to each other. Accordingly, by referring to the symbol
position counter, it is possible to specify the symbol located on
the center line 8c.
[0089] In the mean time, the symbol position counter constitutes a
part of symbol specifying means for specifying a symbol of a
predetermined position (for example, center line 8c).
[0090] To an input unit of the micro computer 30 are connected
switches and the like which output predetermined signals performing
the controls of the actuators. Specifically, a start switch 6S, a
stop switch 7S, a 1-BET switch 1S, a 2-BET switch 12S, a MAX-BET
switch 13S, a C/P switch 14S, a medal sensor 22S, the reel position
detection circuit 50 and a payout completion signal circuit 51 are
connected.
[0091] The start switch 6S detects the start operation of the
player for the start lever 6 and outputs a detected signal to the
micro computer 30. In the mean time, the start switch 6S
constitutes a part of start operation detection means.
[0092] The stop switch 7S detects the stop operation of the player
for the respective stop buttons 7L, 7C, 7R and outputs a detected
signal to the micro computer 30. In the mean time, the stop switch
7S constitutes a part of stop operation detection means.
[0093] The 1-BET switch 11S, the 2-BET switch 12S and the MAX-BET
switch 13S detect the insertion operations of the player for the
1-BET button 11, the 2-BET button 12 and the MAX-BET button 13,
respectively, and output a detected signal to the micro computer
30.
[0094] The C/P switch 14S detects the switching operation of the
player for the C/P button 14 and outputs a detected signal to the
micro computer 30.
[0095] The medal sensor 22S detects a medal inserted into the medal
insertion slot 22 by the player and outputs a detected signal to
the micro computer 30.
[0096] The reel position detection circuit 50 detects the reel
index indicating one revolution of the reel for each of the reels
3L, 3C, 3R and outputs a detected signal to the micro computer
30.
[0097] The payout completion signal circuit 51 detects that the
number of medals (i.e., the number of medals paid out from the
hopper 40) reaches an indicated payout number through a medal
detection unit 40S and outputs a detected signal to the micro
computer 30.
[0098] The sub-control circuit 72 executes various processes (for
example, determination or execution of contents of effect), based
on the various commands (for example, start command) outputted from
the main control circuit 71. In the mean time, the sub-control
circuit 72 does not input the command, the information, etc. to the
main control circuit 71. In other words, the communication of the
main control circuit 71 and the sub-control circuit 72 is carried
out in a one-way manner, from the main control circuit 71 to the
sub-control circuit 72.
[0099] The main actuators controlled by the sub-control circuit 72
include the liquid crystal display device 5, the speakers 21L, 21R,
the LED 101 and the lamp 102. The sub-control circuit 72 determines
and displays an image to be displayed on the liquid crystal display
device 5, determines and outputs a lighting-up pattern of the LED
101 or lamp 102, and determines and outputs effect sound, based on
the contents of effect determined.
[0100] The sub-control circuit 72 is connected with the operating
unit 17 and a sound volume adjusting unit 103 and outputs an image
or sound, based on the signal outputted from them.
[0101] In the followings, a symbol arrangement table is described
with reference to FIG. 4.
[0102] The symbol arrangement table shows the symbols arranged on
the peripheries of the reels 3L, 3C, 3R, as data. In other words,
the symbol arrangement table defines Red 7, Blue 7, BAR,
Watermelon, Replay, Cherry and Blank in an arrangement as shown in
FIG. 2. A type of the respective symbols is expressed by 1 byte
data, as shown. For example, the data representing Red 7 is
"00000001".
[0103] In addition, with the symbol located on the center line 8c
being defined as the symbol position "0" when the reel index is
detected, the symbol arrangement table defines the symbol positions
"0" to "20" corresponding to the symbol position counter and types
of symbols corresponding to the respective symbol positions.
Accordingly, based on the symbol arrangement table and the symbol
position counter, symbols of the respective reels 3L, 3C, 3R on the
center line 8c and types thereof can be specified. For example,
when the symbol counter of the right reel 3R is "11", it is
specified that Blue 7 (symbol 62) of the symbol position "11" of
the right reel 3R is located on the center line 8c. In addition, by
referring to the symbol position counter and the symbol arrangement
table, besides the symbol located on the center line 8c, it is
possible to specify symbols adjacent to the corresponding symbol
and types thereof.
[0104] In the mean time, the symbol arrangement table constitutes a
part of symbol specifying means for specifying a symbol of a
predetermined position (for example, center line 8c).
[0105] In the followings, an internal lottery table determining
table is described with reference to FIG. 5.
[0106] The internal lottery table determining table defines a type
of an internal lottery table and the number of lotteries, which are
determined in accordance with the gaming states. In a normal gaming
state, it is determined an internal lottery table for normal gaming
state and the number of lotteries is basically determined to be 7.
In a regular bonus (hereinafter, abbreviated as "RB") gaming state,
it is determined an internal lottery table for RB gaming state and
the number of lotteries is determined to be 3.
[0107] In the followings, an internal lottery table is described
with reference to FIG. 6A, FIG. 6B.
[0108] The internal lottery table defines the lowest and upper
limits of random numbers allotted in accordance with each of
winning numbers. The winning number is data used to determine an
internal winning combination on the basis of an internal winning
combination determining table which will be described later.
[0109] In the internal lottery table, it is retrieved whether the
random number value sampled from a range of "0.about.65535" is
included between the lowest limit and the upper limit of the random
numbers allotted to the respective winning numbers, in descending
power of the winning numbers. In case that the sampled random
number value is included between the lowest limit and the upper
limit, a corresponding winning number is determined. The number of
lotteries indicates the number of the above retrievals. As a result
of performing the retrieval as the number of lotteries, when any
winning number is not matched, the winning number 0 (i.e., Losing)
is determined.
[0110] FIG. 6A shows an internal lottery table for normal gaming
state. In the internal lottery table for normal gaming state, the
lowest and upper limits of the random number value allotted to each
of the winning numbers 1.about.7 are defined in correspondence with
the insertion numbers 1 to 3. A winning probability of each winning
number can be calculated by "(1+ difference between the lowest and
upper limits defined for each winning number)/the number of all
random number values occurring (65536) in the table". In the
internal lottery table for normal gaming state, the greater the
insertion number, the higher the winning probability by stages.
[0111] In addition, in the internal lottery table for normal gaming
state, there is defined a value duplicating for the plural winning
numbers. When a random number included in the duplicating value is
sampled, the plural winning numbers are together determined in one
unit game. For example, in case of the insertion number of 3, when
a sampled random number is within a range of "1785.about.1829", the
winning number 3 (i.e., Watermelon) and the winning number 7 (i.e.,
RB1) are determined together.
[0112] FIG. 6B shows an internal lottery table for RB gaming state.
In the RB gaming state, the maximum insertion number is determined
to be 1 piece. Accordingly, in the internal lottery table for RB
gaming state, it is defined the lowest and upper limits
corresponding to each of the winning numbers 1 to 3, with regard to
the insertion number 1 only. In the internal lottery table for RB
gaming state, the winning probability of the winning number 2
(i.e., Bell) is very high.
[0113] In the followings, an internal winning combination
determining table is described with reference to FIG. 7.
[0114] The internal winning combination determining table defines
an internal winning combination in relation to the winning number.
Specifically, each of Losing, Cherry, Bell, Watermelon, Replay,
RB3, RB2 and RB1 is defined in correspondence with each of the
winning numbers 0.about.7. In other words, if a winning number is
determined by the internal lottery table, an internal winning
combination is determined in accordance with the corresponding
winning number. Accordingly, it can be said that the determination
of the winning number is equivalent to the determination of the
internal winning combination. In addition, a type of each internal
winning combination is expressed by 1 byte data. For example, the
data representing RB1 is "01000000".
[0115] In the followings, a reel stop initialization table is
described with reference to FIG. 8.
[0116] The reel stop initialization table defines a type of a
retrieval parameter table in correspondence with a flag counter.
The flag counter is data for determining a retrieval parameter
table and basically identical to the winning number. Specifically,
it is defined retrieval parameter tables corresponding to each of
Losing, Cherry, Bell, Watermelon, Replay, RB3, RB2 and RB1, in
correspondence with each of the flag counters 0 to 7.
[0117] In the followings, a symbol combination table for
stop-control is described with reference to FIG. 9.
[0118] The symbol combination table for stop-control defines types
of combinations of symbols and types of display combinations
corresponding. Specifically, Cherry, Bell, RB3, RB2 and RB1 are
defined as a display combination. The display combination is
expressed by 1 byte data, as the data representing the internal
winning combination.
[0119] In the followings, a priority attraction-in ranking table is
described with reference to FIG. 10.
[0120] In the gaming machine 1, it is carried out the control for
stopping the rotation of reels 3L, 3C, 3R within 190 msec after the
signal is outputted by the stop switch 7S, and the number of
sliding symbols is set to be maximum 4 symbols.
[0121] The number of sliding symbols is the number of symbols
passing to the center line 8c, from after the stop operation is
detected through the stop switch 7S until the rotation of the
corresponding reel is stopped. It is perceived by a value of the
symbol counter updated from after the stop operation is detected
through the stop switch 7S.
[0122] For example, in case that the number of sliding symbols
determined is 4 symbols, when the push operation for right stop
button 7R is detected by the stop switch 7S and the symbol position
counter of the right reel 3R is "0" at that time, the rotation of
the right reel 3R is stopped when the symbol position counter is
updated to "4". Thereby, when Red 7 (symbol 61) of the symbol
position "0" is located on the center line 8c, if the push
operation for the stop button 7R is detected, it is possible to
stop the rotation of the right reel 3R so that Watermelon (symbol
64) of the symbol position "4" is displayed on the center line
8c.
[0123] Like this, the control for stopping the rotation of reel is
referred to as "attraction-in", which allows the symbol within a
range of the maximum number of sliding symbols to be displayed at a
symbol position (i.e., symbol position from which the reel starts
to stop, and referred to as "stop starting position") corresponding
to the symbol counter of the reel at the time when the stop
operation for the reel is detected by the stop switch 7S. In
addition, a position of the symbol which is attracted-in as the
number of sliding symbols from the stop starting position and then
stopped is referred to as "expected stop position".
[0124] In the priority attraction-in ranking table, it is defined
the attraction-in data in relation with each of priority rankings.
The priority ranking defines rankings in which the attraction-in is
preferentially carried out between the types (or types of symbols)
of the internal winning combination (including winning combination
for reel-stop). The priority rankings 1 to 5 are defined in
correspondence with the types of the internal winning combination.
Specifically, it is defined the attraction-in data representing
"Replay 1", "RB1, RB2 or RB3", "Bell", "Watermelon", and "Cherry"
in order of the priority rankings 1 to 5. Thereby, in case that two
or more types of internal winning combinations are determined, it
is determined which type of internal winning combination will have
priority.
[0125] Herein, RB1, RB2 and RB3 are grouped to have the same
priority ranking. Thereby, it is possible to reduce the types of
priority ranking and to decrease the data capacity, as compared to
a case where the priority ranking is respectively defined in each
of RB1, RB2 and RB3.
[0126] In addition, the priority attraction-in ranking defines the
priority rankings in order of higher privileges which are awarded
to the player, except "Replay". In other words, the priority
rankings are defined in order of "RB1, RB2 or RB3" allowing RB to
be operated, Bell having the payout number of 10 pieces, Watermelon
having the payout number of 8 pieces and Cherry having the payout
number of 4 pieces. Accordingly, the table is structured to
consider the payouts to be awarded to the player. In the mean time,
the priority rankings defined between the types of the internal
winning combination may be arbitrarily changed.
[0127] The attraction-in data is expressed by 1 byte data, likewise
the data representing the internal winning combination. For
example, the attraction-in data representing RB1, RB2 and RB3 is
expressed by "01110000" in which the bit strings corresponding to
each RB are ON.
[0128] In the followings, a retrieval parameter table is described
with reference to FIG. 11A, FIG. 11B. FIG. 11A shows a retrieval
parameter table for Losing. FIG. 11B shows a retrieval parameter
table for RB1.
[0129] The retrieval parameter table defines retrieval status data
in relation to the symbol position (i.e., stop starting position)
of the respective reels 3L, 3C, 3R. The retrieval status data is
referred to when it is determined a type of a retrieval order table
which will be described later, and is defined with any one of 0 to
4 depending on the symbol positions "0".about."20".
[0130] As shown in FIGS. 11A and 11B, the retrieval parameter table
is structured in such a way that the different retrieval status
data (for example, "0" and "4") are determined depending on the
type of the internal winning combination even at the same stop
starting position (for example, "5" of the left reel 3L).
Accordingly, the player can suppose the determined internal winning
combination by carrying out the stop operation at a timing allowing
for the same stop starting position and observing the type of the
symbol displayed in the corresponding display window.
[0131] In the followings, a retrieval order table determining table
is described with reference to FIG. 12.
[0132] The retrieval order table determining table defines types of
retrieval order table in relation to the retrieval status data.
Specifically, the retrieval order tables 0 to 4 are respectively
defined in correspondence with the retrieval status data 0 to
4.
[0133] The retrieval order table defines the number of sliding
symbols depending on the retrieval order. The retrieval order is an
order for carrying out a retrieval for the number of sliding
symbols 0 to 4 and is defined with 1 to 5. In addition, each of the
retrieval order tables defines the retrieval orders different from
each other with regard to the number of sliding symbols 0 to 4.
Further, the retrieval order table is structured such that it is
highest the retrieval order for the number of sliding symbols
having a same value as the retrieval status data (for example, when
the retrieval status data is 0, the number of sliding symbols is
0).
[0134] In the followings, a symbol combination table is described
with reference to FIG. 13.
[0135] The symbol combination table defines a combination of
symbols relating to the payout and a display combination and a
payout number corresponding to it. The combination of symbols
defined in the symbol combination table is referred to and it is
carried out a determination of whether the combination of symbols
is matched to a combination of symbols displayed on the center line
8c. In addition, the display combination is expressed by 1 byte
data, likewise the data representing the internal winning
combination.
[0136] If Cherry (symbol 67) of the left reel 3L is displayed in
the central part of the left display window 4L, Cherry is
determined as an display combination, irrespective of the types of
symbols displayed in the other display windows 4C, 4R. In addition,
the payout number corresponding to Cherry is 4.
[0137] If three Bells (symbol 65) are arranged and displayed along
the center line 8c, Bell is determined as a display combination. In
addition, the payout number corresponding to Bell is 10.
[0138] If three Watermelons (symbol 64) are arranged and displayed
along the center line 8c, Watermelon is determined as a display
combination. In addition, the payout number corresponding to
Watermelon is 8.
[0139] If three Replays (symbol 66) are arranged and displayed
along the center line 8c, Replay is determined as a display
combination. In addition, in case that Replay is determined, a
re-game is carried out in a next unit game. In other words, the
same number of medals as the insertion number in the unit game in
which Replay is determined is automatically inserted in a next game
without the insertion operation of the player. Accordingly, the
player can play a next unit game without consuming the medals.
[0140] If three BARs (symbol 63) are arranged and displayed along
the center line 8c, RB3 is determined as a display combination. In
addition, if three Blue 7s (symbol 62) are arranged and displayed
along the center line 8c, RB2 is determined as a display
combination. Further, if three Red 7s (symbol 61) are arranged and
displayed along the center line 8c, RB1 is determined as a display
combination. In case that RB1, RB2 or RB3 (these can be
collectively referred to as "RB") is determined, a flag under RB
operation is updated to ON which will be described later, and thus
a RB operation starts.
[0141] In addition, if it is displayed a combination of symbols
except the combinations of symbols relating to each of Cherry,
Bell, Watermelon, Replay, RB3, RB2 and RB1, Losing is determined as
a display combination. Herein, Cherry, Bell or Watermelon relates
to the payout of the game medium (for example, medal). In addition,
Replay relates to an operation of a re-game. Further, RB3, RB2 or
RB1 relates to an operation of a gaming state (for example, RB
gaming state) advantageous to the player.
[0142] In the followings, a table on bonus operation is described
with reference to FIG. 14.
[0143] The table on bonus operation defines data stored in a
predetermined area of the RAM 33. When RB operates, the flag under
RB operation of the RAM 33 becomes ON, 12 is stored in a counter
for counting possible games (possible game-number counter) and 8 is
stored in a counter for counting possible winnings (possible
winning-number counter). The possible game-number counter is data
for counting the number of games which are carried out under the RB
operation and a one value is subtracted every unit game. The
possible winning-number counter is data for counting the number of
cases where a winning is determined under RB operation, and a one
value is subtracted when a winning is determined. When the possible
game-number counter or possible winning-number counter is updated
to 0, the operation of RB is ended.
[0144] In the followings, it is described an internal winning
combination storing area of the RAM 33 of the main control circuit
71, with reference to FIG. 15.
[0145] If an internal winning combination is determined by the
internal winning combination determining table, it is stored
(memorized) in an internal winning combination storing area. The
internal winning combination storing area consists of 1 byte and
corresponds to the data of the internal winning combination
described above. In other words, the bit string corresponding to
the type of the determined internal winning combination becomes ON.
Meanwhile, in case of Losing, all bits become 0. Additionally, in
case that two or more types of internal winning combinations are
determined, the bit corresponding to each type becomes ON. For
example, in case that Watermelon and RB1 are determined, the
internal winning combination storing area becomes "01000100".
[0146] In the followings, it is described an internal carryover
combination storing area of the RAM 33 of the main control circuit
71, with reference to FIG. 16.
[0147] If RB1, RB2 or RB3 is determined as an internal winning
combination by the internal winning combination determining table,
it is stored in an internal carryover combination storing area. The
internal carryover combination storing area consists of 1 byte in
which RB3, RB2 and RB1 correspond to the bits 4, 5 and 6,
respectively. When the RB operation starts, the data of the
internal carryover combination storing area is cleared. In other
words, in the gaming machine 1, if RB is determined as an internal
winning combination, the data thereof is stored during a period of
until the combination of symbols relating to RB is displayed and
the RB operation starts (which is refereed to as carryover). In the
mean time, since the internal carryover combination is determined
on the basis of the internal winning combination, it can be said
that the internal carryover combination is a subordinate concept of
the internal winning combination.
[0148] In the followings, it is described an area for storing a
winning combination for reel-stop of the RAM 33 of the main control
circuit 71, with reference to FIG. 17.
[0149] When the data is stored in the internal winning combination
storing area, the stored data is copied to an area for storing a
winning combination for reel-stop. The area for storing a winning
combination for reel-stop has the same data structure as the
internal winning combination storing area. The winning combination
for reel-stop is used to stop the rotation of reel and is data for
displaying the type of the corresponding symbol on the other 4
lines different from the center line 8c (i.e., top line 8b, bottom
line 8d, cross-down line 8e and cross-up line which are
non-activated lines). In addition, it can be said that the winning
combination for reel-stop is a subordinate concept of the internal
winning combination because an internal winning combination is
copied to it.
[0150] Herein, the copying of the data of the internal winning
combination storing area into the area for storing a winning
combination for reel-stop is for carrying out the update of the
data copied into the area for storing a winning combination for
reel-stop in a process which will be described later. For example,
when an internal winning combination is RB, a bit of Bell becomes
ON in the area for storing a winning combination for reel-stop, in
addition to a bit of RB. Like this, by providing the winning
combination for reel-stop, it is possible to display a symbol (Bell
in the above example) corresponding to it on the non-activated line
and to prevent a bad effect from occurring, such as so-called
erroneous winning resulting from a direct update of the data of the
internal winning combination storing area.
[0151] In the followings, it is described a display combination
storing area of the RAM 33 included in the main control circuit 71,
with reference to FIG. 18.
[0152] When a display combination is determined, based on the
symbol combination table for stop-control (or symbol combination
table), it is stored in the display combination storing area. The
display combination storing area has the same data structure as the
internal winning combination storing area.
[0153] In the followings, it is described a pseudo display
combination storing area of the RAM 33 included in the main control
circuit 71, with reference to FIG. 19.
[0154] When the display combination, which is determined on the
basis of the symbol storing areas corresponding to the 4 lines
except the center line 8c and the symbol combination table for
stop-control, is stored in the display combination storing area,
the stored display combination is copied to a pseudo display
combination storing area. The pseudo display combination storing
area has the same data structure as the display combination storing
area.
[0155] Next, it is described a flag counter of the RAM 33 included
in the main control circuit 71, with reference to FIG. 20.
[0156] The values of 0.about.7 are stored in a flag counter. In the
mean time, when the winning numbers 0.about.7 are determined, they
are stored in a winning number storing area of the RAM 33. The
winning number storing area has the same data structure as the flag
counter.
[0157] In the followings, it is described a symbol storing area of
the RAM 33 of the main control circuit 71 with reference to FIG.
21.
[0158] The data representing types of the symbols displayed in the
respective display windows 4L, 4C, 4R is stored in a symbol storing
area, based on the symbol position (or symbol position counter).
The symbol storing areas are provided in correspondence with the
center line 8c, the top line 8b, the bottom line 8d, the cross-down
line 8e and the cross-up line 8a.
[0159] For example, a type of a symbol located in the central part
of the left display window 4L, a type of a symbol located in the
central part of the center display window 4C and a type of a symbol
located in the central part of the right display window 4R are
respectively stored in the symbol storing areas corresponding to
the center line 8c. In the gaming machine 1, a winning is
determined, based on the symbol storing areas of the center line 8c
and the symbol combination table.
[0160] In addition, the data stored in each of the symbol storing
areas consists of 1 byte and corresponds to the data representing
the type of the symbol defined in the symbol arrangement table
described above. In the mean time, the data representing that the
reel is being rotated may be stored in the symbol storing area,
which data is expressed by "001111111".
[0161] Herein, in case that an expectation of the display
combination is carried out, a type of symbol is specified which is
displayed in the corresponding display window, based on the symbol
positions "0" .about."20" of the retrieval target reel in
succession, and then stored in the corresponding symbol storing
area. In addition, when the rotation of the respective reels 3L,
3C, 3R is stopped, a type of symbol which is displayed in the
corresponding display window is specified, based on the symbol
position counter, and then stored in the corresponding symbol
storing area.
[0162] For example, if the retrieval target reel (or stopped reel)
is the left reel 3L and a position of a retrieval target symbol (or
symbol position counter of stopped reel) is "0", a type of a symbol
of the symbol position "0" and types of symbols located at symbol
positions (i.e., symbol position "1" over one and symbol position
"20"under one) adjacent to the symbol position "0" are specified on
the basis of the symbol arrangement table. Accordingly, Bell of the
symbol position "1" with regard to the upper part of the left reel
3L, Red 7 of the symbol position "0" with regard to the center part
thereof and Watermelon of the symbol position "20" with regard to
the lower part thereof are respectively stored in the symbol
storing areas.
[0163] In the followings, it is described an expected display
combination storing area of the RAM 33 of the main control circuit
71 with reference to FIG. 22.
[0164] An expected display combination storing is provided with
expected display combination storing areas 1 to 3 depending on the
number of reels, and stores the priority ranking data determined in
accordance with each of the symbol positions "0".about."20" of the
retrieval target reel.
[0165] The priority ranking data consists of 1 byte in which the
upper 4 bits correspond to the priority ranking of the symbol
displayed on the center line 8c and the lower 4 bits correspond to
the priority ranking of the symbol displayed on the 4 lines except
the center line 8c.
[0166] The upper 4 bits and the lower 4 bits have the same data
structure. Specifically, 0 (i.e., "0000") corresponds to stop
prohibition, 1 (i.e., "0001") corresponds to stop possibility, 2
(i.e., "0010") corresponds to Cherry, 3 (i.e., "0011") corresponds
to Watermelon, 4 (i.e., "0100") corresponds to Bell, 5 (i.e.,
"0101") corresponds to "RB1, RB2, RB3" and 6 (i.e., "0110")
corresponds to Replay.
[0167] The priority ranking data is structured such that the
greater the value thereof, the higher the priority ranking.
Accordingly, by referring to the priority ranking data relating to
each symbol position, it is possible to relatively evaluate the
priority rankings between the symbols arranged on the periphery of
the reel. In addition, the symbol position determined to have the
greatest value as the priority ranking data becomes the symbol
having the highest priority ranking. Further, it is such treated
that the priority ranking corresponding to a symbol which is
expressed by the upper 4 bits of 1 byte and displayed on the center
line 8c has a higher preferentiality than the priority ranking
corresponding to a symbol which is expressed by the lower 4 bits
and displayed in the other 4 lines.
[0168] In addition, in the expected display combination storing
area, RB1, RB2 and RB3 are grouped to allot one bit string (i.e.,
bit 6). Thereby, since it is possible to reduce the values taken as
the priority ranking data, as compared to a case where one bit
string is allotted to each of RB1, RB2 and RB3, the increase of
data capacity can be prevented to the utmost.
[0169] Hereinafter, a storing example of an expected display
combination storing area is described with reference to FIG. 23A,
FIG. 23B.
[0170] FIG. 23A is a storing example of an expected display
combination storing area 1, in case that the data "00000000" is
stored in the internal winning combination storing area (i.e.,
Losing is determined). FIG. 23B is a storing example of an expected
display combination storing area 1, in case that the data
"01000000" is stored in the internal winning combination storing
area (i.e., RB1 is determined). In the mean time, although the
priority ranking data is also stored regarding the respective
symbol positions of an expected display combination storing area 2
and an expected display combination storing area 3, a storing
example thereof is omitted in FIG. 23A, FIG. 23B.
[0171] Hereinafter, a control carried out by the CPU 31 of the main
control circuit 71 is described with reference to flow charts shown
in FIGS. 24 to 37.
[0172] First, a RESET-intervention process is described with
reference to FIG. 24, which is executed by the CPU 31 of the main
control circuit 71. When power is inputted and a voltage is applied
to a reset terminal, the CPU 31 generates a RESET-intervention and
sequentially carries out a RESET-intervention process which is
stored in the ROM 32, on the basis of the generation of the
RESET-intervention.
[0173] When the power is inputted, the CPU 31 first executes an
initialization process (step S1). In the initialization process, it
is carried out a process of restoring an execution address or
register data stored in the RAM 33 when the power is cut off.
[0174] Next, the CPU 31 clears an indicated storing area (step S2).
Thereby, the data stored in the internal winning combination
storing area, etc. of the RAM 33 is cleared.
[0175] Next, the CPU 31 executes a medal receiving start checking
process which will be described later with reference to FIG. 25
(step S3). In the medal receiving start checking process, the
insertion number counter is updated through the check of the medal
sensor 22S, the BET switches 11S, 12S, 13S and the like, or the
input of the start switch 6S is checked.
[0176] Next, the CPU 31 samples a random number value and stores a
random number value in the random number value storing area (step
S4). Specifically, the CPU 31 samples a random number value for
lottery by the random number generator 36 and the sampling circuit
37, which is used in the internal lottery process and the like, and
stores it in the random number value storing area of the RAM
33.
[0177] Next, the CPU 31 executes a gaming status supervisory
process (step S5). Specifically, the CPU stores an identifier
(so-called flag) representing the RB gaming state in the RAM 33 if
the flag under RB operation is ON and stores an identifier
representing the normal gaming state in the RAM 33 if the flag
under RB operation is OFF.
[0178] Next, the CPU 31 performs an internal lottery process which
will be described later with reference to FIG. 26 (step S6). In the
internal lottery process, it is carried out a process of
determining an internal winning combination and the like. In the
mean time, the internal lottery process constitutes a part of the
internal winning combination determining means.
[0179] Next, the CPU 31 carries out a reel stop initialization
process which will be described later with reference to FIG. 27
(step S7). In the reel stop initialization process, it is performed
a process of determining a retrieval parameter table.
[0180] Next, the CPU 31 transmits the start command to the
sub-control circuit 72 (step S8). The start command contains data
such as internal winning combination, gaming state and the
like.
[0181] Next, the CPU 31 determines whether 4.1 seconds have elapsed
after a previous reel has started to rotate (step S9). When it is
determined that 4.1 seconds have not elapsed, the CPU 31 consumes
the waiting time (step S10). Specifically, the CPU 31 carries out a
waiting process without performing the subsequent processes until
4.1 seconds have elapsed.
[0182] When it is determined that 4.1 seconds have elapsed, or
after the process in the step S10, the CPU 31 requests rotation
start of all the reels (step S11). When it is requested the
rotation of all the reels, a process of starting to rotate the
reels is carried out in an intervention process (see FIG. 37) which
will be described later.
[0183] Next, the CPU 31 executes a reel stop control process which
will be described later with reference to FIG. 32 (step S12). In
the reel stop control process, it is carried out a process of
stopping the rotation of the reel 3L, 3C, 3R. In the mean time, the
reel stop control process constitutes a part of the reel stop
means.
[0184] Next, the CPU 31 carries out a display combination
retrieving process which will be described later with reference to
FIG. 31 (step S13). In this display combination retrieving process,
it is referred to the data stored in the symbol storing area of the
center line 8c and it is carried out a process of determining a
type of a display combination and a payout number, based on the
symbol combination table. In the mean time, the display combination
retrieving process in the step S13 constitutes a part of the
winning determining means.
[0185] Next, the CPU 31 transmits a display combination command to
the sub-control circuit 72 (step S14). The display combination
command contains data such as display combination made and the
like.
[0186] Next, the CPU 31 carries out a medal payout process (step
S15). Specifically, the CPU 31 controls the hopper 40 or updates
the credit counter, based on the payout number determined in the
step S13.
[0187] Next, the CPU 31 determines whether the flag under RB
operation is ON or not (step S16). When it is determined that the
flag under RB operation is ON, the CPU 31 carries out a bonus end
checking process which will be described later with reference to
FIG. 36 (step S17). In the bonus end checking process, it is
carried out a process of ending the RB operation, based on the
update result of the possible winning-number counter or possible
game-number counter.
[0188] When it is determined that the flag under RB operation is
not ON in the step of S16, or after the process in the step S17,
the CPU 31 carries out a bonus operation checking process which
will be described with reference to FIG. 35 (step S18). In the
bonus operation checking process, it is carried out a process of
starting an operation of RB when a display combination is one of
RB1, RB2 and RB3.
[0189] Like this, the CPU 31 executes the steps S2 to S18 as
processes in a unit game. When the step S18 is over, the CPU
proceeds to the step S2 so as to carry out the processes in a next
unit game.
[0190] In the followings, a medal receiving start checking process
is described with reference to FIG. 25.
[0191] First, the CPU 31 determines whether it is under insertion
process (step S51). Specifically, the CPU 31 determines that it is
under insertion process when the medal sensor 22S or the BET
switches 11S, 12S, 13S is ON. In addition, in case that the BET
switches 11S, 12S, 13S are ON, the CPU 31 calculates a value to be
added to the insertion number counter for counting the insertion
number, based on types of the BET switches 11S, 12S, 13S, the
insertion number counter for counting the insertion number and a
credit counter for counting the number of medals credited.
[0192] When it is determined as the insertion process in the step
S51, the CPU 31 updates the insertion number counter (step S52).
Meanwhile, in this process, when it is prohibited the addition of
the insertion number counter, the CPU 31 updates the credit
counter, instead of the insertion number counter.
[0193] Next, the CPU 31 transmits the BET command to the
sub-control circuit 72 (step S53). The BET command contains the
data of insertion number, etc. Continuously, the CPU 31 determines
whether the flag under RB operation is ON or not (step S54). When
it is determined that the flag under RB operation is not ON, the
CPU 31 determines whether the insertion number counter is 3 or not
(step S55).
[0194] When it is determined that the insertion number counter is 3
in the step S55, or when it is determined that the flag under RB
operation is ON in the step S54, the CPU prohibits the addition of
the insertion number counter (step S56).
[0195] After the process in the step S56, when it is determined
that it is not under insertion process in the step S51 or when it
is determined that the insertion number counter is not 3 in the
step S55, the CPU 31 determines whether the insertion number
counter is 1 or more (step S57). If it is determined that the
insertion number counter is not 1 or more, the CPU 31 proceeds to
the step S51.
[0196] When it is determined that the insertion number counter is 1
or more in the step S57, the CPU 31 determines whether the start
switch 6S is ON or not (step S58). When it is determined that the
start switch 6S is not ON, the CPU 31 proceeds to the step S51. In
addition, when it is determined that the start switch 6S is ON, the
CPU 31 ends the medal receiving start checking process and proceeds
to the step S4 in FIG. 24.
[0197] In the followings, an internal lottery process is described
with reference to FIG. 26.
[0198] First, the CPU 31 determines a type of the internal lottery
table and the number of lotteries, based on the gaming state and
the internal lottery table determining table (step S91).
[0199] Next, the CPU 31 determines whether the internal carryover
combination storing area is 0 or not (i.e., whether there is an
internal carryover combination) (step S92). When it is determined
that the internal carryover combination storing area is not 0, the
CPU 31 changes the number of lotteries into 4 (step S93). Thereby,
when there is an internal carryover combination in the normal
gaming state, the number of lotteries determined to be 7 times is
changed to 4 times and RB is not duplicately determined.
[0200] When it is determined that the internal carryover
combination storing area is 0 in the step S92, or after the process
in the step S93, the CPU 31 sets a value same as the number of
lotteries, as a winning number (step S94).
[0201] Next, the CPU 31 compares the random number value stored in
the random number value storing area with the lowest limit defined
in the internal lottery table determined (step S95). Then, the CPU
31 determines whether the random number value is the lowest limit
or more (step S96).
[0202] When it is determined that the random number value is the
lowest limit or more, the sub-CPU 81 compares the random number
value stored in the random number value storing area with the upper
limit defined in the internal lottery table determined (step S97).
Then, the CPU 31 determines whether the random number value is the
upper limit or less (step S98).
[0203] When it is determined that the random number value is the
upper limit or less, the CPU 31 stores the set winning number in a
winning number storing area of the RAM 33 (step S99). The winning
number storing area has an initial value of 0 and is sequentially
overwritten as this process is carried out. In addition, since the
winning numbers are retrieved in descending power from the greater
values, when the winning numbers are duplicately determined, the
smaller winning number is preferentially stored.
[0204] Next, the CPU 31 refers to the internal winning combination
determining table to determine an internal winning combination,
based on the winning number stored in the winning number storing
area (step S100). Then, the CPU 31 takes a logical product of the
determined internal winning combination and bonus check data and
stores a logical sum with a result thereof and the internal
carryover combination storing area in the internal carryover
combination storing area (step S101). The bonus check data is
expressed by "01110000". As a result of this process, in case that
the internal winning combination is RB, a carryover of RB is
carried out.
[0205] Next, the CPU 31 stores a logical sum of the internal
winning combination and the internal carryover combination storing
area in the internal winning combination storing area (step S102).
For example, in case that Bell is determined when RB3 is carried
over, the data of the internal winning combination storing area is
"00010010".
[0206] After the process in the step S102, when it is determined
that the random number value is not the lowest limit or more in the
step S96, or when it is determined that the random number value is
not the upper limit or less in the step S98, the CPU 31 subtracts 1
from the number of lotteries (step S103).
[0207] Next, the CPU 31 determines whether the number of lotteries
is 0 or not (i.e., whether the retrieval for all the winning
numbers is ended or not) (step S104). When it is determined that
the number of lotteries is not 0, the CPU 31 proceeds to the step
S94.
[0208] When it is determined that the number of lotteries is 0 in
the step S104, the CPU 31 refers to the internal winning
combination determining table to determine an internal winning
combination, based on the winning number (step S105). In this
process, in case that the initial value 0 is stored in the winning
number storing area, the losing is determined.
[0209] Next, the CPU takes a logical product of the determined
internal winning combination and the bonus check data (i.e.,
01110000), and stores a logical sum with a result thereof and the
internal carryover combination storing area in the internal
carryover combination storing area (step S106). Then, the CPU 31
stores a logical sum of the internal winning combination and the
internal carryover combination storing area in the internal winning
combination storing area of the RAM 33 (step S107). When this
process is over, the CPU ends the internal lottery process and
proceeds to the step S7 in FIG. 24.
[0210] In the followings, a reel stop initialization process is
described with reference to FIG. 27.
[0211] First, the CPU 31 copies the data of the internal winning
combination storing area into the area for storing a winning
combination for reel-stop (step S111). Next, the CPU 31 determines
whether at least one of the bits 4.about.6 (i.e., RB3, RB2, RB1) of
the area for storing a winning combination for reel-stop is ON or
not (step S112).
[0212] When it is determined that at least one of the bits
4.about.6 of the area for storing a winning combination for
reel-stop is ON, the CPU 31 makes the bit 1 (i.e., Bell) of the
area for storing a winning combination for reel-stop ON (step
S113). In other words, when any one of RB1, RB2 and RB3 is
determined as an internal winning combination, Bell is stored as a
winning combination for reel-stop, in addition to it. In the mean
time, RB1, RB2, RB3 are examples of a predetermined internal
winning combination. In addition, a combination of symbols relating
to Bell is an example of a combination of specific symbols.
[0213] Next, the CPU 31 determines whether the winning number
stored in the winning number storing area is 0 (i.e., losing) (step
S114). When it is determined that the winning number stored in the
winning number storing area is 0, the CPU 31 determines whether the
area for storing a winning combination for reel-stop is 0 or not
(step S115).
[0214] When it is determined that the area for storing a winning
combination for reel-stop is 0 in the step S115, or when it is
determined that the winning number is not 0 in the step S114, the
CPU 31 stores the data of the winning number storing area in the
flag counter (step S116). For example, when the data of the winning
number storing area is "3", the CPU stores "3" in the flag
counter.
[0215] When it is determined that the area for storing a winning
combination for reel-stop is not 0 in the step S115, the CPU 31
numbers the data of the area for storing a winning combination for
reel-stop and stores it in the flag counter (step S117).
Specifically, when the bit 4 is ON, the CPU 31 stores 5, when the
bit 5 is ON, the CPU stores 6, and when the bit 6 is ON, the CPU
stores 7.
[0216] After the process in the step S117 or step S116, the CPU 31,
based on the flag counter stored and the reel stop initialization
table, determines and stores a retrieval parameter table in the RAM
33 (step S118).
[0217] Next, the CPU 31 stores the identifier being rotated in all
the symbol storing areas (step S119). Specifically, the CPU 31 sets
all the bits 0 to 6 in all the symbol storing areas to be "1".
[0218] Next, the CPU carries out an expected display combination
storing process which will be described with reference to FIG. 28
(step S120). In this expected display combination storing process,
the CPU carries out an process of determining priority rankings in
accordance with the symbols of the symbol positions "0" .about."20"
in the respective reels 3L, 3C, 3R, before all the reels start to
rotate. When this process is over, the CPU ends the reel stop
initialization process and proceeds to the step S8 in FIG. 24.
[0219] In the followings, an expected display combination storing
process is described with reference to FIG. 28.
[0220] First, the CPU 31 stores the number of the stop buttons 7L,
7C, 7R for which the push operation is not carried out in the RAM
33, as the number of display combination retrievals (step S131).
Before all the reels start to rotate, 3 is stored as the number of
display combination retrievals.
[0221] Next, the CPU 31 sets a leading address of the expected
display combination storing area 1 (step S132). Specifically, a
leading address of the symbol position "0" of the expected display
combination storing area 1 is set. Then, the CPU 31 sets "21" as
the number of symbol checks and "0" as the symbol position (step
S133).
[0222] Next, the CPU 31 retrieves the reel being rotated from the
right side, based on the number of display combination retrievals,
and stores it as a retrieval target reel (step S134). Specifically,
all the reels being rotated are retrieved, so that the left reel
3L, the center reel 3C and the right reel 3R are sequentially
stored as the retrieval target reel, from the reel which is being
rotated and nearer at the left side. For example, if the number of
display combination retrievals is 3, the left reel 3L is determined
first of all.
[0223] Next, the CPU 31 updates the symbol storing area, based on
the retrieval target reel and the symbol position (step S135).
Specifically, based on the retrieval target reel, the symbol
position and the symbol arrangement table, a type of the symbol of
the corresponding symbol position and types of the symbols of the
symbol positions adjacent to the corresponding symbol position are
stored in the symbol storing areas.
[0224] Next, the CPU 31 sets a leading address of the top line of
the symbol storing area and sets 4 as the number of checks (step
S136).
[0225] Next, the CPU 31 carries out a display checking process
which will be described with reference to FIG. 30 (step S137). In
the display checking process in the step S137, it is referred to
the data stored in the symbol storing areas of the 4 lines except
the center line 8c, and it is carried out a process of retrieving a
combination of symbols which can be displayed on the 4 lines except
the center line 8c, based on the symbol combination table for
stop-control. In the mean time, the display checking process in the
step S137 constitutes a part of second symbol determining
means.
[0226] Next, the CPU 31 copies the data of the display combination
storing area stored in the display checking process to a pseudo
display combination storing area and clears the display combination
storing area (step S138).
[0227] Next, the CPU 31 carries out a display combination
retrieving process which will be described with reference to FIG.
31 (step S139). In the display combination retrieving process, it
is referred to the data stored in the symbol storing area of the
center line 8c, and it is carried out a process of retrieving a
combination of symbols which can be displayed on the center line
8c, based on the symbol combination table for stop-control. In the
mean time, the display combination retrieving process in the step
S139 constitutes a part of first symbol determining means.
[0228] Next, the CPU 31 sets the data of the display combination
storing area stored in the step S139 into a HL register and sets
the data of the internal winning combination storing area into a DE
register (step S140).
[0229] Next, the CPU 31 carries out a priority ranking checking
process which will be described with reference to FIG. 29 (step
S141). In the priority ranking checking process, the priority
ranking is determined, based on the expectation of the display
combination carried out with regard to the center line 8c. In the
mean time, the priority ranking checking process in the step S141
constitutes a part of the first symbol determining means.
[0230] Next, the CPU 31 shifts the priority ranking data set in the
step S141 to the upper 4 bits and evacuates it (step S142). For
example, when the priority ranking data is "00000001", the
evacuated data becomes "00010000".
[0231] Next, the CPU 31 sets the data of the pseudo display
combination storing area into the HL register and sets the data of
the area for storing a winning combination for reel-stop into the
DE register (step S143).
[0232] Next, the CPU 31 carries out a priority ranking checking
process which will be described with reference to FIG. 29 (step
S144). In the priority ranking checking process, the priority
ranking is determined, based on the expectation of the display
combination carried out with regard to the 4 line except the center
line 8c. In the mean time, the priority ranking checking process in
the step S144 constitutes a part of the second symbol determining
means.
[0233] Next, the CPU 31 stores a logical sum of the priority
ranking data evacuated in the step S142 and the priority ranking
data set in the step S144 into the display combination storing area
(step S145).
[0234] Next, the CPU clears the display combination storing area
and updates the address of the expected display combination storing
area (step S146). For example, in case of the address of the symbol
position "0" of the expected display combination storing area, the
address is changed into an address of the symbol position "1".
Then, the CPU 31 adds 1 to the symbol position and subtracts 1 from
the number of checks (step S147).
[0235] Next, the CPU 31 determines whether the number of symbol
checks is 0 or not (step S148). When it is determined that the
number of symbol checks is not 0, the CPU 31 proceeds to the step
S134.
[0236] When it is determined that the number of symbol checks is 0
in the step S148, the CPU 31 copies the data of the symbol
positions 0.about.3 (step S149). Thereby, it is possible to rapidly
carry out a retrieving process of a priority attraction-in control
process which will be described later. Then, the CPU 31 subtracts 1
from the number of display combination retrievals (step S150).
[0237] Next, the CPU 31 determines whether the number of display
combination retrievals is 0 or not (step S151). When it is
determined that the number of display combination retrievals is 0,
the CPU 31 ends the expected display combination storing process
and then proceeds to the step S8 in FIG. 24 or a step S211 in FIG.
32 which will be described later.
[0238] When it is determined that the number of display combination
retrievals is not 0 in the step S151, the CPU 31 updates the
address of the expected display combination storing area and stores
the identifier being rotated in the respective symbol storing areas
(step S152). The process of updating the address of the expected
display combination storing area is carried out in order of the
expected display combination storing area 1, the expected display
combination storing area 2 and the expected display combination
storing area 3.
[0239] Next, the CPU 31 updates the symbol storing area
corresponding to the reel stopped (step S153). Specifically, the
CPU updates the symbol storing area, based on the symbol position
counter of the reel stopped and the symbol arrangement table. When
this process is over, the CPU proceeds to the step S133 in FIG.
28.
[0240] In the mean time, the expected display combination storing
process constitutes a part of priority ranking determining means
for determining a priority ranking (for example, priority ranking
data), based on a symbol displayed in a predetermined area (for
example, center line 8c), a symbol displayed in another area
different from the predetermine area (for example, top line 8b,
bottom line 8d, cross-up line 8a and cross-down line 8e) and an
internal winning combination determined by the internal winning
combination determining means, for each of the symbols arranged on
the reels (for example, symbol positions "0".about."20").
[0241] In the followings, a priority ranking checking process is
described with reference to FIG. 29.
[0242] First, the CPU 31 sets 0 as an initial value of the priority
ranking data (step S161). Since the priority ranking data is
expressed by 1 byte, its initial value is "00000000".
[0243] Next, the CPU 31 determines whether the number of stop
buttons for which the push operation is active is one (step S162).
When it is determined that the number of stop buttons for which the
push operation is active is one, the CPU 31 determines whether all
the bits 0 to 2 of the display combination storing area are 0 or
not (step S163). When it is determined that all the bits 0 to 2 of
the display combination storing area are not 0, the CPU 31
determines whether all the bits 3 to 6 of the display combination
storing area are 0 or not (step S164). When it is determined that
all the bits 3 to 6 of the display combination storing area are not
0, the CPU 31 ends the priority ranking checking process and
proceeds to the step S142 or step S145 in FIG. 28.
[0244] When it is determined that the number of stop buttons for
which the push operation is active is not one in the step S162,
when it is determined that all the bits 0 to 2 of the display
combination storing area are 0 in the step S163, or when it is
determined that all the bits 3 to 6 of the display combination
storing area are 0 in the step S140, the CPU 31 takes an exclusive
logical sum of the DE register and the HL register and then takes a
logical product of a result thereof and the HL register (step
S165). Through the process, it is clarified whether there is a bit
which is ON in the display combination storing area (or pseudo
display combination storing area) only. From this, it is clarified
whether the display combination (or pseudo display combination) is
included in the internal winning combination (or winning
combination for reel-stop), i.e., whether the symbol position at
this time satisfies the determined internal winning combination (or
winning combination for reel-stop).
[0245] Next, the CPU 31 determines whether all the bits 0 to 2 are
0 or not (step S166). When it is determined that all the bits 0 to
2 are not 0, the CPU 31 determines whether the bit 0 is ON or not
(step S167). When it is determined that the bit 0 is ON, the CPU 31
ends the priority ranking checking process and then proceeds to the
step S142 or step S145 in FIG. 28.
[0246] When it is determined that all the bits 0 to 2 are 0 in the
step S166, the CPU 31 determines whether all the bits 3 to 6 are 0
or not (step S168). When it is determined that all the bits 3 to 6
are not 0 in the step S168, or when it is determined that the bit 0
is not ON in the step S167, the CPU 31 determines whether the
number of stop buttons for which the push operation is active is
one or not (step S169). When it is determined that the number of
stop buttons for which the push operation is active is one, the CPU
31 ends the priority ranking checking process and then proceeds to
the step S142 or step S145 in FIG. 28.
[0247] When it is determined that the number of stop buttons for
which the push operation is active is not one, or when it is
determined that all the bits 3.about.6 are 0 in the step S168, the
CPU 31 sets "1" as an initial value of the priority ranking and
sets "5" as the number of checks (step S170).
[0248] Next, the CPU 31 obtains the attraction-in data of a current
priority ranking, based on the priority attraction-in ranking table
(step S171). Next, the CPU 31 takes a logical product of the DE
register, the HL register and the attraction-in data (step S172).
Though this process, it is clarified whether the display
combination is included in the internal winning combination (or
winning combination for reel-stop) and whether it is matched to the
attraction-in data of this priority ranking.
[0249] Next, the CPU 31 determines whether the logical product is 0
or not (step S173). When it is determined that the logical product
is 0, the CPU 31 adds 1 to the priority ranking and subtracts 1
from the number of checks (step S174). Then, the CPU 31 determines
whether the number of checks is 0 or not (step S175). When it is
determined that the number of checks is not 0, the CPU 31 proceeds
to the step S171.
[0250] When it is determined that the number of checks is 0 in the
step S175, or when it is determined that the logical product is not
0 in the step S173, the CPU 31 calculates an equation of "the
number of checks+1" and sets it as the priority ranking data (step
S176). For example, when the number of checks is "3", "4", i.e.,
"00000100" is set as the priority ranking data. When this process
is over, the CPU ends the priority ranking checking process and
then proceeds to the step S142 or step S145 in FIG. 28.
[0251] In the followings, a display checking process is described
with reference to FIG. 30.
[0252] First, the CPU 31 determines whether the number of display
combination retrievals is 0 or not (step S181). When it is
determined that the number of display combination retrievals is 0
in the step S181, the CPU 31 sets a leading address of the symbol
combination table (step S182). When it is determined that the
number of display combination retrievals is not 0 in the step S181,
the CPU 31 sets a leading address of the symbol combination table
for stop-control (step S183).
[0253] After the process in the step S182 or step S183, the CPU 31
compares it with combinations of symbols stored in the three symbol
storing areas corresponding to the respective reels (step S184). In
other words, it is carried out the comparison with the combination
of symbols corresponding to the current address of the symbol
combination table (or symbol combination table for
stop-control).
[0254] Next, the CPU 31 determines whether it is matched or not
except the symbol storing area in which the identifier being
rotated is stored (step S185). Specifically, it is carried out the
check on the area corresponding to the left reel 3L, the area
corresponding to the center reel 3C and the area corresponding to
the right reel 3R. When it is determined that it is matched except
the symbol storing area in which the identifier being rotated is
stored in the step S185, the CPU 31 determines a display
combination and stores a logical sum of the determined display
combination and the display combination storing area in the display
combination storing area (step S186).
[0255] Next, the CPU 31 determines whether the number of display
combination retrievals is 0 or not (step S187). When it is
determined that the number of display combination retrievals is 0,
the CPU 31 refers to the symbol combination table, determines the
payout number, based on the determined display combination, and
updates the payout number counter (step S188).
[0256] After the step S188, when it is determined that it is not
matched except the symbol storing area in which the identifier
being rotated is stored in the step S185, or when it is determined
that the number of display combination retrievals is not 0 in the
step S187, the CPU 31 updates the address of the symbol combination
table (or symbol combination table for stop-control) (step S189).
Specifically, the address is sequentially updated from Cherry to
RB1
[0257] Next, the CPU 31 determines whether it is checked all the
combinations of symbols defined in the symbol combination table (or
symbol combination table for stop-control) (step S190). When it is
determined that it is not checked all the combinations of symbols,
the CPU 31 proceeds to the step S184.
[0258] When it is determined that it is checked all the
combinations of symbols in the step S190, the CPU 31 subtracts 1
from the number of checks (step S191). Then, the CPU 31 determines
whether the number of checks is 0 or not (step S192). When it is
determined that the number of checks is 0, the CPU 31 ends the
display checking process and proceeds to the step S138 or step S140
in FIG. 28.
[0259] When it is determined that the number of checks is not 0 in
the step S192, the CPU 31 adds the address of the symbol storing
area (step S193). Specifically, the address of the symbol storing
area is updated in order of the top line 8b, the bottom line 8d,
the cross-down line 8e and the cross-up line 8a.
[0260] In the followings, a display combination retrieving process
is described with reference to FIG. 31.
[0261] First, the CPU 31 sets a leading address of the symbol
storing area of the center line 8c and sets 1 as the number of
checks (step S201). Then, the CPU 31 carries out the display
checking process (see FIG. 30) (step S202). In the display checking
process of the step S202, it is referred to the data stored in the
symbol storing area of the center line 8c and it is carried out a
process of retrieving a combination of symbols to be displayed on
the center line 8c, based on the symbol combination table for
stop-control (or symbol combination table). When this process is
over, the CPU ends the display combination retrieving process and
proceeds to the step S140 in FIG. 28 or the step S14 in FIG.
24.
[0262] In the followings, a reel stop control process is described
with reference to FIG. 32.
[0263] First, the CPU 31 determines whether an active stop button
is pushed or not (step S211). When it is determined that the active
stop button is not pushed, the CPU 31 repeats the process in the
step S211. In the mean time, the CPU 31 may determine whether a
predetermined time (for example, 30 sec) has elapsed after the
start switch 6S has been ON while determining whether the active
stop button is pushed (in order to carry out a so-called automatic
stop).
[0264] When it is determined that the active stop button is pushed
in the step S211, the CPU 31 specifies the type of the stop button
for which the push operation is carried out, annuls the push
operation for the corresponding stop button and carries out a
priority attraction-in control process which will be described with
reference to FIG. 33 (step S212). In the priority attraction-in
control process, it is compared the priority ranking data relating
to all the symbol positions within a range of 4 symbols from the
symbol position corresponding to the symbol position counter at the
time when the push operation is detected on the basis of the
expected display combination storing area, and then the symbol
position having the highest priority ranking is determined as an
expected stop position. In the mean time, the priority
attraction-in control process constitutes a part of priority
ranking comparison means for comparing the priority rankings
related to each of the symbols ranging from a symbol specified by
the symbol specifying means to symbols within a predetermined range
(for example, within a range of 4 symbols) when the stop operation
is detected by the stop operation detection means.
[0265] Next, the CPU 31 transmits a reel stop command to the
sub-control circuit 72 (step S213). The reel stop command includes
data of the type of the stopped reel, and the like. Then, the CPU
31 updates the symbol storing area corresponding to the reel
stopped (step S214). For example, after all the reels are stopped,
the types of all the symbols displayed in the display windows 4L,
4C, 4R are specified, based on the symbol position counters of all
the reels, and stored in all the symbol storing areas.
[0266] Next, the CPU 31 determines whether there is the stop button
for which the push operation is not carried out (step S215). When
it is determined that there is no the stop button for which the
push operation is not carried out, the CPU 31 ends the reel stop
control process and proceeds to the step S13 in FIG. 24.
[0267] When it is determined that there is the stop button for
which the push operation is not carried out in the step S215, the
CPU 31 carries out the expected display combination storing process
(see FIG. 28) (step S216). In this expected display combination
storing process, it is carried out a process of determining the
priority ranking every symbol of the respective symbol positions,
with regard to the reel being rotated except the reel stopped at
this time. When this process is over, the CPU proceeds to the step
S211.
[0268] In the followings, a priority attraction-in control process
is described with reference to FIG. 33.
[0269] First, the CPU 31 determines the retrieval status data,
based on the retrieval parameter table and the symbol position
counter of the corresponding reel (i.e., reel corresponding to the
type of the stop button whose stop operation is detected) (step
S231).
[0270] Next, the CPU 31 determines and stores the type of the
retrieval order table, based on the retrieval status data (step
S232). Specifically, the leading address of the determined
retrieval order table is stored in the RAM 33.
[0271] Next, the CPU 31 carries out a process of selecting an
expected display combination storing area which will be described
with reference to FIG. 34 (step S233). In the process of selecting
an expected display combination storing area, it is selected an
expected display combination storing area in accordance with the
type or the number of reels being rotated.
[0272] Next, the CPU 31 retrieves and stores an address of the
expected display combination storing area corresponding to the
symbol position counter of the corresponding reel (step S234). In
other words, an address of the expected display combination storing
area of the stop starting position is stored in the RAM 33.
[0273] Next, the CPU 31 sets 5 as the number of checks (step S235).
In addition, in this process, a predetermined register in which the
priority ranking data is evacuated and a specific register in which
the number of sliding symbols is evacuated are cleared.
[0274] Next, the CPU 31 samples the number of sliding symbols
corresponding to the retrieval order having the same value as the
number of checks, based on the retrieval order table stored (step
S236). Thereby, it is possible to sample the number of sliding
symbols corresponding, in descending power from the retrieval order
5.
[0275] Next, the CPU 31 sets an address of the expected display
combination storing area stored and adds the number of sliding
symbols to the set address (step S237). For example, if the symbol
counter is 16 and the number of sliding symbols is 4, it is
obtained an address corresponding to the symbol position 20 of the
expected display combination storing area.
[0276] Next, the CPU 31 subtracts the evacuated data from the data
of the current expected display combination storing area (step
S238). Through this process, it is clarified whether the priority
ranking data of the current expected-display combination storing
area is greater than the evacuated priority ranking data (i.e.,
whether the priority ranking is higher). In the mean time, when the
number of checks is 5, the evacuated data is 0 which is an initial
value.
[0277] Next, the CPU 31 determines whether an underflow is carried
out or not (step S239). When it is determined that the underflow is
not carried out, i.e., when it is determined that the priority
ranking data of the current expected display combination storing
area is equal to or greater than the evacuated priority ranking
data, the CPU 31 evacuates the priority ranking data of the current
expected display combination storing area to a predetermined
register (step S240). Then, the CPU 31 evacuates the number of
sliding symbols to a specific register (step S241).
[0278] After the process in the step S241 or when it is determined
that the underflow is carried out, the CPU 31 subtracts 1 from the
number of checks (step S242). Then, the CPU 31 determines whether
the number of checks is 0 or not (step S243). When it is determined
that the number of checks is not 0, the CPU 31 proceeds to the step
S236.
[0279] When it is determined that the number of checks is 0 in the
step S243, the CPU 31 restores the number of sliding symbols
evacuated in the specific register to determine the number of
sliding symbols (step S244). Then, the CPU 31 determines and stores
an expected stop position, based on the symbol position counter and
the number of sliding symbols determined (step S245). For example,
in case that the symbol counter is "16" and the number of sliding
symbols is 3, "19" is determined as the expected stop position and
stored in the RAM 33. In addition, when the expected stop position
is stored, it is carried out a process of stopping the reels being
rotated in an intervention process (see FIG. 37) which will be
described later, based on the corresponding expected stop position.
In the mean time, if one of the number of sliding symbols and the
expected stop position is determined, the other is determined.
Accordingly, it can be said that they have an equivalent
relationship. When this process is over, the CPU ends the priority
attraction-in control process and proceeds to the step S213 in FIG.
32.
[0280] In the followings, it is described a process of selecting an
expected display combination storing area with reference to FIG.
34.
[0281] First, the CPU 31 determines whether it is the third stop
operation or not (step S261). When it is determined that it is not
the third stop operation, the CPU 31 determines whether it is the
second stop operation or not (step S262). When it is determined
that it is the second stop operation, the CPU 31 determines whether
the right reel 3R is being rotated or not (step S263). When it is
determined that the right reel 3R is not being rotated, the CPU 31
determines whether the center reel 3C is being rotated and the stop
operation is the push operation for the left stop button 7L (step
S264).
[0282] When it is determined that the center reel 3C is being
rotated and the stop operation is the push operation for the left
stop button 7L in the step S264, when it is determined that the
right reel 3R is being rotated in the step S263, or when it is
determined that it is the third stop operation in the step S231,
the CPU 31 sets the expected display combination storing area 1
(step S265). When this process is over, the CPU ends the process of
selecting an expected display combination storing area and then
proceeds to the step S234 in FIG. 33.
[0283] When it is determined that the center reel 3C is being
rotated and the stop operation is not the push operation for the
left stop button 7L in the step S264, the CPU 31 sets the expected
display combination storing area 2 (step S266). When this process
is over, the CPU ends the process of selecting an expected display
combination storing area and then proceeds to the step S234 in FIG.
33.
[0284] When it is determined that it is not the second stop
operation in the step S262, the CPU 31 determines whether or not
the stop operation is the push operation for the left stop button
7L (step S267). When it is determined that the stop operation is
the push operation for the left stop button 7L, the CPU 31 sets the
expected display combination storing area 1 (step S268). When this
process is over, the CPU ends the process of selecting an expected
display combination storing area and then proceeds to the step S234
in FIG. 33.
[0285] When it is determined that the stop operation is not the
push operation for the left stop button 7L in the step S267, the
CPU 31 determines whether or not the stop operation is the push
operation for the center stop button 7C (step S269). When it is
determined that the stop operation is the push operation for the
center stop button 7C, the CPU 31 sets the expected display
combination storing area 2 (step S270). When this process is over,
the CPU ends the process of selecting an expected display
combination storing area and then proceeds to the step S234 in FIG.
33.
[0286] When it is determined that the stop operation is not the
push operation for the center stop button 7C in the step S269, the
CPU 31 sets the expected display combination storing area 3 (step
S271). When this process is over, the CPU ends the process of
selecting an expected display combination storing area and then
proceeds to the step S234 in FIG. 33. Like this, the expected
display combination storing areas 1, 2 and 3 are sequentially
selected, from the reel which is being rotated and nearer at the
left side.
[0287] In the followings, a bonus operation checking process is
described with reference to FIG. 35.
[0288] First, the CPU 31 determines whether the display combination
is one of RB1, RB2 and RB3 (step S281). When it is determined that
the display combination is not any one of RB1, RB2 and RB3, the CPU
31 ends the bonus operation checking process and then proceeds to
the step S2 in FIG. 24.
[0289] When it is determined that the display combination is one of
RB1, RB2 and RB3 in the step S281, the CPU 31 carries out the
process on RB operation, based on the table on bonus operation
(step S282). Then, the CPU 31 clears the internal carryover
combination storing area (step S283). When this process is over,
the CPU ends the bonus operation checking process and then proceeds
to the step S2 in FIG. 24.
[0290] In the followings, a bonus end checking process is described
with reference to FIG. 36.
[0291] First, the CPU 31 determines whether a winning is
established or not (step S291). When it is determined that the
winning is established, the CPU 31 subtracts 1 from the possible
winning-number counter (step S292). Then, the CPU 31 determines
whether the possible winning-number counter is 0 or not (step
S293).
[0292] When it is determined that the possible winning-number
counter is not 0 in the step S293, or when it is determined that a
winning is not established in the step S291, the CPU 31 subtracts 1
from the possible game-number counter (step S294). Then, the CPU 31
determines whether the possible game-number counter is 0 or not
(step S295). When it is determined that the possible game-number
counter is not 0, the CPU 31 ends the bonus end checking process
and then proceeds to the step S18 in FIG. 24.
[0293] When it is determined that the possible game-number counter
is 0 in the step S295, or when it is determined that the possible
winning-number counter is in the step S293, the CPU 31 carries out
a process on RB ending (step S296). In the process on RB ending,
the respective data stored at the time when the RB is operated is
cleared. When this process is over, the CPU ends the bonus end
checking process and then proceeds to the step S18 in FIG. 24.
[0294] In the followings, it is described an intervention process
having a period of 1.1173 ms which is carried out under control of
the CPU 31 of the main control circuit 71, with reference to FIG.
37.
[0295] First, the CPU 31 evacuates a register (step S301). Next,
the CPU 31 checks an input port (step S302). Specifically, the CPU
31 checks signal inputs from each switch and the like.
[0296] Next, the CPU 31 carries out a reel control process (step
S303). Specifically, in case that it is a request for rotation
start of the reel, the CPU 31 starts to rotate the reels 3L, 3C, 3R
and carries out the rotation at a constant speed. In addition, in
case that the expected stop position is stored, the CPU waits until
the symbol position counter of the corresponding reel is updated to
the same value as the expected stop position, and then stops the
rotation of the corresponding reel. For example, if the symbol
counter is "16" and the expected stop position is "19", the CPU
stops the rotation of the reel when symbol counter is updated to
"19". In the mean time, the reel control process constitutes a part
of reel rotating means. In addition, the reel control process
constitutes a part of reel stop means. Further, the reel stop means
stops the rotation of reel when the symbol having the highest
priority ranking as a result of the comparison carried out by the
priority ranking comparison means reaches a predetermined
position.
[0297] Next, the CPU 31 performs a lamp 7SEG driving process (step
S304). Specifically, the CPU 31 turns on the BET lamps 9a, 9b, 9c
in accordance with the insertion number counter and displays the
payout number on the information display unit 18, etc.
[0298] Next, the CPU 31 carries out a restore of the register (step
S305). When this process is over, the CPU ends the intervention
process having a period of 1.1173 ms.
[0299] In the followings, it is specifically described a process
from after an internal winning combination is determined until the
priority ranking data is stored in the expected display combination
storing area, based on the descriptions of FIGS. 26 to 31.
[0300] First, in the internal lottery process (see FIG. 26), in
case that there is no internal carryover combination and the
winning number 7 (i.e., RB1) is determined, the data "01000000" is
stored in the internal winning combination storing area.
[0301] In the reel stop initialization process (see FIG. 27), the
data "01000000" stored in the internal winning combination storing
area is copied to the area for storing a winning combination for
reel-stop. Since the bit 6 (i.e., RB1) of the area for storing a
winning combination for reel-stop is ON, the bit 1 (i.e., Bell)
becomes ON and the area for storing a winning combination for
reel-stop becomes "010000010".
[0302] In the expected display combination storing process (see
FIG. 28), since no stop button has not been pushed, 3 is stored as
the number of display combination retrievals. In addition, it is
set the address of the symbol position "0" of the expected display
combination storing area 1 and the left reel 3L is stored as the
retrieval target reel.
[0303] Subsequently, the symbol arrangement table (see FIG. 4) is
referred to, so that the symbol type of the symbol position "0" of
the left reel 3L, the symbol type of the symbol position "1" over
one regarding the symbol position "0" and the symbol type of the
symbol position "20" under one regarding the symbol position "0"
are specified and respectively stored in the symbol storing area.
In other words, Bell, Red 7 and Watermelon are respectively stored
with regard to the upper, central and lower parts of the left reel
3L of the symbol storing area. In the mean time, the identifier
being rotated is stored in the symbol storing area except the left
reel 3L.
[0304] Continuously, a leading address of the symbol storing area
of the top line 8b is set and "4" is set as the number of checks.
Whenever the number of checks is subtracted by 1, the address is
updated in order of the bottom line 8d, the cross-down line 8e and
the cross-up line 8a.
[0305] In the display checking process (see FIG. 30), Bell is
determined as a display combination, based on the symbol
combination table for stop-control (see FIG. 9) and the symbols
storing areas of the 4 lines, and the data "00000010" is stored in
the display combination storing area. In the expected display
combination storing process, the data "00000010" of the display
combination storing area is copied to the pseudo display
combination storing area and the display combination storing area
is cleared.
[0306] In the display combination retrieving process (see FIG. 31),
the leading address of the center line 8c of the symbol storing
area is set and 1 is set as the number of checks. Continuously, in
the display checking process, RB1 is determined as a display
combination, based on the symbol combination table for stop-control
and the symbol storing area of the center line 8c, and the data
"01000000" is stored in the display combination storing area. In
the expected display combination storing area, the data "01000000"
of the display combination storing area is set in the HL register
and the data "01000000" of the internal winning combination storing
area is set in the DE register
[0307] In the priority ranking checking process (see FIG. 29),
"00000000" is set as an initial value of the priority ranking data.
Then, "1" is set as an initial value of the priority ranking and
"5" is set as the number of checks, so that it is carried out the
check on the priority ranking as the corresponding number of
checks, as follows.
[0308] First, the priority attraction-in ranking table (see FIG.
10) is referred to and the attraction-in data "00001000"
corresponding to the priority ranking 1 (i.e., Replay) is acquired.
Then, when it is taken a logical product of the attraction-in data
"00001000", the data "01000000" of the DE register and the data
"01000000" of the HL register, the resulting data becomes 0.
Accordingly, the priority ranking data is not updated, the priority
ranking is added by 1 and the number of checks is subtracted by
1.
[0309] Next, the attraction-in data "01110000" corresponding to the
priority ranking 2 (i.e., RB) is acquired. Then, when it is taken a
logical product of the attraction-in data "01110000", the data
"01000000" of the DE register and the data "01000000" of the HL
register, the resulting data is not 0. Accordingly, "5" obtained by
adding 1 to the number of checks "4" is set as the priority ranking
data. In other words, "00000001" is set as the priority ranking
data. In the expected display combination storing process, the
priority ranking data "00000101" is shifted to the upper 4 bits and
"01010000," is evacuated.
[0310] Continuously, the data "00000010" of the pseudo display
combination storing area is set in the HL register and the data
"01000010" of the area for storing a winning combination for reel
stop is set in the DE register.
[0311] In the priority ranking checking process, "00000000" is set
as an initial value of the priority ranking data. Then, "1" is set
as the initial value of the priority ranking and "5" is set as the
number of checks, so that it is carried out the check on the
priority ranking as the corresponding number of checks, as
described above.
[0312] As a result of the check, when the attraction-in data
"00000010"corresponding to the priority ranking 3 (i.e., Bell) is
acquired, since a logical product of the attraction-in data
"00000010", the data "01000010" of the DE register and the data
"00000010" of the HL register is not 0, "4" obtained by adding 1 to
the number of checks "3" is set as the priority ranking data. In
other words, "00000100" is set as the priority ranking data.
[0313] In the expected display combination storing process, when it
is taken a logical sum of the priority ranking data "00000100" and
the priority ranking data "01010000" evacuated, a result thereof
becomes "01010100" which is in turn stored in the symbol position
"0" of the expected display combination storing area 1 (see FIG.
23B).
[0314] In the same manner, it is carried the above process from the
symbol position "1" to the symbol position "20" of the left reel 3L
and the priority ranking data is stored in the respective symbol
positions of the expected display combination storing area 1. When
the priority ranking data is stored in all the symbol positions, it
results in the storing example of the first stop operation time
shown in FIG. 23B. In addition, the above process is also carried
out for the center reel 3C (or right reel 3R) and the priority
ranking data is stored in the respective symbol positions of the
expected display combination storing area 2 (or expected display
combination storing area 3).
[0315] In the mean time, after the first stop operation (or second
stop operation), the type of the symbol displayed in the display
window is stored in the symbol storing area in accordance with the
symbol position counter (for example, 19) of the stopped reel (for
example, left reel 3L) and the respective symbol positions of the
retrieval target reel. Then, based on the types of the symbol
stored in the symbol storing area, the priority ranking data is
determined in the same manner of the above processes before the
first stop operation and then stored in the expected display
combination storing area.
[0316] In the followings, it is specifically described a process
until the rotation of reel is stopped in accordance with the
expected display combination storing area (see the storing example
in FIG. 23A, FIG. 23B), based on the descriptions of FIGS. 32 to
34.
[0317] Hereinafter, with reference to a storing example of an
expected display combination storing area when an internal winning
combination storing area shown in FIG. 23A is "00000000", it is
described a case where the push operation is detected in order of
the left stop button 7L, the center stop button 7C and the right
stop button 7R and the symbol position counter is respectively "15"
at the time when the push operation is detected.
[0318] Before the stop button is pushed, in the reel stop
initialization process, since the winning number is 0, the
retrieval parameter table for Losing (see FIG. 11A) corresponding
to the flag counter 0 is determined.
[0319] First, the first stop operation is described. In the
priority attraction-in control process (see FIG. 33), based on the
retrieval parameter table for Losing, the left reel 3L and the
symbol position counter "15" of the left reel 3L, "3" is determined
as the retrieval status data and the retrieval order table 3 (see
FIG. 12) is determined.
[0320] In the process of selecting the expected display combination
storing area (see FIG. 34), since the first stop operation is the
push operation for the left stop button 7L, the leading address of
the expected display combination storing area 1 is set.
[0321] In the priority attraction-in control process, the address
of the expected display combination storing area corresponding to
the symbol position counter "15" of the left reel 3L is stored. 5
is set as the number of checks and the check on the number of
sliding symbols is carried out as the corresponding number of
checks, as follows.
[0322] First, the retrieval order table 3 is referred to, and the
number of sliding symbols "4" corresponding to the retrieval order
(i.e., retrieval order "5") same as the number of checks "5" is
sampled and added to the address corresponding to the symbol
position "15" of the expected display combination storing area 1.
Then, it is acquired the data "00010001" of the expected display
combination storing area (i.e. symbol position "15"+"4"="19")
stored in the address obtained by the addition.
[0323] Since the underflow is not carried out when the data (its
initial value is "0") evacuated to a predetermined register is
subtracted from the data, the data "00010001" of the expected
display combination storing area of the current address is
evacuated to the predetermined register and the number of sliding
symbols "4" is evacuated to a specific register. The number of
checks is subtracted by 1.
[0324] Likewise, the number of sliding symbols "2" corresponding to
the number of checks "4" is sampled and the data "00010000" of the
corresponding expected display combination storing area (i.e.,
symbol position "15"+"2="17") is obtained.
[0325] Since the underflow is carried out when the data "00010001"
evacuated to the predetermined register is subtracted from the
data, it is not carried out the evacuation for the data of the
expected display combination storing area and the number of checks
is subtracted by 1.
[0326] Next, the number of sliding symbols "0" corresponding to the
number of checks "3" is sampled and the data "00010000" of the
corresponding expected display combination storing area (i.e.,
symbol position "15"+"0"="15") is obtained.
[0327] Since the underflow is carried out when the data "00010001"
evacuated to the predetermined register is subtracted from the
data, it is not carried out the evacuation for the data of the
expected display combination storing area and the number of checks
is subtracted by 1.
[0328] Next, the number of sliding symbols "1" corresponding to the
number of checks "2" is sampled and the data "00000001" of the
corresponding expected display combination storing area (i.e.,
symbol position "15"+"1"="16") is obtained.
[0329] Since the underflow is carried out when the data "00010001"
evacuated to the predetermined register is subtracted from the
data, it is not carried out the evacuation for the data of the
expected display combination storing area and the number of checks
is subtracted by 1.
[0330] Next, the number of sliding symbols "3" corresponding to the
number of checks "1" is sampled and the data "00010001" of the
corresponding expected display combination storing area (i.e.,
symbol position "15"+"3"="18") is obtained.
[0331] Since the underflow is not carried out when the data
"00010001" evacuated to the predetermined register is subtracted
from the data, the data "00010001" of the expected display
combination storing area of the current address is evacuated to the
predetermined register and the number of sliding symbols "3" is
evacuated to the specific register. The number of checks is
subtracted by 1.
[0332] As a result, the number of checks becomes 0 and the number
of sliding symbols "3" evacuated to the specific register is
restored.
[0333] Based on the symbol position "15" and the number of sliding
symbols "3", "18" is determined as the expected stop position. The
rotation of the left reel 3L is stopped at the expected stop
position "18", so that Replay, Bell and Blank are displayed in the
upper, central and lower parts of the left display window 4L.
[0334] In the followings, the second stop operation is described.
In the priority attraction-in control process, based on the
retrieval parameter table for Losing, the center reel 3C and the
symbol position counter "15", "0" is determined as the retrieval
status data and the retrieval order table 0 is determined.
[0335] In the process of selecting the expected display combination
storing area, since the second stop operation is the push operation
for the center stop button 7C, the leading address of the expected
display combination storing area 1 is set.
[0336] In the priority attraction-in control process, the address
of the expected display combination storing area corresponding to
the symbol position counter "15" of the left reel 3L is stored. 5
is set as the number of checks and the check on the number of
sliding symbols is carried out as the corresponding number of
checks, as in the case of the above first stop operation.
[0337] As a result of all the checks which are carried out in order
of 3 symbols, 1 symbol 4 symbols, 2 symbols and 0 symbol, the
priority ranking data "00010001" of the symbol position "15" is
evacuated to a predetermined register and the number of sliding
symbols "0" is evacuated to a specific register. Accordingly, based
on the number of sliding symbols "0" restored from the specific
register and the symbol position "15", "15" is determined as an
expected stop position. The rotation of the center reel 3C is
stopped at the expected stop position "15", so that Cherry, Bell
and Replay are displayed in the upper, central and lower parts of
the center display window 4C.
[0338] In the followings, the third stop operation is described. In
the priority attraction-in control process, based on the retrieval
parameter table for Losing, the right reel 3R and the symbol
position counter "15", "0" is determined as the retrieval status
data and the retrieval order table 0 is determined.
[0339] In the process of selecting the expected display combination
storing area, since the third stop operation is the push operation
for the right stop button 7R, the leading address of the expected
display combination storing area 1 is set.
[0340] In the priority attraction-in control process, the address
of the expected display combination storing area corresponding to
the symbol position counter "15" of the right reel 3R is stored. 5
is set as the number of checks and the check on the number of
sliding symbols is carried out as the corresponding number of
checks, as in the case of the above first stop operation.
[0341] As a result of all the checks which are carried out in order
of 3 symbols, 1 symbol 4 symbols, 2 symbols and 0 symbol, the
priority ranking data "00010001" of the symbol position "15" is
evacuated to a predetermined register and the number of sliding
symbols "0" is evacuated to a specific register. Accordingly, based
on the number of sliding symbols "0" restored from the specific
register and the symbol position "15", "15" is determined as an
expected stop position. The rotation of the right reel 3R is
stopped at the expected stop position "15", so that Bell, Cherry
and Replay are displayed in the upper, central and lower parts of
the right display window 4R.
[0342] Accordingly, since Bell of the left reel 3L, Bell of the
center reel 3C and Cherry of the right reel 3R are displayed in the
display windows 4L, 4C, 4R along the center line 8c, a combination
of symbols relating to a winning is not displayed and Losing is
determined as a display combination.
[0343] Hereinafter, with reference to a storing example of an
expected display combination storing area when an internal winning
combination storing area shown in FIG. 23A is "01000000", it is
described a case where the push operation is detected in order of
the left stop button 7L, the center stop button 7C and the right
stop button 7R and the symbol position counter is respectively "15"
at the time when the push operation is detected.
[0344] Before the stop button is pushed, in the reel stop
initialization process, since the winning number is 7, the
retrieval parameter table for RB1 (see FIG. 11B) corresponding to
the flag counter 7 is determined.
[0345] First, the first stop operation is described. In the
priority attraction-in control process, based on the retrieval
parameter table for RB1, the left reel 3L and the symbol position
counter "15" of the left reel 3L, "4" is determined as the
retrieval status data and the retrieval order table 4 is
determined.
[0346] In the process of selecting the expected display combination
storing area, since the first stop operation is the push operation
for the left stop button 7L, the leading address of the expected
display combination storing area 1 is set (in the register).
[0347] In the priority attraction-in control process, the address
of the expected display combination storing area corresponding to
the symbol position counter "15" of the left reel 3L is stored. 5
is set as the number of checks and the check on the number of
sliding symbols is carried out as the corresponding number of
checks, as follows.
[0348] First, the retrieval order table 4 is referred to, and the
number of sliding symbols "1" corresponding to the retrieval order
(i.e., retrieval order "5") same as the number of checks "5" is
sampled and added to the address corresponding to the symbol
position "15" of the expected display combination storing area 1.
Then, it is acquired the data "00000001" of the expected display
combination storing area (i.e. symbol position "15"+"1"="16")
stored in the address obtained by the addition.
[0349] Since the underflow is not carried out when the data (its
initial value is "0" evacuated to a predetermined register is
subtracted from the data, the data "00000001" of the expected
display combination storing area of the current address is
evacuated to the predetermined register and the number of sliding
symbols "1" is evacuated to a specific register. The number of
checks is subtracted by 1.
[0350] Likewise, the number of sliding symbols "3" corresponding to
the number of checks "4" is sampled and the data "00010001" of the
corresponding expected display combination storing area (i.e.,
symbol position "15"+"3"="18") is obtained.
[0351] Since the underflow is not carried out when the data
"00000001" evacuated to the predetermined register is subtracted
from the data, the data "00010001" of the expected display
combination storing area of the current address is evacuated to the
predetermined register and the number of sliding symbols "3" is
evacuated to a specific register. The number of checks is
subtracted by 1.
[0352] Next, the number of sliding symbols "0" corresponding to the
number of checks "3" is sampled and the data "00010000" of the
corresponding expected display combination storing area (i.e.,
symbol position "15"+"0"="15") is obtained.
[0353] Since the underflow is carried out when the data "00010001"
evacuated to the predetermined register is subtracted from the
data, it is not carried out the evacuation for the data of the
expected display combination storing area and the number of checks
is subtracted by 1.
[0354] Next, the number of sliding symbols "2" corresponding to the
number of checks "2" is sampled and the data "00010000" of the
corresponding expected display combination storing area (i.e.,
symbol position "15"+"2"="17") is obtained.
[0355] Since the underflow is carried out when the data "00010001"
evacuated to the predetermined register is subtracted from the
data, it is not carried out the evacuation for the data of the
expected display combination storing area and the number of checks
is subtracted by 1.
[0356] Next, the number of sliding symbols "4" corresponding to the
number of checks "1" is sampled and the data "00010100" of the
corresponding expected display combination storing area (i.e.,
symbol position "15"+"4"="19") is obtained.
[0357] Since the underflow is not carried out when the data
"00010001" evacuated to the predetermined register is subtracted
from the data, the data "00010100" of the expected display
combination storing area of the current address is evacuated to the
predetermined register and the number of sliding symbols "4" is
evacuated to the specific register. The number of checks is
subtracted by 1.
[0358] As a result, the number of checks becomes 0 and the number
of sliding symbols "4" evacuated to the specific register is
restored.
[0359] Based on the symbol position "15" and the number of sliding
symbols "4", "19" is determined as the expected stop position. The
rotation of the left reel 3L is stopped at the expected stop
position "19", so that Watermelon, Replay and Bell are displayed in
the upper, central and lower parts of the left display window 4L.
Like this, in case that RB1 is determined as an internal winning
combination, when it becomes the stop starting position ("15" in
the above example) at which Red 7 relating to RB1 cannot be
attracted-in, it is determined the determination of the number of
sliding symbols so that Bell is attracted-in to the non-activated
line (bottom line 8d in the above example).
[0360] In the followings, the second stop operation is described.
In the priority attraction-in control process, based on the
retrieval parameter table for RB1, the center reel 3C and the
symbol position counter "15", "1" is determined as the retrieval
status data and the retrieval order table 1 is determined.
[0361] In the process of selecting the expected display combination
storing area, since the second stop operation is the push operation
for the center stop button 7C, the leading address of the expected
display combination storing area 1 is set.
[0362] In the priority attraction-in control process, the address
of the expected display combination storing area corresponding to
the symbol position counter "15" of the left reel 3L is stored. 5
is set as the number of checks and the check on the number of
sliding symbols is carried out as the corresponding number of
checks, as in the case of the above first stop operation.
[0363] As a result of all the checks which are carried out in order
of 4 symbols, 2 symbols, 0 symbol, 3 symbols and 1 symbol, the
priority ranking data "00010100" of the symbol position "16" is
evacuated to a predetermined register and the number of sliding
symbols "1" is evacuated to a specific register. Accordingly, based
on the number of sliding symbols "1" restored from the specific
register and the symbol position "15", "16" is determined as an
expected stop position. The rotation of the center reel 3C is
stopped at the expected stop position "16", so that Bell, Cherry
and bell are displayed in the upper, central and lower parts of the
center display window 4C.
[0364] In the followings, the third stop operation is described. In
the priority attraction-in control process, based on the retrieval
parameter table for RB1, the right reel 3R and the symbol position
counter "15", "2" is determined as the retrieval status data and
the retrieval order table 2 is determined.
[0365] In the process of selecting the expected display combination
storing area, since the third stop operation is the push operation
for the right stop button 7R, the leading address of the expected
display combination storing area 1 is set.
[0366] In the priority attraction-in control process, the address
of the expected display combination storing area corresponding to
the symbol position counter "15" of the right reel 3R is stored. 5
is set as the number of checks and the check on the number of
sliding symbols is carried out as the corresponding number of
checks, as in the case of the above first stop operation.
[0367] As a result of all the checks which are carried out in order
of 3 symbols, 1 symbol, 0 symbol, 4 symbols and 2 symbols, the
priority ranking data "00010100" of the symbol position "17" is
evacuated to a predetermined register and the number of sliding
symbols "2" is evacuated to a specific register. Accordingly, based
on the number of sliding symbols "2" restored from the specific
register and the symbol position "15", "17" is determined as an
expected stop position. The rotation of the right reel 3R is
stopped at the expected stop position "17", so that Replay,
Watermelon and Bell are displayed in the upper, central and lower
parts of the right display window 4R.
[0368] As a result that the rotation of all the reels is stopped,
since three Red 7s are not arranged along the center line 8c,
Losing is determined as a display combination in the display
combination retrieving process. However, three Bells are arranged
along the bottom line 8d. Like this, in case that a combination of
symbols relating to RB1 is not displayed (i.e., in case that
so-called "failure" occurs), a combination of symbols relating to
Bell is displayed along the other line except the center line 8c.
Accordingly, by observing this, the player can perceive that RB is
determined as an internal winning combination.
[0369] As described above, according to the gaming machine 1 of the
invention, the priority ranking is determined, based on the symbol
displayed on the center line 8c and the symbol displayed on the
other 4 lines except the center line 8c, for each of the symbols
arranged on the respective reels (for example, every symbol of the
symbol positions "0".about."20"). More specifically, the priority
ranking relating to the symbol displayed on the center line 8c and
the type of the internal winning combination and the priority
ranking relating to the symbol displayed on the other 4 lines
except the center line 8c and the type of the winning combination
for reel-stop are determined for each of all the symbols arranged
on the respective reels, and stored in the expected display
combination storing area, as the priority ranking data. In other
words, it is possible to make the relative evaluation between the
symbols on the reels by referring to the expected display
combination storing area.
[0370] When the stop operation is detected, it is retrieved, based
on the symbol position counter at that time and the expected
display combination storing area, all the symbols ranging from the
symbol of the symbol position corresponding to the symbol position
counter to 4 symbols, and the priority rankings determined in the
symbols are respectively compared. Then, the rotation of reel is
stopped, based on the symbol having the highest priority ranking as
a result of the comparison.
[0371] Accordingly, when the stop operation is detected, the most
suitable symbol is determined among all the symbols ranging from
the symbol of the symbol position corresponding to the symbol
position counter at that time to 4 symbols, and the rotation of
reel is stopped on the basis of the determined symbol, so that it
is possible to optimize the symbols to be displayed. In the mean
time, if the priority ranking determined for each of the symbols
arranged on the reels 3L, 3C, 3R is determined, the combination of
symbols to be displayed in the display windows 4L, 4C, 4R is also
determined. Accordingly, it can be said that they have an
equivalent relationship.
[0372] In addition, according to the gaming machine 1 of the
invention, when the rotation of the reels 3L, 3C, 3R is stopped, it
is determined whether or not a winning is established, based on
only the combination of symbols displayed on the center line 8c of
the plural lines provided to the display windows 4L, 4C, 4R.
Accordingly, the areas, for which it is carried out the
determination of whether or not a winning is established, are
reduced, so that it is possible to easily avoid displaying a
combination of symbols relating to a winning not determined as an
internal winning combination.
[0373] According to a conventional gaming machine having a
plurality of activated lines, in case that Losing is determined as
an internal winning combination and symbols relating to Bell are
respectively displayed in the central parts of the right display
window 4R and the center display window 4C (so-called, Check of
Bell is displayed on the center line), when 5 symbols within a
range of 4 symbols from the stop starting position of the left reel
3L are arranged in order of Bell, Watermelon, Cherry, Replay and
Bell, Cherry is always displayed in one of the upper, central and
lower parts of the left display window even though the display of
the combination of symbols relating to Bell is avoided. In other
words, it is impossible to avoid the erroneous winning. In this
case, it is required to change the arrangement of symbols on the
left reel.
[0374] However, according to the gaming machine 1 of the invention,
it is possible to prevent the above situation from occurring by
applying the above structures. Accordingly, it is not necessary to
limit arrangements of the symbols on the reels beyond necessity and
it is possible to freely develop the gaming machine.
[0375] In addition, according to the gaming machine 1 of the
invention, although it is checked the symbol which is subject to
the stop prohibition in the processes from the step S162 to the
step S169 of the priority ranking checking process in FIG. 29, it
is allowed to display a symbol, even though this symbol is not
matched to the determined internal winning combination, until the
reels being rotated become the last one. Accordingly, since it is
possible to display the Check which is not determined as an
internal winning combination, depending on the stop starting
positions, the player's expectations can be maintained.
[0376] In addition, according to the gaming machine 1 of the
invention, the rotation of reel is stopped, based on the symbol
having the highest priority ranking among all the symbols ranging
from the symbol of the stop starting position to 4 symbols.
Accordingly, for example, in case that the internal winning
combination storing area is "01000100" (i.e., RB1 and Watermelon
are determined together), even though it is first retrieved the
symbol position at which the symbol relating to Watermelon can be
displayed among the symbols ranging from the stop starting position
to 4 symbols, if there is a symbol position at which a symbol
relating to RB1 having the higher priority ranking can be displayed
within the range that the retrieval is not carried out yet, it is
determined the symbol position at which the symbol relating to RB1
can be displayed. As a result, it is possible to prevent the payout
to be awarded to the player from being lost and thus to embody the
adequacy of the payout.
[0377] In addition, according to the gaming machine 1 of the
invention, when RB is determined as an internal winning
combination, Bell is also determined as a winning combination for
reel-stop. Accordingly, when RB is determined as an internal
winning combination and a combination of symbols relating to RB is
not displayed on the center line 8c (i.e., there occurs a failure
of RB), it is possible to intentionally display a combination of
symbols relating to Bell on the separate line different from the
center line 8c, as a so-called ready-to-win combination. As a
result, since the combination of symbols relating to Bell is
displayed on the separate line different from the center line 8c,
the player can perceive that RB has been determined.
[0378] In addition, according to the gaming machine 1 of the
invention, only the center line 8c is structured as the activated
line. Accordingly, even when a combination of symbols relating to a
winning (i.e., Bell) is displayed on the other line different from
the center line 8c, the erroneous winning is not caused and it is
possible to perform the effects which are difficult to embody in a
gaming machine having a plurality of activated lines. In other
words, the combination of symbols relating to a winning
(combination of symbols relating to Bell in the above example) is
displayed on the separate line different from the center line 8c.
As a result, it is possible to notify the player that RB has been
determined. Therefore, contrary to the conventional gaming machine
where it is difficult to perceive the ready-to-win combination
because the ready-to-win combination is displayed by a complicated
combination of symbols, according to the gaming machine of the
invention, the player can easily perceive the ready-to-win
combination. Thereby, it is allowed the player to easily suppose
that RB has been determined, and the interest in the game can be
thus increased.
[0379] In addition, according to the invention, if RB is determined
as an internal winning combination, RB is copied as a winning
combination for reel-stop. In addition, a combination of symbols
relating to the corresponding RB is defined in the symbol
combination table for stop-control. As a result, the priority
ranking is determined so that the combination of symbols relating
to RB can be displayed on the 4 lines except the center line 8c. In
other words, the combination of symbols relating to RB is displayed
on the 4 lines except the center line 8c, so that it is possible to
notify the player that RB has been determined.
[0380] In addition, according to the invention, it is possible to
embody a gaming machine wherein when a predetermined internal
winning combination is determined by the internal winning
combination determining means, the second symbol determining means
determines a combination of symbols different from the combination
of symbols relating to the predetermined internal winning
combination, as a combination of symbols to be displayed in an area
different from a predetermined area, and the reel stop means stops
the rotation of reel, based on the combination of symbols
determined by the second symbol determining means when the stop
operation is detected by the stop operation detection means.
Thereby, it is possible to allow a combination of symbols relating
to the determined internal winning combination not to be displayed
in an area different from the predetermined area. For example, in
case that RB is determined, it is possible to allow a combination
of symbols relating to RB not to be displayed on a separate line
different from the center line 8c by applying such structure that
RB is not copied to a winning combination for reel-stop. In such
structure, it is possible to prevent a situation where a player who
gets used to a gaming machine having a plurality of activated lines
is under the illusion that a winning is established.
[0381] In addition, according to the conventional gaming machine
having a plurality of activated lines, it should be determined
whether or not a winning is established, based on the combinations
of symbols displayed in the respective activated lines. However,
according to the gaming machine 1 of the invention, since it is
determined whether or not a winning is established, based on a
combination of symbols displayed on the single activated line only,
it is possible to reduce a burden for the process which is required
to determine whether or not the winning is established with regard
to the other lines. As a result, it is possible to rapidly carry
out the process of determining whether or not the winning is
established, as compared to the conventional gaming machine.
[0382] In addition, according to the conventional gaming machine
having a plurality of activated lines, there may occur a situation
where the activated lines should be changed into one activated line
under RB gaming state, so that it is required to change the process
of determining whether or not the winning is established. However,
according to the invention, it is possible to carry out the process
common to the normal gaming state and the RB gaming state, so that
the increase of the program capacity is prevented to the
utmost.
[0383] In addition, in the gaming machine 1 of the invention, based
on the priority attraction-in rankling table in which the priority
rankings are defined for each of the types of the internal winning
combination (or winning combination for reel-stop), the priority
ranking is determined every symbol on the respective reels.
Accordingly, it is possible to cope with the change of kinds of
machines just by changing the priority rankings defined in the
priority attraction-in ranking table.
[0384] Further, in the gaming machine 1 of the invention, when the
stop operation is detected, one symbol is determined, based on the
symbol position counter at that time, the expected display
combination storing area and the retrieval order table having the
number of sliding symbols 0.about.4 defined therein. Accordingly,
even when there are a plurality of symbols having a same priority
ranking, it is possible to determine one symbol having a higher
retrieval order, based on the corresponding retrieval orders.
[0385] While the embodiment of the invention has been described,
the invention is not limited thereto.
[0386] In the mean time, regarding the reel, the start operation
detection means, the internal winning combination determining
means, the reel rotation means, the stop operation detection means,
the first symbol determining means, the second symbol determining
means, the reel stop means, the winning determining means, the
predetermined area, the areas different from the predetermined
area, the predetermined internal winning combination, the
combination of specific symbols and the like, which constitute the
gaming machine, the specific structures thereof are not limited to
each element described in the above embodiment and can be
changed.
[0387] In the above embodiment, the center line 8c has been applied
as the predetermined area. However, the invention is not limited
thereto and another line may be applied. For example, any one of
the top line 8b, the bottom line 8d, the cross-up line 8a and the
cross-down line 8e may be applied. In addition, it may be also
applied an area connecting the upper part of the left display
window 4L, the upper part of the center display window 4C and the
central part of the right reel 3R, and the like.
[0388] In the above embodiment, the reel index is detected so that
the symbol of the symbol position "0" is located at the center line
8c and the symbol on the center line 8c is specified by the symbol
position counter (in other words, the center line 8c has been
applied as the predetermined position). However, the invention is
not limited thereto. In other words, the position at which the
symbol is specified may be arbitrarily changed. For example, the
reel index may be detected so that the symbol of the symbol
position "0" is located at the top line 8b (specifically, a central
part of the upper area of the respective display windows 4L, 4C,
4R) or bottom line 8b (specifically, a central part of the lower
area of the respective display windows 4L, 4C, 4R).
[0389] For example, in case that the bottom line 8b is applied, the
symbol on the bottom line 8b is specified by the symbol position
counter. In this case, it is displayed in the display windows the
symbol of the symbol position corresponding to the symbol position
counter, the symbol of the symbol position over one, regarding the
symbol position corresponding to the symbol position counter and
the symbol of the symbol position over two, regarding the symbol
position corresponding to the symbol position counter. For example,
when the symbol counter is "15", it is displayed in the display
windows the symbol of the symbol position "15", the symbol of the
symbol position "16" and the symbol of the symbol position "17".
Accordingly, even when the position at which the symbol specified
by the symbol position counter is located is changed, the types of
the symbols which can be displayed in the display windows are
stored in the symbol storing area and the priority ranking data is
determined, based on it.
[0390] In the above embodiment, it has been structured such that
the priority ranking is higher as the upper bit is ON (i.e., 1)
(i.e., the greater the value) and the symbol position determined to
have the highest value as the priority ranking data is a symbol
having the highest priority ranking. However, the invention is not
limited thereto and a structure of the priority ranking data can be
arbitrarily modified. In other words, it may be structured such
that the priority ranking is higher as the lower bit is ON (i.e.,
1) (i.e., the smaller the value), and the symbol position
determined to have the smallest value as the priority ranking data
is a symbol having the highest priority ranking.
[0391] In this case, it is possible to match the upper 4 bits of
the priority ranking data to the other lines except the center line
8c and the lower 4 bits of the priority ranking data to the center
line 8c, for example. In addition, it is possible to structure the
data structure of the upper 4 bits and the lower 4 bits as follows:
0 (i.e., "0000") corresponds to Replay, 1 (i.e., "0001")
corresponds to "RB1, RB2, RB3", 2 (i.e., "0010") corresponds to
Bell, 3 (i.e., "0011") corresponds to Watermelon, 4 (i.e., "0100")
corresponds to Cherry, 5 (i.e. "0101") corresponds to the stop
possibility and 6 (i.e., "0110") corresponds to the stop
avoidance.
[0392] In the above embodiment, any one of RB1, RB2 and RB3 has
been applied as the predetermined internal winning combination.
However, the invention is not limited thereto and another internal
winning combination may be applied. For example, when Watermelon is
applied, it is possible to notify the player of the failure.
[0393] In the above embodiment, the combination of symbols relating
to Bell has been applied as the combination of specific symbols.
However, the invention is not limited thereto and a combination of
other symbols may be applied. For example, Watermelon may be
determined as a winning combination for reel-stop and a combination
of symbols relating to Watermelon may be defined in the symbol
combination table for stop-control so that the combination of
symbols relating to Watermelon is displayed on another line
different from the center line 8c. In other words, it is possible
to display a combination of any symbols by structuring the symbol
combination table for stop-control so that a type of a winning
combination for reel-stop determined when a predetermined internal
winning combination is determined and a combination of symbols
corresponding to the type are defined.
[0394] In addition, the combination of specific symbols is not
limited to a combination of symbols relating to a winning (for
example, combination of symbols in which three same symbols are
arranged), and any mode may be applied. For example, it may be such
structured that "Red 7-Red 7-Blue 7" is applied as a combination of
symbols and a winning combination for reel-stop corresponding to it
is determined. By doing so, it is possible to prevent a situation
where a player who gets used to a gaming machine having a plurality
of activated lines is under the illusion that a winning is
established.
[0395] In the above embodiment, RB1, RB2 and RB3 have been grouped
and given with one priority ranking in the priority attraction-in
ranking table. However, the invention is not limited thereto. For
example, the type of an internal winning combination which will be
grouped may be arbitrarily changed, such as Watermelon, Cherry,
etc. In this case, it is preferred to apply the type which has not
been simultaneously determined, as an internal winning
combination.
[0396] In addition, in the above embodiment, the three display
windows 4L, 4C, 4R have been provided to correspond to the reels
3L, 3C, 3R, respectively. However, the number of display windows is
not limited to 3. For example, a single display window may be
provided. It is enough that the display window can display three
symbols of the symbols arranged on the respective reels 3L, 3C,
3R.
[0397] In addition, in the above embodiment, the number of sliding
symbols has been sequentially read from the lower retrieval order
(i.e., the retrieval order 5). However, the invention is not
limited thereto. For example, if it is structured such that the
number of sliding symbols having the higher retrieval order is
preferentially read, the number of sliding symbols may be read from
the higher retrieval order.
[0398] In addition, the symbol combination table for stop-control
has been used to determine the priority ranking data in the
expected display combination storing process. However, the
invention is not limited thereto and a symbol combination table may
be used. In the above embodiment, since it is provided the symbol
combination table for stop-control in which the types of the
display combination are smaller than in the symbol combination
table, it is possible to reduce the number of retrievals and to
rapidly carry out the retrieval related process, as compared to the
symbol combination table. However, if the symbol combination table
is together provided, it is possible to suppress the increase of
the memory capacity of the ROM in a case where the symbol
combination table for stop-control is provided.
[0399] In the mean time, in the above gaming machine, the second
symbol determining means may determine a combination of specific
symbols as a combination of symbols to be displayed in an area
different from the predetermined area, when the information about
game is updated to the predetermined information by the information
update means, and the reel stop means may stop the rotation of the
reel, based on the combination of specific symbols determined by
the second symbol determining means, when the stop operation is
detected by the stop operation detection means. As a result, the
combination of symbols is displayed in the area different from the
predetermined area, thereby notifying the player that the
information about game is updated to the predetermined information.
A value of the possible winning-number counter, the number of
determinations of a predetermined internal winning combination, the
number of operations of RB and the like may be applied as the
information about game.
[0400] In addition, the device structures shown in FIGS. 1 and 2,
the circuit structure and the peripheral device thereof shown in
FIG. 3, the structures of tables shown in FIGS. 4 to 14, the
structures of storing areas of the RAM shown in FIGS. 15 to 23B,
the flow charts shown in FIGS. 24 to 37 and the like, which have
been applied to the above embodiment, may be arbitrarily changed or
modified without departing the scope of the invention.
[0401] Further, in addition to the pachi-slot machine as described
in the embodiment, the invention can be applied to another gaming
machine such as slot machine, pachinko gaming machine, arrange
ball, mahjong ball gaming machine, video slot, video poker and the
like. Additionally, the invention can be applied to a game program
which pseudo-executes the operations of the above pachi-slot
machine as a home gaming machine, thereby executing a game. In this
case, a medium for recording the game program may include a CD-ROM,
FD (flexible disk) and the other recording media.
[0402] In the mean time, the effects described in the embodiment
are only enumerations of the most preferred effects obtainable from
the invention and the effects of the invention are not limited to
the embodiments.
[0403] 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.
* * * * *