U.S. patent application number 11/384865 was filed with the patent office on 2007-05-31 for gaming machine.
This patent application is currently assigned to Aruze Corp.. Invention is credited to Takayuki Hirauchi, Takaaki Hishinuma, Yousuke Kamada, Yasutaka Kuroda, Masanobu Shibata, Muneki Shiraishi, Akihiro Yokota.
Application Number | 20070123330 11/384865 |
Document ID | / |
Family ID | 38088233 |
Filed Date | 2007-05-31 |
United States Patent
Application |
20070123330 |
Kind Code |
A1 |
Hishinuma; Takaaki ; et
al. |
May 31, 2007 |
Gaming machine
Abstract
Disclosed is a gaming machine 1. The gaming machine 1 comprises
a liquid crystal display unit 2b for notifying the information
about the timing at which a player should conduct the stop
operation, and an image control MICOM 81 for determining whether
the stop operation is carried out at the timing at which a player
should conduct the stop operation, and updating a value of point,
on condition that it is determined that the stop operation is
continuously carried out at the corresponding timing. The image
control MICOM 81 carries out a game over 100 times, in which the
internal winning combination determined by the main control means
71 corresponds to the effect data determined by the effect mode
determining means by one-to-one, on condition that the value of
point is .sup..left brkt-top.50.sub..right brkt-bot..
Inventors: |
Hishinuma; Takaaki; (Tokyo,
JP) ; Hirauchi; Takayuki; (Tokyo, JP) ;
Kamada; Yousuke; (Tokyo, JP) ; Kuroda; Yasutaka;
(Tokyo, JP) ; Shibata; Masanobu; (Tokyo, JP)
; Yokota; Akihiro; (Tokyo, JP) ; Shiraishi;
Muneki; (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: |
38088233 |
Appl. No.: |
11/384865 |
Filed: |
March 21, 2006 |
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/34 20130101; G07F 17/3269 20130101; G07F 17/3295
20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Nov 25, 2005 |
JP |
2005-340588 |
Nov 25, 2005 |
JP |
2005-340589 |
Claims
1. A gaming machine comprising: symbol display means for displaying
plural symbols; start operation detection means for detecting a
start operation; internal winning combination determining means for
determining an internal winning combination, based on the detection
of start operation carried out by the start operation detection
means; symbol varying means for varying the symbols to be displayed
by the symbol display means, based on the detection of start
operation carried out by the start operation detection means; stop
operation detection means for detecting a stop operation; stop
control means for carrying out a stop control of the symbol
variation carried out by the symbol varying means, based on the
internal winning combination determined by the internal winning
combination determining means and the detection of stop operation
carried out by the stop operation detection means; payout awarding
means for awarding a player a payout relating to a combination of
symbols displayed by the symbol display means as a result of the
stop control carried out by the stop control means; effect mode
determining means for determining an effect mode; notifying means
for notifying information related to a timing at which the player
conducts the stop operation; stop operation determining means for
determining whether or not the stop operation is carried out at the
timing; numerical value information updating means for updating
numerical value information, on condition that the stop operation
determining means determines that the stop operation is carried out
at the timing; and means for operating a special game section in
which the internal winning combination determined by internal
winning combination determining means corresponds to the effect
mode determined by the effect mode determining means by one-to-one,
on condition that the numerical value information is updated to a
predetermined one as a result of the update carried out by the
updating means.
2. The gaming machine according to claim 1, further comprising
bonus game operating means for outputting a music relating to the
timing at which the player conducts the stop operation.
3. The gaming machine according to claim 1, further comprising
means for operating a bonus game, wherein the notifying means
notifies the information about the timing at which the player
conducts the stop operation, on condition that the bonus game is
operated.
4. The gaming machine according to claim 1, wherein the notifying
means is provided with means for displaying the identification
information allowing the player to identify the information about
the timing at which the player conducts the stop operation.
5. A gaming machine comprising: symbol display means having plural
display units displaying symbols; start operation detection means
for detecting a start operation; internal winning combination
determining means for determining an internal winning combination,
based on the detection of start operation carried out by the start
operation detection means; symbol varying means for varying symbols
to be displayed by the plural symbol display units, based on the
detection of start operation carried out by the start operation
detection means; stop operation detection means mounted to
correspond to each of the plural display units and detecting a stop
operation; stop control means for carrying out a stop control of
the symbol variation in the display unit corresponding to the
corresponding stop operation detection means, based on the internal
winning combination determined by the internal winning combination
determining means, when it is carried out the detection of stop
operation by the stop operation detection means; bonus game
operating means for starting an operation of a bonus game; first
notifying means for notifying a timing at a first interval when the
operation of bonus game is operated; second notifying means for
notifying a timing at a second interval different from the first
interval when it is carried out the operation of bonus game which
is started on the basis of a state that an order for detecting a
stop operation by the plural stop operation detection means is a
predetermined order; and payout awarding means for awarding a
payout to a player when the stop operation is detected by the stop
operation detection means at the timing notified by the first
notifying means and the timing notified by the second notifying
means.
6. The gaming machine according to claim 5, wherein the second
notifying means notifies the timing at the second interval when it
is carried out the operation of the bonus game which is started on
the basis of a state that an order for detecting a stop operation
by the plural stop operation detection means is a predetermined
order and a state that a situation where the detection of stop
operation is carried out by at least one of the plural stop
operation detection means is continued for predetermined time.
7. The gaming machine according to claim 5, wherein the first and
second means notify the information corresponding to any one of the
plural stop operation detection means while notifying the timings,
and wherein the payout awarding means awards the payout to the
player, on condition that the stop operation is detected by the
stop operation detection means corresponding to the information
which is notified by the first notifying means at the timing
notified by the first notifying means or the stop operation is
detected by the stop operation detection means corresponding to the
information which is notified by the second notifying means at the
timing notified by the second notifying means.
8. The gaming machine according to claim 5, further comprising
means for outputting a music relating to the timing notified by the
first notifying means and the timing notified by the second
notifying means.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application is related to a Japanese Patent Application
No. 2005-340589, filed on Nov. 25, 2005, and a Japanese Patent
Application No. 2005-340588, filed on Nov. 25, 2005.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a gaming machine.
[0004] 2. Description of Related Art
[0005] 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,
when it is detected an operation by the player (hereinafter,
referred to as .sup..left brkt-top.start operation.sub..right
brkt-bot.), 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, when it is
detected an operation by the player (hereinafter, referred to as
.sup..left brkt-top.stop operation.sub..right brkt-bot.); and a
control unit for controlling an operation of stepping motors to
rotate and stop the respective reels, based on the signals
outputted from the start switch and the stop switch. In the
pachi-slot machine, it is determined whether or not a winning is
achieved on the basis of a combination of symbols displayed by the
display windows, and a medal is paid out when it is determined that
a winning is achieved.
[0006] At present time, in the pachi-slot machine forming the
mainstream, when it is detected the start operation by the player,
an internal lottery is performed, and an operation of stopping the
reel rotation is carried out, based on a result of the lottery and
the timing of the stop operation conducted by the player. In other
words, for example, a result relating to a winning can be obtained
by the internal lottery (hereinafter, a type of the internal
lottery result will be referred to as .sup..left brkt-top.internal
winning combination.sub..right brkt-bot.), and a winning is
achieved on condition that the stop operation is carried out at an
appropriate timing.
[0007] In recent years, it has been suggested a gaming machine
capable of carrying out an effect of notifying a determined
internal winning combination in a predetermined probability through
a lottery (for example, see a Japanese Unexamined Patent
Publication No. 2004-267608). According to this gaming machine, it
is possible to effectively increase the player's expectations that
a combination of symbols corresponding to the determined internal
winning combination will be displayed by the plural display
windows.
[0008] In addition, it has been suggested a gaming machine
providing a timing game in which when it is notified to the player
the information related to a timing at which the player should
conduct the stop operation and the player conducts the stop
operation at the proper timing in accordance with the notification,
a privilege is provided to the player (see a Japanese Unexamined
Patent Publication No. 2004-275523). According to this gaming
machine, when the notification is made, the player pays attention
to the stop operation so as to acquire the privilege.
[0009] However, according to the gaming machine as disclosed in a
Japanese Unexamined Patent Publication No. 2004-267608, an internal
winning combination different from the determined internal winning
combination may be notified. In this case, a winning is not
achieved, even though the player conducts the stop operation at the
timing at which a combination of symbols corresponding to the
notified internal winning combination is displayed by the plural
display windows. Accordingly, the player hesitates to conduct the
stop operation because the player does not know when the player
conducts the stop operation. As a consequence, the frequency of
stop operation conducted by the player per unit time is decreased
and thus the rate of operation of the gaming machine is
lowered.
[0010] In the mean time, if it is carried out an effect capable of
definitely notifying the determined internal winning combination,
the player can carry out the stop operation more smoothly, so that
it is possible to prevent the rate of operation of the gaming
machine from being lowered. However, the player is apt to lose
interest in the effect.
[0011] In addition, according to the gaming machine as disclosed in
a Japanese Unexamined Patent Publication No. 2004-275523, if the
information related to the timing at which the player should
conduct the stop operation is repeatedly notified, the player can
easily carry out the stop operation at the proper timing in
accordance with the notification. Accordingly, the player gets used
to the degree of difficulty of the timing game, so that the
player's interest in the timing game is decreased.
SUMMARY OF THE INVENTION
[0012] 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 enabling the player
not to lose interest in an effect relating to an internal winning
combination while preventing the rate of operation of the gaming
machine from being lowered.
[0013] Another object of the invention is to provide a gaming
machine capable of maintaining the player's interest in a timing
game awarding a payout to a player depending on a timing of a stop
operation.
[0014] In order to achieve the above objects, a gaming machine
provided according to the invention is characterized in that the
gaming machine comprises: means for awarding a player a payout
relating to a combination of symbols displayed by symbol display
means as a result of stop control carried out by stop control
means; means for determining an effect mode; means for notifying
information related to a timing at which the player conducts a stop
operation; stop operation determining means for determining whether
or not the stop operation is carried out at the timing; means for
updating numerical value information, on condition that the stop
operation determining means determines that the stop operation is
carried out at the timing; and means for operating a special game
section in which the internal winning combination determined by
internal winning combination determining means corresponds to the
effect mode determined by the effect mode determining means by
one-to-one, on condition that the numerical value information is
updated to a predetermined one as a result of the update carried
out by the updating means.
[0015] More specifically, the invention provides following gaming
machines.
[0016] (1) There is provided a gaming machine comprising: symbol
display means (for example, reels 3L, 3C, 3R, display windows 21L,
21CL, 21R) for displaying plural symbols; start operation detection
means (for example, start switch 6S) for detecting a start
operation (for example, start operation described later, operation
of a start lever 6); internal winning combination determining means
(for example, means for carrying out an internal lottery process,
main control circuit 71) for determining an internal winning
combination (for example, internal winning combination described
later), based on the detection of start operation carried out by
the start operation detection means; symbol varying means (for
example, stepping motors 49L, 49C, 49R, main control circuit 71)
for varying the symbols to be displayed by the symbol display
means, based on the detection of start operation carried out by the
start operation detection means; stop operation detection means
(for example, stop switches 7LS, 7CS, 7RS) for detecting a stop
operation (for example, operation of stop buttons 7L, 7C, 7R); stop
control means (for example, means for carrying out a reel stop
control process in FIG. 17, means for carrying out a priority
attraction-in control process in FIG. 18, main control circuit 71)
for carrying out a stop control of the symbol variation carried out
by the symbol varying means, based on the internal winning
combination determined by the internal winning combination
determining means and the detection of stop operation carried out
by the stop operation detection means; payout awarding means (for
example, processes of steps S13 and S15 in FIG. 14, main control
circuit 71) for awarding a player a payout (for example, payout of
medals) relating to a combination of symbols (for example,
.sup..left brkt-top.Bell-Bell-Bell.sub..right brkt-bot.) displayed
by the symbol display means as a result of the stop control carried
out by the stop control means; effect mode determining means (for
example, means for determining effect data, image control MICOM 81)
for determining an effect mode (for example, effect data);
notifying means (for example, liquid crystal display device 131,
liquid crystal display unit 2b, effect display area 23) for
notifying (for example, displaying an image including markers 305
to 308 and a bar 309) information related to a timing at which the
player conducts the stop operation; stop operation determining
means (for example, means for carrying out a determination of a
step S152 in FIG. 25, image control MICOM 81) for determining
whether or not the stop operation is carried out at the timing;
numerical value information updating means (for example, means for
carrying out a process of a step S153 in FIG. 25) for updating
numerical value information (for example, point), on condition that
the stop operation determining means determines that the stop
operation is carried out at the timing (for example, a result of
determination in a step S152 of FIG. 25 is YES); and means (for
example, means for carrying out processes of steps S182 and S183 in
FIG. 28, means for carrying out processes of steps S144 and S145 in
FIG. 24) for operating a special game section (for example, a
section in which a complete notification effect is carried out over
100 games) in which the internal winning combination determined by
internal winning combination determining means corresponds to the
effect mode determined by the effect mode determining means by
one-to-one, on condition that the numerical value information is
updated to a predetermined one (for example, a value of point is
.sup..left brkt-top.50.sub..right brkt-bot.) as a result of the
update carried out by the updating means.
[0017] According to the gaming machine described in the above (1),
the stop control means carries out a stop control of the symbol
variation carried out by the symbol varying means, based on the
internal winning combination determined by the internal winning
combination determining means and the detection of stop operation
carried out by the stop operation detection means. In addition, the
awarding means awards a player a payout relating to a combination
of symbols displayed by the symbol display means as a result of the
stop control carried out by the stop control means. Additionally,
the notifying means notifies the information related to a timing at
which the player conducts a stop operation. Furthermore, the
updating means updates the numerical value information, on
condition that the stop operation determining means determines that
the stop operation is carried out at the timing. Further, the
special game section operating means operates a special game
section in which the internal winning combination determined by
internal winning combination determining means corresponds to the
effect mode determined by the effect mode determining means by
one-to-one, on condition that the numerical value information is
updated to a predetermined one as a result of the update carried
out by the updating means. Accordingly, since the internal winning
combination determined by internal winning combination determining
means corresponds to the effect mode determined by the effect mode
determining means by one-to-one in the special game section, the
player can certainly perceive the internal winning combination
determined by internal winning combination determining means, based
on the effect mode. Therefore, based on the internal winning
combination perceived, the player conducts the stop operation at
the timing at which the stop control is carried out by the stop
control means, which stop control displays a combination of symbols
providing the payout through the awarding means. As a consequence,
the player does not miss a proper timing of the stop operation, so
that it is possible to prevent the rate of operation of the gaming
machine from being lowered. In addition, since the special game
section, in which the effect mode is determined depending on the
internal winning combination, is operated only when it is satisfied
the limited condition that the numerical value information becomes
the predetermined one in accordance with the timing of the stop
operation by the player, it is possible to prevent the player's
interest in the effect depending on the internal winning
combination from being reduced. Accordingly, it is possible to
provide a gaming machine enabling the player not to lose interest
in an effect relating to an internal winning combination while
preventing the rate of operation of the gaming machine from being
lowered.
[0018] (2) According to the invention, the gaming machine described
in the above (1) is further provided with bonus game operating
means (for example, speakers 9L, 9R) for outputting a music (for
example, music A to D) relating to the timing at which the player
conducts the stop operation.
[0019] According to the gaming machine described in the above (2),
since the music output means outputs a music relating to the timing
at which the player should conduct the stop operation, the player
can carry out the stop operation at the timing which is set to the
music outputted by the music output means, so that the player can
enjoy a rhythmical stop operation.
[0020] (3) According to the invention, the gaming machine described
in the above (1) is further provided with means (for example, means
for carrying out processes of steps S91 to S96 in FIG. 20) for
operating a bonus game, and the notifying means notifies the
information about the timing at which the player conducts the stop
operation, on condition that the bonus game is operated.
[0021] According to the gaming machine described in the above (3),
the notifying means notifies the information about the timing at
which the player should conduct the stop operation, on condition
that the bonus game is operated. Accordingly, the player can
conduct the stop operation so that the condition of operating the
special game section is satisfied while expecting that the special
game section will be operated in the bonus game.
[0022] (4) According to the gaming machine described in the above
(1), the notifying means is provided with means (for example,
liquid crystal display device 131, liquid crystal display unit 2b,
effect display area 23) for displaying the identification
information (for example, markers 305 to 308 and bar 309) allowing
the player to identify the information about the timing at which
the player conducts the stop operation.
[0023] According to the gaming machine described in the above (4),
since the display means displays the identification information
allowing the player to identify the information about the timing at
which the player should conduct the stop operation, the player can
correctly perceive the timing at which the player should carry out
the stop operation, based on the identification information
displayed by the display means, thereby carrying out the stop
operation.
[0024] In addition, in order to achieve the above objects, a gaming
machine provided according to the invention is characterized in
that the gaming machine comprises: bonus game operating means for
starting an operation of a bonus game; first notifying means for
notifying a timing at a first interval when the operation of bonus
game is operated; second notifying means for notifying a timing at
a second interval different from the first interval when it is
carried out the operation of bonus game which is started on the
basis of a state that an order for detecting a stop operation by
plural stop operation detection means is a predetermined order; and
means for awarding a payout to a player when the stop operation is
detected by the stop operation detection means at the timing
notified by the first notifying means and the timing notified by
the second notifying means.
[0025] More specifically, the invention provides following gaming
machines.
[0026] (5) There is provided a gaming machine comprising: symbol
display means (for example, reels 3L, 3C, 3R, display windows 21L,
21CL, 21R) having plural display units (for example, display
windows 21L, 21CL, 21R) displaying symbols; start operation
detection means (for example, start switch 6S) for detecting a
start operation (for example, start operation described later,
operation of a start lever 6); internal winning combination
determining means (for example, means for carrying out an internal
lottery process, main control circuit 71) for determining an
internal winning combination (for example, internal winning
combination described later), based on the detection of start
operation carried out by the start operation detection means;
symbol varying means (for example, stepping motors 49L, 49C, 49R,
main control circuit 71) for varying symbols to be displayed by the
plural symbol display units, based on the detection of start
operation carried out by the start operation detection means; stop
operation detection means (for example, stop switches 7LS, 7CS,
7RS) mounted to correspond to each of the plural display units and
detecting a stop operation (for example, operation of stop buttons
7L, 7C, 7R); stop control means (for example, means for carrying
out a reel stop control process in FIG. 17, means for carrying out
a priority attraction-in control process in FIG. 18, main control
circuit 71) for carrying out a stop control of the symbol variation
in the display unit corresponding to the corresponding stop
operation detection means, based on the internal winning
combination determined by the internal winning combination
determining means when it is carried out the detection of stop
operation by the stop operation detection means; bonus game
operating means (for example, means for carrying out processes of
steps S91 to S96 in FIG. 20) for starting an operation (for
example, process of updating a flag under MB operation to ON) of a
bonus game (for example, middle bonus game); first notifying means
(for example, liquid crystal display device 131 for displaying
images relating to each of music A to C, speakers 9L, 9R for
outputting music A to C) for notifying a timing at a first interval
(for example, time interval in which markers 305 to 307 are made to
be within a permitted range in a music game in which music A to C
are outputted) when the operation of bonus game is operated; second
notifying means (for example, liquid crystal display device 131 for
displaying an image relating to music D, speakers 9L, 9R for
outputting music D) for notifying a timing at a second interval
(for example, time interval in which markers 305 to 307 are made to
be within a permitted range in a music game in which a music D is
outputted) different from the first interval when it is carried out
the operation of bonus game which is started on the basis of a
state that an order for detecting a stop operation by the plural
stop operation detection means is a predetermined order (for
example, specific stop order); and payout awarding means (for
example, means for carrying out processes of steps S181 to S183 in
FIG. 28, means for carrying out processes of steps S144 and S145 in
FIG. 24) for awarding (for example, displaying an image including a
two-dimensional barcode on a liquid crystal display area 2b, of
which a complete notification effect is continuously carried out
over 100 games) a payout to a player when the stop operation is
detected by the stop operation detection means at the timing
notified by the first notifying means and the timing notified by
the second notifying means.
[0027] According to the gaming machine described in the above (5),
the first notifying means notifies a timing at a first interval
when the operation of bonus game is operated. In addition, the
second notifying means notifies a timing at a second interval
different from the first interval when it is carried out the
operation of bonus game which is started on the basis of a state
that an order for detecting a stop operation by the plural stop
operation detection means is a predetermined order. Additionally,
the awarding means awards a payout to a player when the stop
operation is detected by the stop operation detection means at the
timing notified by the first notifying means and the timing
notified by the second notifying means. Accordingly, since the
payout is awarded to the player by the awarding means in the bonus
game, the player carries out the stop operation with aiming at the
timing notified by the notification means and it is possible to
maintain the player's interest in the award of payout in even the
bonus game. In addition, the timing is typically notified at the
first interval. However, since the timing is notified at a second
interval different from the first interval when it is carried out
the operation of bonus game which is started on the basis of a
state that an order for detecting a stop operation by the plural
stop operation detection means is a predetermined order, it is
possible to diversely change the timing notified in the bonus game.
When the second interval is relatively shorter than the first
interval, the player should conduct the stop operation at the
interval of relative shorter time than the first interval so that
the payout is awarded to the player by the awarding means.
Accordingly, when the timing is notified at the second interval, it
is relatively increased the degree of difficulty of the stop
operation for taking the payout through the awarding means, as
compared to the case where the timing is notified at the first
interval. In addition, since the player can carry out the stop
operation so that an order for detecting a stop operation by the
plural stop operation detection means is a predetermined order and
it is possible to increase the degree of difficulty of the stop
operation for taking the payout through the awarding means, it is
possible to prevent the player's interest in the timing game, in
which the payout is awarded to the player depending on the timing
of the stop operation, from being decreased, which results from
that the player gets used to the degree of difficulty of the stop
operation for taking the payout through the awarding means.
[0028] (6) According to the gaming machine described in the above
(5), the second notifying means notifies the timing at the second
interval when it is carried out the operation of the bonus game
which is started on the basis of a state that an order for
detecting a stop operation by the plural stop operation detection
means is a predetermined order and a state that a situation where
the detection of stop operation is carried out by at least one of
the plural stop operation detection means (for example, a situation
where a stop command signal is continuously outputted by stop
switches 7LS, 7CS, 7RS corresponding to stop switches 7L, 7C, 7R
which are pushed in a third stop operation, a situation where stop
buttons 7L, 7C, 7R are continuously pushed in a third stop
operation) is continued for predetermined time (for example, 3
seconds).
[0029] According to the gaming machine described in the above (6),
the second notifying means notifies the timing at the second
interval when it is carried out the operation of the bonus game
which is started on the basis of a state that an order for
detecting a stop operation by the plural stop operation detection
means is a predetermined order and a state that a situation where
the detection of stop operation is carried out by at least one of
the plural stop operation detection means is continued for
predetermined time. However, it is rare for the player to conduct
the stop operation so that it is fulfilled the conditions that an
order for detecting a stop operation by the plural stop operation
detection means is a predetermined order and that a situation where
the detection of stop operation is carried out by at least one of
the plural stop operation detection means is continued for
predetermined time. Accordingly, in order to fulfill the
conditions, the player should deliberately carry out the stop
operation so that the conditions are fulfilled. Therefore, it is
possible to prevent the conditions from being fulfilled against the
player's intention, the timing from being notified at the second
interval shorter than the first interval, and the degree of
difficulty of the stop operation for taking the payout through the
awarding means from being increased. In addition, both the player
who is interested in the high degree of difficulty of the stop
operation for taking the payout through the awarding means and the
player is not interested in the high degree of difficulty can
joyfully conduct the stop operation.
[0030] (7) According to the gaming machine described in the above
(5), the first and second means notify the information
corresponding to any one of the plural stop operation detection
means (for example, displaying an image including a right marker
305 corresponding to a right stop button 7R, a left marker 306
corresponding to a left marker 7L, and a center marker 307
corresponding to a center stop button 7C) while notifying the
timings, and the payout awarding means awards the payout to the
player, on condition that the stop operation is detected by the
stop operation detection means corresponding to the information
which is notified by the first notifying means at the timing
notified by the first notifying means or the stop operation is
detected by the stop operation detection means corresponding to the
information which is notified by the second notifying means at the
timing notified by the second notifying means (for example, when a
position of a marker is within a permitted range, the stop buttons
7L, 7C, 7R corresponding to the marker is pushed).
[0031] According to the gaming machine described in the above (7),
the first and second means notify the information corresponding to
any one of the plural stop operation detection means while
notifying the timing. In addition, the awarding means awards the
payout to the player, on condition that the stop operation is
detected by the stop operation detection means corresponding to the
information which is notified by the first notifying means at the
timing notified by the first notifying means or the stop operation
is detected by the stop operation detection means corresponding to
the information which is notified by the second notifying means at
the timing notified by the second notifying means. Accordingly, in
order to give the payout through the awarding means, the player
should conduct the stop operating while paying attention to the
stop operation detection means corresponding to the notified
information as well as the timings notified by the notifying means.
Therefore, it is possible to diversify the stop operation which is
carried out to award the payout through the awarding means and thus
to increase the player's interest in the bonus game in which such
stop operation is carried out.
[0032] (8) According to the invention, the gaming machine described
in the above (5) is provided with means (for example, speakers 9L,
9R, sound.cndot.lamp control MICOM 111) for outputting a music (for
example, music A to D) relating to the timing notified by the first
notifying means and the timing notified by the second notifying
means.
[0033] According to the gaming machine described in the above (8),
since the music output means outputs a music relating to the timing
notified by the first notifying means and the timing notified by
the second notifying means, the player can rhythmically and
joyfully conduct the stop operation for taking the payout through
the awarding means in the bonus game.
BRIEF DESCRIPTION OF THE DRAWINGS
[0034] 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:
[0035] FIG. 1 is a perspective view of schematically showing a
gaming machine 1 according to an embodiment of the invention;
[0036] FIG. 2 shows a panel display unit, a liquid crystal display
unit and a fixed display unit of a liquid crystal display
device;
[0037] FIG. 3 is a perspective view showing a schematic structure
of a liquid crystal display unit;
[0038] FIG. 4 is a view showing an example of symbols arranged on
reels;
[0039] FIG. 5 is a block diagram of an electric circuit;
[0040] FIG. 6 is a block diagram of an electric circuit;
[0041] FIG. 7 is a view showing an internal lottery table
determining table;
[0042] FIG. 8 shows an internal lottery table;
[0043] FIG. 9 shows an internal winning combination determining
table;
[0044] FIG. 10 is a view showing a symbol combination table;
[0045] FIG. 11 shows a bonus operation table;
[0046] FIG. 12 shows areas for storing an internal winning
combination, an internal carryover combination, a display
combination and a flag under operation;
[0047] FIG. 13 shows an effect table;
[0048] FIG. 14 is a main flow chart of a main control circuit;
[0049] FIG. 15 is a flow chart showing a medal
receiving.cndot.start checking process;
[0050] FIG. 16 is a flow chart showing an internal lottery
process;
[0051] FIG. 17 is a flow chart showing a reel stop control
process;
[0052] FIG. 18 is a flow chart showing a priority attraction-in
control process;
[0053] FIG. 19 is a flow chart showing a bonus end checking
process;
[0054] FIG. 20 is a flow chart showing a bonus operation checking
process;
[0055] FIG. 21 is a flow chart showing an intervention process
under control of a main CPU;
[0056] FIG. 22 is a flow chart showing a RESET-intervention process
under control of a sub-CPU;
[0057] FIG. 23 is a flow chart showing a process BET command
receiving;
[0058] FIG. 24 is a flow chart showing a process on start command
receiving;
[0059] FIG. 25 is a flow chart showing a process on reel stop
command receiving;
[0060] FIG. 26 is a flow chart showing a process on display
combination command receiving;
[0061] FIG. 27 is a flow chart showing a process on bonus operating
command receiving;
[0062] FIG. 28 is a flow chart showing a process on bonus ending
command receiving;
[0063] FIG. 29 is a flow chart showing a periodic intervention
process under control of a sub-CPU;
[0064] FIG. 30 is a view showing an example of an image displayed
on an effect display area;
[0065] FIG. 31 is a view showing an example of an image displayed
on an effect display area;
[0066] FIG. 32 is a view showing an example of an image displayed
on an effect display area;
[0067] FIG. 33 is a view showing an example of an image displayed
on an effect display area;
[0068] FIG. 34 is a view showing an example of an image displayed
on an effect display area;
[0069] FIG. 35 is a view showing an example of an image displayed
on an effect display area;
[0070] FIG. 36 is a view showing an example of an image displayed
on an effect display area; and
[0071] FIG. 37 is a graph showing an output pattern of music in a
music game.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0072] FIG. 1 is a perspective view of schematically showing a
gaming machine 1 according to an embodiment of the invention. The
gaming machine 1 is a so-called pachi-slot machine. The gaming
machine 1 is a gaming machine carrying out a game using a game
medium such as card storing information of a game value which has
been awarded or will be awarded to a player, as well as coin,
medal, gaming ball and token. In the following descriptions, a
medal is used as the game medium.
[0073] A front door 2 is provided at a front surface thereof with a
panel display unit 2a having an approximate vertical surface, a
liquid crystal display unit 2b and a fixed display unit 2c. In
addition, three reels 3L, 3C, 3R having plural symbols drawn on
peripheries thereof are mounted horizontally in a row at the rear
of the front door 2 to be freely rotatable. Each of the reels 3L,
3C, 3R is rotated at a constant speed (for example, 80
revolutions/min).
[0074] A base portion 4 having an approximate horizontal surface is
provided below the panel display unit 2a, the liquid crystal
display unit 2b and the fixed display unit 2c. A medal insertion
slot 10 for inserting a medal is formed at a right side of the base
portion 4. The inserted medal is credited (i.e., deposited) and
consumed to play a game. The base portion 4 is provided at a left
side thereof with a 1-BET switch 11, a 2-BET switch 12 and a
MAX-BET switch 13 for selecting the number of medals (hereinafter,
referred to as .sup..left brkt-top.insertion number.sub..right
brkt-bot.) among the credited medals, which are consumed to play a
game by a push operation.
[0075] The 1-BET switch 11 selects .sup..left brkt-top.1.sub..right
brkt-bot. as an insertion number by one push operation. The 2-BET
switch 12 selects .sup..left brkt-top.2.sub..right brkt-bot. as an
insertion number by one push operation. The MAX-BET switch 13
selects .sup..left brkt-top.3.sub.' as an insertion number by one
push operation.
[0076] When the BET switches 11 to 13 are pushed, a display line is
activated (which will be specifically described later).
Hereinafter, the push operation of the BET-switches 11 to 13 and
the operation of inserting a medal into the medal insertion slot 10
are referred to as .sup..left brkt-top.insertion
operation.sub..right brkt-bot.. In addition, an operating unit 17
is mounted above the BET switches 11 to 13. The operating unit 17
is manipulated so as to display information such as game history on
a liquid crystal display device 131 (see FIG. 3).
[0077] The base portion 4 is provided at the frontal left side with
a C/P switch 14 for switching credits/payouts of medals, which are
obtained by a player through the game, through a push operation.
When the C/P switch 14 is operated, the medals are paid out from a
medal payout slot 15 at a front lower side and the paid out medals
are collected in a medal tray 5. Speakers 9L, 9R for producing an
effect sound regarding the game effect are provided at the upper
left and right sides of the medal tray 5.
[0078] A start lever 6 for rotating the reels to vary the symbols
in display windows 21L, 21C, 21R by a manipulation of the player is
mounted at the right side of the C/P switch 14 to be rotatable
within a predetermined range of angles. An operation of the start
lever 6 carried out by a player so as to vary the symbols is
referred to as .sup..left brkt-top.start operations.sub..right
brkt-bot..
[0079] Three stop buttons 7L, 7C, 7R for stopping rotations of the
reels 3L, 3C, 3R are provided at the right side of the start lever
6 in the frontal center of the base portion 4. In addition, in one
embodiment, a one game (i.e., unit game) is basically started by
the start operation and is over when all the reels 3L, 3C, 3R are
stopped. In addition, in one embodiment, in case that the start
operation is carried out when the insertion number is not
.sup..left brkt-top.3.sub..right brkt-bot., the corresponding start
operation is annulled.
[0080] Herein, in one embodiment, a stop operation of the reel
(i.e., operation of the stop button) carried out while all the
reels are being rotated is referred to as a first stop operation, a
stop operation which is carried out following the first stop
operation is referred to as a second stop operation, and a stop
operation which is carried out following the second stop operation
is referred to as a third stop operation. In addition, stop
switches 7LS, 7CS, 7RS are arranged at the rear of the stop buttons
7L, 7C, 7R, which will be described with reference to FIG. 5. The
stop switches detect push operations (i.e., stop operations) of the
corresponding stop buttons.
[0081] Hereinafter, the panel display unit 2a, the liquid crystal
display unit 2b and the fixed display unit 2c are described with
reference to FIG. 2.
[0082] The panel display unit 2a consists of a bonus game
information display unit 16, BET lamps 17a to 17c, a payout display
unit 18 and a credit display unit 19. The bonus game information
display unit 16 consists of 7 segment LEDs and displays game
information during a bonus game (for example, middle bonus game).
The 1-BET lamp 17a, the 2-BET lamp 17b and the MAX-BET lamp 17c are
turned on in correspondence with the insertion number.
[0083] The 1-BET lamp 17a is turned on when the insertion number is
1. The 2-BET lamp 17b is turned on when the insertion number is 2.
The MAX-BET lamp 17c is turned on when the insertion number is 3.
The payout display unit 18 and the credit display unit 19 consist
of 7 segment LEDs, respectively, and display a payout number of
medals when a winning is made and a number of medals credited,
respectively.
[0084] The liquid crystal display unit 2b consists of display
windows 21L, 21C, 21R, window frame display areas 22L, 22C, 22R and
an effect display area 23. The display contents of the liquid
crystal display unit 2b are adopted to vary in accordance with the
rotation and stop modes of the reels 3L, 3C, 3R (i.e., modes of
combinations of symbols displayed on the display window 21L, 21C,
21R when the rotations of the reels 3L, 3C, 3R are stopped) and an
operation of the liquid crystal display device 131 which will be
described with reference to FIG. 3.
[0085] Each of the display windows 21L, 21C, 21R is mounted to
correspond to each of the reels 3L, 3C, 3R and carries out the
display of symbols arranged on the reels 3L, 3C, 3R or various
displays for effects.
[0086] The display windows 21L, 21C, 21R are provided with display
lines, i.e., top line 8b, center line 8c and bottom line 8d which
are horizontally directed and cross-up line 8a and cross-down line
8e which are diagonally directed. In one embodiment, on condition
that a player pushes the BET switches 11 to 13 or inserts a medal
into the medal insertion slot 10 and thus the insertion number
becomes .sup..left brkt-top.3.sub..right brkt-bot., only the center
line 8c of the five display lines 8a to 8e is activated
(hereinafter, activated display line is referred to as .sup..left
brkt-top.activated line.sub..right brkt-bot.).
[0087] Herein, each of the display windows 21L, 21C, 21R is formed
with three symbol display areas (i.e., upper, central and lower
parts) in a longitudinal direction (i.e., vertical direction),
respectively. In other words, a total of 9 symbol display areas are
formed at the upper, central and lower parts of the left reel 3L,
the upper, central and lower parts of the center reel 3C and the
upper, central and lower parts of the right reel 3R. In case that
the variation of symbols is stopped in each of the display windows
3L, 3C, 3R, the symbols are stopped and displayed on the symbol
display areas formed in each of the display windows 21L, 21C, 21R,
respectively. Each of the display lines 8a to 8e connects the
symbol display areas in each of the display windows 21L, 21C,
21R.
[0088] The display windows 21L, 21C, 21R are under transmissive
state so that the player can see the symbols on the reels 3L, 3C,
3R, at least when the corresponding reels 3L, 3C, 3R are being
rotated and when the corresponding stop buttons 7L, 7C, 7R can be
pushed.
[0089] The window frame display areas 22L, 22C, 22R are mounted to
surround each of the display windows 21L, 21C, 21R, and display the
frames of the display windows 21L, 21C, 21R arranged on the front
of the reels 3L, 3C, 3R.
[0090] The effect display area 23 is an area except the display
windows 21L, 21C, 21R and the window frame display areas 22L, 22C,
22R of the liquid crystal display unit 2b. The effect display area
23 displays an image definitely notifying that a bonus (for
example, MB1 and MB2) has been determined as an internal winning
combination, an effect for increasing an interest in a game and
information required so that a player can advantageously play a
game.
[0091] In addition, the information about a music game, which is
carried out in a middle bonus game, is displayed on the right area
of the effect display area 23 (see FIG. 36).
[0092] The fixed display unit 2c is an area in which a
predetermined picture and the like are drawn. It may be such
structured that the picture and the like drawn on the fixed display
unit 2c and the image displayed on the effect display area 23 are
correlated to display one still image or moving image.
[0093] FIG. 3 is a perspective view of schematically showing a
structure of the liquid crystal display device 131. An inside
structure of the reels 3L, 3C, 3R is first described. In the reels
3L, 3C, 3R, LED receiving circuit boards are mounted at the rear of
the three rows of symbols (i.e., 9 symbols) which are stopped on
each of the display windows 21L, 21C, 21R when the rotations of
reels 3L, 3C, 3R are stopped. The LED receiving circuit boards
include three LED receiving units (i.e., a total nine),
respectively, and plural LED lamps are mounted therein.
[0094] The LED lamps illuminate rear surfaces of reel sheets
mounted along the peripheries of the reels 3L, 3C, 3R with white
lights. More specifically, they illuminate areas corresponding to
the display windows 21L, 21C, 21R. The reel sheet is structured to
have a transparent property and the lights emitted from the LED
lamps pass through the front surface of the reel sheet.
[0095] In addition, the left reel 3L consists of a cylindrical
frame structure formed by spacing two ring-shaped frames having a
same shape at an interval and connecting them with plural
connection members, and a transfer member transferring a driving
force of a stepping motor 49L mounted at a center of the frame
structure to the ring-shaped frames. In addition, the reel sheet is
mounted along the periphery of the left reel 3L.
[0096] The LED receiving circuit board arranged in the reel 3L
includes three LED receiving units for receiving plural LED lamps.
The LED receiving circuit board is mounted in such a way that the
LED receiving units are respectively located at the rears of the
symbols (i.e., total 3 symbols) that a player can see through the
display window 21L. In addition, the center reel 3C and the right
reel 3R have also the same structure as the left reel 3L and
comprise the LED receiving circuit boards therein,
respectively.
[0097] Next, the transmissive liquid crystal display device 131 is
described. The liquid crystal display device 131 consists of a
protecting glass 132, a display plate 133, a liquid crystal panel
134, a light guide plate 135, a reflecting film 136, fluorescent
lamps 137a, 137b, 138a, 138b which are so-called white light
sources (for example, means for generating lights, including all
wavelengths of lights, with a proportion that a specific color is
unnoticeable), lamp holders 139a to 139h and the like.
[0098] The liquid crystal display device 131 is mounted just at the
front, viewing from the reels 3L, 3C, 3R. In addition, the reels
3L, 3C, 3R and the liquid crystal display device 131 are separately
(for example, at an interval) mounted.
[0099] The protecting glass 132 and the display plate 133 are made
of transmissive members. The protecting glass 132 is provided to
protect the liquid crystal panel 134. In the display plate 133, a
pattern, picture and the like are drawn on areas corresponding to
the panel display unit 2a and the fixed display unit 2c (see FIG.
2).
[0100] Herein, in FIG. 3, it is not shown an electric circuit
arranged at the rear of the display plate 133 corresponding to the
panel display unit 2a, which is provided to control operations of
the bonus game information display unit 16, the payout number
display unit 18, the credit display unit 19 and the BET lamps 17a
to 17c.
[0101] In the liquid crystal panel 134, liquid crystals are
sealingly injected in a gap between a transparent board such as
glass plate having a thin film transistor layer formed thereon and
a transparent board opposite to the board. A display mode of the
liquid crystal panel 54 is set as a normally white. The normally
white is such a structure that it becomes a white display (i.e.,
the lights traveling from the reels 3L, 3C, 3R of the liquid
crystal panel 134 penetrate) under state that the liquid crystal is
not driven (i.e., a voltage is not applied to the liquid crystal
panel 134). Accordingly, it is possible to see the penetrated
lights from the exterior.
[0102] Accordingly, by adopting the liquid crystal panel 134
structured with the normally white, even when there occurs a state
at which the liquid crystal cannot be driven, it is possible to see
the symbols arranged on the reels 3L, 3C, 3R through the display
windows 21L, 21C, 21R and to continuously play the game. In other
words, even when there occurs such state that the liquid crystal
cannot be driven, it is possible to play the game in relation to
the rotations and stops of the reels 3L, 3C, 3R.
[0103] The light guide plate 135 is provided at the rear of the
liquid crystal panel 54 so as to guide the light from the
fluorescent lamps 137a, 137b into the liquid crystal panel 134
(i.e., to illuminate the liquid crystal panel 134) and consists of
a transmissive member (i.e., a member having a light guide
function) such as acryl-based resin having about 2 cm thickness,
for example.
[0104] For the reflecting film 136, it is possible to use a
material having silver deposition film formed on a white polyester
film or aluminum thin film, for example. The reflecting film
reflects the light, which is introduced into the light guide plate
135, toward the front. Thereby, the liquid crystal panel 134 is
illuminated. The reflecting film 136 consists of a reflecting area
136A and non-reflecting areas (i.e., transmissive areas) 136BL,
136BC, 136BR. The non-reflecting areas 136BL, 136BC, 136BR are made
of transparent materials, so that they penetrate the incident light
without reflecting it.
[0105] In addition, the non-reflecting areas 136BL, 136BC, 136BR
are provided at front positions of the symbols which are displayed
when the rotations of reels 3L, 3C, 3R are stopped. Additionally,
sizes and positions of the non-reflecting areas 136BL, 136BC, 136BR
are structured to be matched to the display windows 21L, 21C, 21R
(see FIG. 2). Further, in the reflecting film 136, an area except
the non-reflecting areas 136BL, 136BC, 136BR is the reflecting area
136A which reflects the light introduced to the light guide plate
135 toward the front.
[0106] The fluorescent lamps 137a, 137b are arranged along upper
and lower ends of the light guide plate 135 and supported at their
both ends by the lamp holders 139a, 139b, 139g, 139h. The
fluorescent lamps 137a, 137b generate the light to be introduced
into the light guide plate 135.
[0107] The fluorescent lamps 138a, 138b are arranged at upper and
lower parts of the rear of the reflecting film 136. The lights
generated from the fluorescent lamps 138a, 138b are reflected at
the surfaces of the reels 3L, 3C, 3R and incident on the
non-reflecting area 136BL, 136BC, 136BR. The incident lights pass
through the non-reflecting area 136BL, 136BC, 136BR to illuminate
the liquid crystal panel 134.
[0108] Hereinafter, functions of the LED lamps and the fluorescent
lamps 137a, 137b, 138a, 138b are described.
[0109] First, it is described a function of each lamp when the
liquid crystals of the display windows 21L, 21C, 21R are not driven
(i.e., voltage is not applied to parts corresponding to the display
windows 21L, 21C, 21R of the liquid crystal panel 134).
[0110] Some of the lights emitted from the fluorescent lamps 138a,
138b are reflected by the reel sheet. In addition, some of the
lights emitted from the LED lamps mounted at the LED receiving
circuit board penetrate the reel sheet. Since these lights
penetrate the non-reflecting areas 136BL, 136BC, 136BR, and the
light guide plate 135 and the liquid crystal panel 135 which
constitute the liquid crystal display device 131, the player can
see the symbols arranged on the reels.
[0111] In addition, the lights emitted from the fluorescent lamps
137a, 137b and introduced toward the light guide plate 135 pass
through the liquid crystal panel 134 and are incident to the
player's eyes. In other words, the areas of the liquid crystal
panel 134 corresponding to the window frame areas 22L, 22C, 22R and
the effect display area 23 are illuminated by the fluorescent lamps
137a, 137b.
[0112] Next, it is described a function of each lamp when the
liquid crystals of the display windows 21L, 21C, 21R are driven
(i.e., voltage is applied to parts corresponding to the display
windows 21L, 21C, 21R of the liquid crystal panel 134).
[0113] Some of the lights emitted from the fluorescent lamps 138a,
138b are reflected by the reel sheet. In addition, some of the
lights emitted from the LED lamps penetrate the reel sheet. Since
some of these lights are reflected or absorbed in the liquid
crystal driven area of the areas of the liquid crystal panel 134,
the player can see an image and the like displayed on the display
windows 21L, 21C, 21R for an effect.
[0114] FIG. 4 shows symbol rows displayed on the reels 3L, 3C, 3R,
in each of which 21 symbols are arranged. Each of the symbols is
given with code numbers of .sup..left brkt-top.00.sub..right
brkt-bot..about..sup..left brkt-top.20.sub..right brkt-bot.. The
information of a correspondence relationship between each symbol
and the code number is stored as a symbol arrangement table (not
shown) in a ROM 32 which will be described later.
[0115] The symbol row consisting of .sup..left brkt-top.Blue 7
(symbol 91).sub..right brkt-bot., .sup..left brkt-top.Crown (symbol
92).sub..right brkt-bot., .sup..left brkt-top.Bell (symbol
93).sub.540 , .sup..left brkt-top.Watermelon (symbol 94).sub..right
brkt-bot., .sup..left brkt-top.Cherry (symbol (95).sub..right
brkt-bot., .sup..left brkt-top.Replay (symbol 96).sub..right
brkt-bot., .sup..left brkt-top.Q (symbol 97).sub..right brkt-bot.,
.sup..left brkt-top.U (symbol 98).sub..right brkt-bot., .sup..left
brkt-top.E (symbol 99).sub..right brkt-bot., and .sup..left
brkt-top.N (symbol 100).sub..right brkt-bot. is displayed on each
of the reels 3L, 3C, 3R. Each of the reels 3L, 3C, 3R is rotated so
that the symbol rows are moved in an arrow direction of FIG. 4.
[0116] In one embodiment, MB1, MB2, Cherry, Bell, Watermelon,
Chance Small Win, 10 pieces of Small Win, RT, Replay and losing are
formed as an internal winning combination. MB1 and MB2 are
generically referred to as .sup..left brkt-top.MB (Middle
Bonus).sub..right brkt-bot.. In addition, Cherry, Bell, Watermelon,
Chance Small Win, 10 pieces of Small Win, and RT are generically
referred to as .sup..left brkt-top.Small Win.sub..right
brkt-bot..
[0117] In one embodiment, the gaming state basically includes a
normal gaming state and a middle bonus gaming state (referred to as
.sup..left brkt-top.MB gaming state.sub..right brkt-bot.) in which
a bonus game, i.e., MB operates. The gaming state is identified in
accordance with a type of an internal winning combination which may
be determined in an internal lottery process (see FIG. 16) for
determining an internal winning combination, a probability that an
internal winning combination will be determined in the internal
lottery process, a maximum number of sliding symbols and whether a
bonus game has operated.
[0118] The normal gaming state consists of a base section having no
internal carryover combination, a carryover section having an
internal carryover combination, and a replay time section
(hereinafter, referred to as .sup..left brkt-top.RT
section.sub..right brkt-bot.) in which a probability that replay
will be determined as an internal winning combination is higher
than in the base section and the carryover section. In the
carryover section, MB is not determined as an internal winning
combination. In the base and RT sections, MB may be determined as
an internal winning combination.
[0119] The internal carryover combination is information for
identifying a corresponding combination of symbols, in case that it
is allowed a combination of symbols corresponding to an internal
winning combination determined in the internal lottery process (see
FIG. 16) to be displayed along the activated line over one or
plural games. In addition, a section of the normal gaming state
except the RT section is referred to as .sup..left brkt-top.non-RT
section.sub..right brkt-bot..
[0120] In the MB gaming state, the maximum number of sliding
symbols of the left reel 3L is .sup..left brkt-top.1.sub..right
brkt-bot., and the maximum number of sliding symbols of the other
reels is .sup..left brkt-top.4.sub..right brkt-bot.. In addition,
in the gaming state except the MB gaming state, the maximum number
of sliding symbols is .sup..left brkt-top.4.sub..right brkt-bot.
for all the reels 3L, 3C, 3R. The number of sliding symbols is a
moving amount of a symbol after the corresponding stop button is
pushed. In addition, in the MB gaming state, irrespective of a type
of an internal winning combination determined by a lottery, it is
allowed a combination of symbols corresponding to Cherry, Bell,
Watermelon, Chance Small Win, 10 pieces of Small Win and RT to be
displayed along the activated line.
[0121] In the MB gaming state and RT section, with regard to a unit
game value used to play a game (for example, 1 piece of medal
consumed to play a one game), an expected value of a game value to
be awarded to a player is relatively higher than in the normal
gaming state (i.e., the extent of advantage is relatively higher).
However, the expected value in the RT section is relatively lower
than the expected value in the MB gaming state.
[0122] The middle bonus game operates, on condition that a
combination of symbols corresponding to MB1 or MB2 (i.e.,
.sup..left brkt-top.U-Crown-U.sub..right brkt-bot. or .sup..left
brkt-top.Blue 7-Blue 7-Blue 7.sub..right brkt-bot.) is displayed
along the activated line. In the middle bonus game, the gaming
state becomes the MB gaming state. On condition that the number of
medals paid out in the middle bonus game is equal to or greater
than a predetermined number (i.e., 253 pieces), the middle bonus is
over and the gaming state is shifted to the normal gaming
state.
[0123] The carryover section operates, on condition that MB1 or MB2
is determined as an internal winning combination in the internal
winning lottery process (see FIG. 16). On condition that a
combination of symbols corresponding to MB1 or MB2 is displayed
along the activated line, the carryover section is over and the
middle bonus game operates. In addition, in case that a combination
of symbols corresponding to RT in the carryover section (i.e.,
.sup..left brkt-top.Replay-Replay-E.sub..right brkt-bot.,
.sup..left brkt-top.Replay-Replay-Blue 7.sub..right brkt-bot. or
.sup..left brkt-top.Replay-Replay-Watermelon.sub..right brkt-bot.)
is displayed along the activated line, the carryover section is not
over and the RT section operates. In other words, the carryover
section and the RT section operate at the same time.
[0124] The RT section is classified into a RT1 and a RT2 in
accordance with operating conditions. Specifically, the RT1 section
operates on condition that the middle bonus game is over, which has
operated on condition that a combination of symbols corresponding
to MB1 (i.e., .sup..left brkt-top.U-Crown-U.sub..right brkt-bot.)
has been displayed along the activated line. In addition, the RT2
section operates on condition that a combination of symbols
corresponding to RT in the RT1 and non-RT sections is displayed
along the activated line. In addition, in case that the middle
bonus game is over, which has operated on condition that a
combination of symbols corresponding to MB2 (i.e., .sup..left
brkt-top.Blue 7-Blue 7-Blue 7.sub..right brkt-bot.) has been
displayed along the activated line, the RT1 section does not
operate.
[0125] The RT1 and RT2 sections are basically over on condition
that the predetermined number of games (i.e., 1000 times) is over,
and the gaming state is shifted to the normal gaming state. In
addition, the RT1 and RT2 sections are over on condition that MB1
or MB2 is determined as an internal winning combination in the
internal lottery process (see FIG. 16), and then the carryover
section operates. Accordingly, the RT1 and RT2 sections are
basically continued over maximum 1000 times of games.
[0126] Herein, in one embodiment, it is such structured that the
RT1 section is over on condition that a combination of symbols
corresponding to RT in the RT1 section is displayed along the
activated line and then the RT2 which is continued over maximum
1000 times of game operates. Accordingly, in case that a
combination of symbols corresponding to RT in the RT1 section is
displayed along the activated line, the RT section, including the
RT1 and RT2, can be continued over 1000 times of game or more.
[0127] In addition, in case that a combination of symbols
corresponding to RT in the RT2 section is displayed along the
activated line, the RT2 section is not newly operated. Accordingly,
in this case, the RT section is not continued over the number of
games larger than 1000 times.
[0128] Herein, in one embodiment, it is designed such that the RT
section is continued, to the utmost, over the number of games
larger than a reciprocal (i.e., about 296.5) of a probability that
a bonus will be determined as an internal winning combination (for
example, probability that MB1 and MB2, which are defined by an
internal lottery table for the normal gaming state (see FIG. 8),
will be determined as an internal winning combination). By dosing
so, it is possible to sufficiently increase a probability that a
bonus will be determined as an internal winning combination in a
period during which the RT section operates, and thus to further
enhance a joy which may be obtained when a player recognizes that
the RT section has operated.
[0129] FIG. 5 shows a circuit structure comprising a main control
circuit 71 controlling an operation of the gaming machine 1, a
peripheral device (i.e., actuator) electrically connected to the
main control circuit 71, and a sub-control circuit 72 controlling
the liquid crystal display device 131, the speakers 9L, 9R, the LED
101 and the lamp 102 on the basis of control signals transmitted
from the main control circuit 71.
[0130] 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, a ROM 32 and a RAM 33.
[0131] The CPU 31 executes a program stored in the ROM 32 to carry
out a process regarding a game progress and controls an operation
of each actuator in a direct or indirect manner. To the CPU 31 is
connected a clock pulse generating circuit 34 for generating a
reference clock pulse, a frequency divider 35, a random number
generator 36 for generating a random number and a sampling circuit
37 for sampling a random number value from the generated random
numbers. In addition, it may be structured such that the CPU 31
generates a random number and samples a random number value. In
this case, the random number generator 36 and the sampling circuit
37 may be omitted. However, they may be also held for a preliminary
use.
[0132] The ROM 32 memorizes a program to be executed by the CPU 31
(for example, see FIGS. 14 to 21) or fixed data. For example, an
internal lottery table (see FIG. 8) for determining an internal
winning combination on the basis of the sampled random number
value, an expected display combination storing area (not shown) for
determining a stop mode of a reel in accordance with the stop
operation and the like are stored in the ROM 32. In addition,
various control signals for being transmitted to the sub-control
circuit 72 are stored in the ROM. In addition, a command,
information and the like are not transmitted from the sub-control
circuit 72 to the main control circuit 71. In other words, it is
carried out a one-way communication from the main control circuit
71 to the sub-control circuit 72.
[0133] The RAM 33 is used to temporarily memorize the data when the
CPU 31 executes a program. For example, information about an
internal winning combination, an internal carryover combination, a
current gaming state, a timer for a demo which will be described
later, and the like are stored in the RAM 33.
[0134] In the circuit shown in FIG. 5, main actuators controlled by
control signals from the micro computer 30 include display units
such as BET lamps (1-BET lamp 17a, 2-BET lamp 17b, MAX-BET lamp
17c), bonus game information display unit 16, payout display unit
18, credit display unit 19 and the like, a hopper 40 receiving a
medal and paying out a predetermined number of medals by a command
of a hopper driving circuit 41, and stepping motors 49L, 49C, 49R
for rotating the reels 3L, 3C, 3R.
[0135] In addition, to the CPU 31 are connected a motor driving
circuit 39 outputting a driving pulse to the stepping motors 49L,
49C, 49R to control rotating operations of the stepping motors 49L,
49C, 49R, the hopper driving circuit 41 controlling an operation of
the hopper 40, a lamp driving circuit 45 for turning on/off the BET
lamps 17a, 17b, 17c and a display unit driving circuit 48 for
controlling the display by the display units (i.e., bonus game
information display unit 16, payout display unit 18, credit display
unit 19 and the like). These driving circuits receive the control
signals outputted from the CPU 31 to control the operations of the
actuators, respectively.
[0136] In addition, as means for generating an input signal
transmitted to the micro computer 30 so that the micro computer 30
generates a control signal, there are provided a start switch 6S,
stop switches 7LS, 7CS, 7RS, a 1-BET switch 11, a 2-BET switch 12,
a MAX-BET switch 13, a C/P switch 14, a medal sensor 10S, a reel
position detection circuit 50 and a payout completion signal
circuit 51.
[0137] The start switch 6S detects a manipulation of the start
lever 6 and outputs a game start command signal to start a game.
The medal sensor 10S detects a medal inserted into the medal
insertion slot 10S. The stop switches 7LS, 7CS, 7RS generate a stop
command signal for stopping the symbol variation in accordance with
the operations of the corresponding stop buttons 7L, 7C, 7R.
[0138] The reel position detection circuit 50 receives a pulse
signal from reel rotating sensors mounted at the reels 3L, 3C, 3R
and supplies a signal for detecting a rotating position of each of
the reels 3L, 3C, 3R to the CPU 31. The payout completion signal
circuit 51 generates a signal for detecting a payout completion of
the medal when a value counted by a medal detection unit 40S (i.e.,
the number of medals paid out from the hopper 40) reaches a
predetermined value.
[0139] In the circuit of FIG. 5, the random number generator 36
generates random numbers within a predetermined range, and the
sampling circuit 37 samples one random number value from the random
numbers generated by the random number generator 36 at an
appropriate timing after the start lever 6 is manipulated. The
random number value sampled is stored in a random number value
storing area of the RAM 33 and referred to determine an internal
winning combination and the like on the basis of the internal
lottery table (see FIG. 8) stored in the ROM 32, for example.
[0140] When the driving pulse is outputted by a predetermined
number of times (for example, 336 times) to the stepping motors
49L, 49C, 49R, the reels 3L, 3C, 3R make one revolution. The number
of driving pulses outputted to each of the stepping motors 49L,
49C, 49R is written in a predetermined area of the RAM 33 as a
count value of the driving pulses.
[0141] In the mean time, a reset pulse is obtained from the reels
3L, 3C, 3R every one revolution. When the reset pulse is inputted
to the CPU 31 through the reel position detection circuit 50, the
count value of the driving pulses stored in the RAM 33 is updated
to .sup..left brkt-top.0.sub..right brkt-bot.. Thereby, the count
value of the driving pulses corresponds to a rotating position
within a range of one revolution with regard to each of the reels
3L, 3C, 3R.
[0142] In addition, the symbol arrangement table stored in the ROM
32 is used to match the rotating positions of the reels 3L, 3C, 3R
to the symbols arranged on the peripheries of the reels. In this
symbol arrangement table, on the basis of the rotating positions
generated by the reset pulse, code numbers sequentially given every
rotation pitch of the respective reels 3L, 3C, 3R are matched to
symbol codes representing symbols provided to correspond to each of
the code numbers.
[0143] In addition, a symbol combination table (see FIG. 10) is
stored in the ROM 32. The symbol combination table is referred when
it is carried out a control for stopping the rotations of the left
reels 3L, the center reel 3C and the right reel 3R and when it is
carried out determinations of a display combination and a payout
(for example, payout number of medals) to be awarded to a player
after all the reels 3L, 3C, 3R are stopped.
[0144] In case that an internal winning combination is determined
by the internal lottery process (see FIG. 16) based on the sampling
of the random number value, the CPU 31 transmits a signal for
performing the control for stopping the rotations of the reels 3L,
3C, 3R to the motor driving circuit 39, on the basis of the input
signals transmitted from the stop switches 7LS, 7CS, 7RS and the
determined stop table (not shown) at the timing at which the player
operates the stop buttons 7C, 7L, 7R.
[0145] When a winning is made, the CPU 31 supplies a payout command
signal to the hopper driving circuit 41 to pay out a predetermined
number of medals from the hopper 40. At this time, the medal
detection unit 40S counts the number of medals paid out from the
hopper 40, and the medal payout completion signal is inputted to
the CPU 31 when the counted value reaches a predetermined number.
Thereby, the CPU 31 stops the driving of the hopper 40 through the
hopper driving circuit 41 and ends the medal payout process.
[0146] FIG. 6 is a block diagram showing a structure of the
sub-control circuit 72. The sub-control circuit 72 comprises an
image control circuit (gsub) 72a and a sound.cndot.lamp control
circuit (mSub) 72b. The image control circuit (gsub) 72a and the
sound.cndot.lamp control circuit (mSub) 72b are formed on separate
circuit boards different from the circuit board constituting the
main control circuit 71.
[0147] The communication between the main control circuit 71 and
the image control circuit (gsub) 72a is carried out in a one-way
manner, from the main control circuit 71 to the image control
circuit (gsub) 72a. In other words, a control command or
information is not transmitted to the main control circuit 71 from
the image control circuit (gsub) 72a. In addition, the
communication between the image control circuit (gsub) 72a and the
sound.cndot.lamp control circuit (mSub) 72b is carried out in a
one-way manner, from the image control circuit (gsub) 72a to the
sound.cndot.lamp control circuit (mSub) 72b. That is, a control
command or information is not transmitted to the image control
circuit (gsub) 72a from the sound.cndot.lamp control circuit (mSub)
72b.
[0148] The image control circuit (gsub) 72a comprises an image
control MICOM 81, a serial port 82, a program ROM 83, a work RAM
84, a calendar IC 85, an image control IC 86, a control RAM 87, an
image ROM (character ROM) 88 and a video RAM 89.
[0149] The image control MICOM 81 comprises a CPU, an intervention
controller and an I/O port (serial port 82 is shown). The CPU
provided to the image control MICOM 81 executes various processes
in accordance with control programs stored in the program ROM 83,
based on the control command transmitted from the main control
circuit 71. In addition, the image control circuit (gsub) 72a is
not provided with a clock pulse generating circuit, a frequency
divider, a random number generator and a sampling circuit. However,
it is adapted to carry out a random number sampling in a software
manner on an operating program of the image control MICOM 81.
[0150] The serial port 82 is a port receiving the control command
and the like transmitted from the main control circuit 71. The
program ROM 83 memorizes various programs to be executed in the
image control MICOM 81 (for example, FIGS. 22 to 29 in a second
embodiment which will be described later).
[0151] The work RAM 84 is used as means for temporarily memorizing
the information used when the image control MICOM 81 executes the
control program. Various information is stored in the work RAM
84.
[0152] The calendar IC 85 memorizes date data. The image control
MICOM 81 is connected with the operating unit 17. In one
embodiment, an employee in a game arcade operates the operating
unit to set a date. The image control MICOM 81 memorizes the set
date information in the calendar IC 85 based on the input signal
transmitted from the operating unit 17. The date memorized in the
calendar IC 85 is backed up.
[0153] In addition, the work RAM 84 and the calendar IC 85 are
backup targets. In other words, even though the power supplied to
the image control MICOM 81 is cutoff, the power is continuously
supplied to them, so that the memorized information is not
erased.
[0154] The image control IC 86 produces and outputs an image
corresponding to contents of effect (for example, effect data
described later) determined by the image control MICOM 81 to the
liquid crystal display device 131.
[0155] The control RAM 87 is included in the image control IC 86.
The image control MICOM 81 carries out a process of writing or
reading the information and the like to and from the control RAM
87. In addition, the control RAM 87 is developed with a register
and the like of the image control IC 86. The image control MICOM 81
updates the register and the like of the image control IC 86 at
every timing predetermined.
[0156] The image control IC 86 is connected with the liquid crystal
display device 131, the image ROM 88 and the video RAM 89. In
addition, the image ROM 88 may be connected to the image control
MICOM 81. In this case, such structure may be effective in
processing mass image data such as three dimensional image data,
etc. The image ROM 88 stores image data for producing an image and
the like. The video RAM 89 serves as temporary memory means when
the image control IC 86 produces an image. In addition, the image
control IC 86 transmits a signal to the image control MICOM 81
whenever the data transmission of the video RAM 89 to the liquid
crystal display device 131 is completed.
[0157] In addition, in the image control circuit (gsub) 72a, the
image control MICOM 81 carries out the effects of the
sound.cndot.lamp, too. The image control MICOM 81 determines types
and output timing of the sound.cndot.lamp based on the contents of
effect (for example, effect data). The image control MICOM 81
transmits a command to the sound.cndot.lamp control circuit (mSub)
72b via the serial port 82 at every timing predetermined. The
sound.cndot.lamp control circuit (mSub) 72b mainly controls only
the output of the sound.cndot.lamp in accordance with the command
received from the image control circuit (gsub) 72a.
[0158] The sound.cndot.lamp control circuit (mSub) 72b comprises a
sound.cndot.lamp control MICOM 111, a serial port 112, a program
ROM 113, a work RAM 114, a sound source IC 115, a powerAMP 116 and
a sound source ROM 117.
[0159] The sound.cndot.lamp control MICOM 111 comprises a CPU, an
intervention controller and an I/O port (serial port is shown). The
CPU in the sound.cndot.lamp control MICOM 111 executes a process of
controlling the output of the sound.cndot.lamp in accordance with
control programs stored in the program ROM 113, based on the
command transmitted from the image control circuit (gsub) 72a.
[0160] In addition, the sound.cndot.lamp control MICOM 111 is
connected with the LED 101 and the LAMP 102. The sound.cndot.lamp
control MICOM 111 transmits an output signal to the LED 101 and the
lamp 102, in accordance with the command transmitted from the image
control circuit (gsub) 72a at the timing predetermined. Thereby,
the LED 101 and the lamp 102 emit lights with a predetermined mode
in correspondence with the effects.
[0161] The serial port 112 receives the command and the like
transmitted from the image control circuit (gsub) 72a. The program
ROM 113 stores the program to be executed in the sound.cndot.lamp
control MICOM 111 and the like. The work RAM 94 is means for
temporarily memorizing the information when the sound.cndot.lamp
control MICOM 111 executes the program described above.
[0162] The sound source IC 115 produces a sound source based on the
command transmitted from the image control circuit (gsub) 72a, and
outputs the produced sound source to the power AMP 116. The power
AMP 116 is an amplifier and connected with the speakers 9L, 9R. The
power AMP 116 amplifies the sound source outputted from the sound
source IC 115, and outputs the amplified sound source from the
speakers 9L, 9R. The sound source ROM 117 stores sound source data
for producing the sound source.
[0163] To the sound.cndot.lamp control MICOM 111 is connected a
sound volume adjusting unit 103. The sound volume adjusting unit
103 is such structured that it can be manipulated by an employee in
a game arcade, and adjusts the sound volume to be outputted from
the speakers 9L, 9R. Based on the input signal transmitted from the
sound volume adjusting unit 103, the sound.cndot.lamp control MICOM
111 carries out the control for adjusting the sound outputted from
the speakers 9L, 9R to the inputted sound volume in accordance with
the transmitted input signal.
[0164] In the followings, it is described an internal lottery table
determining table for determining an internal lottery table (see
FIG. 8) and the number of lotteries, with reference to FIG. 7.
[0165] An internal lottery table determining table includes
information about an internal lottery table (see FIG. 8) and the
number of lotteries corresponding to the gaming state. In case of
the normal gaming state, an internal lottery table for the normal
gaming state (see FIG. 8) is selected and .left
brkt-top.9.sub..right brkt-bot. is basically determined as the
number of lotteries (see a step S41 of FIG. 16). In the case of the
MB gaming state, an internal lottery table for the normal gaming
state is selected and .sup.539 6.sub..right brkt-bot. is determined
as the number of lotteries. The number of lotteries indicates the
number of operations carried out to determine an internal winning
combination.
[0166] The number of lotteries is the number of operations carried
out to determine whether the random number value is within a
predetermined range (a numerical range expressed by the lowest and
upper limits corresponding to a winning number, which will be
described with reference to FIG. 8). However, in the case of the
carryover section, the number of lotteries determined to be
.sup..left brkt-top.9.sub..right brkt-bot. is updated to .sup..left
brkt-top.7.sub..right brkt-bot. (see a step S45 of FIG. 16).
[0167] In the followings, it is described an internal lottery table
used in an internal lottery process (see FIG. 16) for determining
an internal winning combination, with reference to FIG. 8.
[0168] An internal lottery table is provided every gaming state and
includes the information about the numerical range expressed by the
lowest and upper limits corresponding to a winning number. FIG. 8
shows an internal lottery table for a normal gaming state. In
addition, it is omitted an internal lottery table except the
internal lottery table for the normal gaming state, such as
internal lottery table for a gaming state of a RT section and the
like.
[0169] In the determination of a winning number based on the
internal lottery table, it is determined whether a random number
value sampled from the random number of .sup..left
brkt-top.0.sub..right brkt-bot..about..sup..left
brkt-top.65535.sub..right brkt-bot. is within a numerical range
expressed by the lowest and upper limits corresponding the a
winning number, from the same winning number as the number of
lotteries determined by the internal lottery table determining
table (see FIG. 7) to the winning number .sup..left
brkt-top.0.sub..right brkt-bot., in descending power. When the
random number value is within a numerical range expressed by the
lowest and upper limits, a corresponding winning number is won
(i.e., determined). Based on the winning number determined and the
internal winning combination determining table (see FIG. 9), an
internal winning combination is determined.
[0170] For example, in case that the random number value sampled in
the normal gaming state is .sup..left brkt-top.4000.sub..right
brkt-bot., it is determined whether the sampled random number value
is within the numerical range expressed by the lowest and upper
limits corresponding to the winning number, from the winning number
.sup..left brkt-top.9.sub..right brkt-bot. to the winning number
.sup..left brkt-top.0.sub..right brkt-bot. in descending power.
Then, it is determined that the random number value is within the
numerical range (i.e., .sup..left brkt-top.3801.sub..right
brkt-bot..about..sup..left brkt-top.9100.sub..right brkt-bot.)
expressed by the lowest and upper limits corresponding to the
winning number .sup..left brkt-top.2.sub..right brkt-bot.. In
addition, it is determined that the random number value is not
within the numerical ranges expressed by the lowest and upper
limits corresponding to the winning numbers except the winning
number .sup..left brkt-top.2.sub..right brkt-bot.. Accordingly, in
this case, a winning is made in the winning number .sup..left
brkt-top.2.sub..right brkt-bot., and Bell is determined as an
internal winning combination based on the internal winning
combination determining table (see FIG. 9).
[0171] In addition, in case that the random number value is never
within a numerical range expressed by the lowest and upper limits
until the winning number becomes .sup..left brkt-top.0.sub..right
brkt-bot., the winning number becomes .sup..left
brkt-top.0.sub..right brkt-bot. (i.e., the internal winning
combination is the losing). In addition, in one embodiment, the
losing is not an internal winning combination matched to a game
value. Additionally, it may be thought that a combination of
symbols corresponding to the losing as an internal winning
combination is any combination of symbols different from
combinations of symbols corresponding to plural combinations
predetermined. However, in one embodiment, it is such structured
that a combination of symbols corresponding to the losing is not
provided.
[0172] In addition, in the internal lottery table, the numerical
ranges defined by the lowest and upper limits corresponding to each
of the internal winning combinations having a winning (i.e.,
determination) possibility are duplicately set. Accordingly, plural
internal winning combinations may be determined.
[0173] For example, a numerical range expressed by the lowest and
upper limits corresponding to the winning number .sup..left
brkt-top.9.sub..right brkt-bot. is .sup..left
brkt-top.360.sub..right brkt-bot..about.424.sub..right brkt-bot.,
and a numerical range expressed by the lowest and upper limits
corresponding to the winning number .sup..left
brkt-top.3.sub..right brkt-bot. is .sup..left brkt-top.0.sub..right
brkt-bot..about..sup..left brkt-top.399.sub..right brkt-bot.. These
two numerical ranges overlap each other in a numerical range of
.sup..left brkt-top.360.sub..right brkt-bot..about..sup..left
brkt-top.390.sub..right brkt-bot.. Accordingly, for example, in
case that a random number sampled in the normal gaming state is
.sup..left brkt-top.380.sub..right brkt-bot., since the random
number value is included in the numerical range of .sup..left
brkt-top.1360.sub..right brkt-bot..about..sup..left
brkt-top.1399.sub..right brkt-bot., the winning numbers .sup..left
brkt-top.3.sub..right brkt-bot. and .sup..left
brkt-top.9.sub..right brkt-bot. are determined, and both Watermelon
and MB1 are determined as an internal winning combination, based on
an internal winning combination determining table (see FIG. 9).
[0174] Herein, in the carryover section, since the number of
lotteries is updated to .sup..left brkt-top.7.sub..right brkt-bot.
(see a step S45 of FIG. 16), there are no situations where the
winning number .sup..left brkt-top.8.sub..right brkt-bot. or
.sup..left brkt-top.9.sub..right brkt-bot. is determined.
Accordingly, in the carryover section, there are no situations
where MB1 or MB2 is determined as an internal winning combination
on the basis of the internal winning combination determining table
(see FIG. 9). In addition, in the RT section, since the upper limit
corresponding to the winning number .sup..left
brkt-top.7.sub..right brkt-bot. is changed into .sup..left
brkt-top.65535.sub..right brkt-bot., a probability that Replay will
be determined as an internal winning combination is relatively
higher than in the base section and the carryover section.
Specifically, in the RT section, a probability that Replay will be
determined as an internal winning combination is .sup..left
brkt-top.56403/65535.sub..right brkt-bot.. In the non-RT section, a
probability that Replay will be determined as an internal winning
combination is .sup..left brkt-top.8980/65535.sub..right
brkt-bot..
[0175] In the followings, it is described an internal winning
combination determining table for determining an internal winning
combination on the basis of the winning number, with reference to
FIG. 9.
[0176] An internal winning combination determining table includes
the information about a winning number and an internal winning
combination corresponding to the winning number. The information
about the internal winning combination (i.e., flag) is information
about a binary number of 9 digits and provided to correspond to
each internal winning combination so as to identify the internal
winning combinations.
[0177] In case that the winning number is .sup..left
brkt-top.0.sub..right brkt-bot., the losing is determined as the
internal winning combination (i.e., .sup..left
brkt-top.000000000.sub..right brkt-bot.). In case that the winning
number is .sup..left brkt-top.1.sub..right brkt-bot., Cherry is
determined as the internal winning combination (i.e., .sup..left
brkt-top.00000001.sub..right brkt-bot.. In case that the winning
number is .sup..left brkt-top.2.sub..right brkt-bot., Bell is
determined as the internal winning combination (i.e., .sup..left
brkt-top.000000010.sub..right brkt-bot.).
[0178] In case that the winning number is .sup..left
brkt-top.3.sub..right brkt-bot., Watermelon is determined as the
internal winning combination (i.e., .sup..left
brkt-top.00000100.sub..right brkt-bot.). In case that the winning
number is .sup..left brkt-top.4.sub..right brkt-bot., Chance Small
Win is determined as the internal winning combination (i.e.,
.sup..left brkt-top.000001000.sub..right brkt-bot.). In case that
the winning number is .sup..left brkt-top.5.sub..right brkt-bot.,
10 pieces of Small Win is determined as the internal winning
combination (i.e., .sup..left brkt-top.000010000.sub..right
brkt-bot.). In case that the winning number is .sup..left
brkt-top.6.sub..right brkt-bot., RT is determined as the internal
winning combination (i.e., .sup..left brkt-top.000100000.sub..right
brkt-bot.).
[0179] In case that the winning number is .sup..left
brkt-top.7.sub..right brkt-bot., Replay is determined as the
internal winning combination (i.e., .sup..left
brkt-top.001000000.sub..right brkt-bot.). In case that the winning
number is .sup..left brkt-top.8.sub..right brkt-bot., MB2 is
determined as the internal winning combination (i.e., .sup..left
brkt-top.010000000.sub..right brkt-bot.). In case that the winning
number is .sup..left brkt-top.9.sub..right brkt-bot., MB1 is
determined as the internal winning combination (i.e., .sup..left
brkt-top.100000000.sub..right brkt-bot.).
[0180] In the followings, it is described a symbol combination
table used to determine a display combination and a payout number
corresponding to the determined display combination in a display
checking process, with reference to FIG. 10.
[0181] A symbol combination table includes information about a
display combination which is an identifier of a combination of
symbols stopped on each of three symbol display areas connected by
a one activated line, and a payout number corresponding to the
display combination. The display combination is information (i.e.,
data) for identifying a combination of symbols displayed along the
activated line. The display combination is provided to correspond
to a combination of symbols predetermined and a payout to be
awarded to a player (for example, payout of medal, and operation of
a gaming state).
[0182] When a combination of symbols .sup..left
brkt-top.Cherry-ANY-ANY.sub..right brkt-bot. is displayed along the
activated line, Cherry (i.e., .sup..left
brkt-top.000000001.sub..right brkt-bot.) becomes a display
combination and two medals are paid out. .sup..left
brkt-top.ANY.sub..right brkt-bot. indicates any symbol. When a
combination of symbols .sup..left
brkt-top.Bell-Bell-Bell.sub..right brkt-bot. is displayed along the
activated line, Bell (i.e., .sup..left
brkt-top.000000010.sub..right brkt-bot.) becomes a display
combination and nine medals are paid out.
[0183] When a combination of symbols .sup..left
brkt-top.Watermelon-Watermelon-Watermelon.sub..right brkt-bot. is
displayed along the activated line, Watermelon (i.e., .sup..left
brkt-top.000000100.sub..right brkt-bot.) becomes a display
combination and three medals are paid out. When a combination of
symbols .sup..left brkt-top.Replay-Bell-Replay.sub..right brkt-bot.
is displayed along the activated line, Chance Small Win (i.e.,
.sup..left brkt-top.000001000.sub..right brkt-bot.) becomes a
display combination and nine medals are paid out.
[0184] When a combination of symbols .sup..left
brkt-top.Q-Replay-Replay.sub..right brkt-bot., .sup..left
brkt-top.E-Replay-Replay.sub..right brkt-bot., .sup..left
brkt-top.Blue 7-Replay-Replay.sub..right brkt-bot., .sup..left
brkt-top.Crown-Replay-Replay.sub..right brkt-bot., .sup..left
brkt-top.Watermelon-Replay-Replay.sub..right brkt-bot. or
.sup..left brkt-top.Replay-Replay-Replay.sub..right brkt-bot. is
displayed along the activated line, 10 pieces of Small Win (i.e.,
.sup..left brkt-top.000010000.sub..right brkt-bot.) becomes a
display combination and ten medals are paid out.
[0185] When a combination of symbols .sup..left
brkt-top.Replay-Replay-E.sub..right brkt-bot., .sup..left
brkt-top.Replay-Replay-Blue 7.sub..right brkt-bot., or .sup..left
brkt-top.Replay-Replay-Watermelon.sub..right brkt-bot. is displayed
along the activated line, RT (i.e., .sup..left
brkt-top.000100000.sub..right brkt-bot.) becomes a display
combination and 9 medals are paid out. When a combination of
symbols .sup..left brkt-top.Bell-Replay-Bell.sub..right brkt-bot.
is displayed along the activated line, Replay (i.e., .sup..left
brkt-top.001000000.sub..right brkt-bot.) becomes a display
combination and a medal is automatically inserted. In other words,
in a game next to the game in which Replay has been determined as a
display combination, the insertion number automatically becomes
.sup..left brkt-top.3.sub..right brkt-bot. and a player can perform
the start operation without the insertion operation.
[0186] When a combination of symbols .sup..left brkt-top.Blue
7-Blue 7-Blue 7.sub..right brkt-bot. is displayed along the
activated line, MB2 (i.e., .sup..left brkt-top.010000000.sub..right
brkt-bot.) becomes a display combination and the middle bonus game
operates. When a combination of symbols .sup..left
brkt-top.U-Crown-U.sub..right brkt-bot. is displayed along the
activated line, MB1 (i.e., .sup..left brkt-top.100000000.sub..right
brkt-bot.) becomes a display combination and the middle bonus game
operates.
[0187] In the followings, it is described a bonus operation table
which is referred in a process on MB operation (see a step S95 of
FIG. 20), with reference to FIG. 11.
[0188] The bonus operation table includes the information about a
flag under operation and a value set in a bonus end-number counter.
The flag under operation is the information for identifying a
gaming state being operating (i.e., current gaming state) and the
like and includes a flag under MB operation for identifying whether
the MB gaming state operates or not, a flag under RT1 operation for
identifying whether the RT1 section operates or not and a flag
under RT2 operation for identifying whether the RT2 section
operates or not.
[0189] In case that the middle bonus game operates, the flag under
MB operation becomes ON, and in case that the middle bonus game
does not operates, the flag under MB operation becomes OFF. In
addition, in case that the RT1 section operates, the flag under RT1
operation becomes ON, and in case that the RT1 section does not
operate, the flag under RT1 operation becomes OFF. In addition, in
case that the RT2 section operates, the flag under RT2 operation
becomes ON, and in case that the RT2 section does not operates, the
flag under RT2 operation becomes OFF.
[0190] The bonus end-number counter is a counter for counting the
number of medals paid out to the player, from after the flag under
MB operation becomes ON until it becomes OFF.
[0191] The bonus operation table includes .sup..left
brkt-top.000000001.sub..right brkt-bot. representing that the flag
under MB operation is ON, as data of the flag under operation. When
the data is stored in an area for storing a flag under operation
(see FIG. 12D), the flag under the MB operation becomes ON.
[0192] In the followings, it is described an internal winning
combination storing area, an internal carryover combination storing
area, a display combination storing area and an area for storing a
flag under operation (memory area), with reference to FIG. 12.
[0193] FIG. 12A shows an internal winning combination storing area
for storing information of an internal winning combination. The
information of an internal winning combination is stored
(memorized) in an internal winning combination storing area
consisting of 9 bits. In the internal winning combination storing
area, the bit 0 is a storing area corresponding to Cherry. The bit
1 is a storing area corresponding to Bell. The bit 2 is a storing
area corresponding to Watermelon. The bit 3 is a storing area
corresponding to Chance Small Win.
[0194] The bit 4 is a storing area corresponding to 10 pieces of
Small Win. The bit 5 is a storing area corresponding to RT. The bit
6 is a storing area corresponding to Replay. The bit 7 is a storing
area corresponding to MB2. The bit 8 is a storing area
corresponding to MB1.
[0195] In the internal winning combination storing area, a bit
corresponding to an internal winning combination becomes .sup..left
brkt-top.1.sub..right brkt-bot.. For example, when .sup..left
brkt-top.000000010.sub..right brkt-bot. is stored in the internal
winning combination storing area (when the bit 1 is .sup..left
brkt-top.1.sub..right brkt-bot.), the internal winning combination
is Bell. In addition, in the MB gaming state, .sup..left
brkt-top.000111111.sub..right brkt-bot. is stored in the internal
winning combination storing area. In other words, the bits
.sup..left brkt-top.0.sub..right brkt-bot..about..sup..left
brkt-top.5.sub..right brkt-bot. of the internal winning combination
storing area become .sup..left brkt-top.1.sub..right brkt-bot..
Accordingly, in the MB gaming state, all internal winning
combinations except MB1, MB2 and Replay are determined at the same
time.
[0196] FIG. 12B shows an internal carryover combination storing
area for storing information of an internal carryover combination.
The information of an internal carryover combination is stored in
an internal carryover combination storing area consisting of 9
bits. In the internal carryover combination storing area, the bit 7
is a storing area corresponding to MB2. The bit 8 is a storing area
corresponding to MB1. The bits 0, 1, 2, 3, 4, 5, and 6 are unused
storing areas.
[0197] For example, in case that there is an internal carryover
combination (i.e., carryover section), .sup..left
brkt-top.1.sub..right brkt-bot. is stored in the bit 7 or 8
corresponding to MB2 or MB1 of the internal carryover combination
storing area (i.e., .sup..left brkt-top.010000000.sub..right
brkt-bot. or .sup..left brkt-top.100000000.sub..right brkt-bot. is
stored in the internal carryover combination storing area). In
addition, in case that there is no internal carryover combination
(i.e., there is no carryover section), .sup..left
brkt-top.0.sub..right brkt-bot. is stored in the bit 7 or 8
corresponding to MB2 or MB1 of the internal carryover combination
storing area (i.e., .sup..left brkt-top.000000000.sub..right
brkt-bot. is stored in the internal carryover combination storing
area).
[0198] FIG. 12C shows a display combination storing area for
storing information of a display combination. The information of a
display combination is stored in a display combination storing area
consisting of 9 bits. In the display combination storing area, the
bit 0 is a storing area corresponding to Cherry. The bit 1 is a
storing area corresponding to Bell. The bit 2 is a storing area
corresponding to Watermelon. The bit 3 is a storing area
corresponding to Chance Small Win.
[0199] The bit 4 is a storing area corresponding to 10 pieces of
Small Win. The bit 5 is a storing area corresponding to RT. The bit
6 is a storing area corresponding to Replay. The bit 7 is a storing
area corresponding to MB2. The bit 8 is a storing area
corresponding to MB1.
[0200] FIG. 12D shows a flag under operation storing area. The flag
under operation is stored in an area for storing a flag under
operation, which consists of 9 bits. In the area for storing a flag
under operation, the bit 0 is a storing area corresponding to a
flag under MB operation. The bit 1 is a storing area corresponding
to a flag under RT2 operation. The bit 2 is a storing area
corresponding to a flag under RT1 operation. The bits 3, 4, 5, 6
and 7 are unused storing areas.
[0201] Herein, in case that .sup..left brkt-top.1.sub..right
brkt-bot. is stored in the bit 0 corresponding to the flag under MB
operation of the area for storing a flag under operation (i.e.,
.sup..left brkt-top.000000001.sub..right brkt-bot. is stored in the
area for storing a flag under operation), the flag under MB
operation becomes ON. In case that .sup..left brkt-top.1.sub..right
brkt-bot. is stored in the bit 1 corresponding to the flag under
RT2 operation of the area for storing a flag under operation (i.e.,
.sup..left brkt-top.000000010.sub..right brkt-bot. is stored in the
area for storing a flag under operation), the flag under RT2
operation becomes ON. In case that .sup..left brkt-top.1.sub..right
brkt-bot. is stored in the bit 2 corresponding to the flag under
RT1 operation of the area for storing a flag under operation (i.e.,
.sup..left brkt-top.000000100.sub..right brkt-bot. is stored in the
area for storing a flag under operation), the flag under RT1
operation becomes ON.
[0202] In this embodiment, for convenience sake of explanations, a
word length (bits of data which can be processed at the same time)
of the MICOM (i.e., micro computer 30) consisting of the CPU 31,
the ROM 32 and the RAM 33 is 9 bits. However, in a standard
pachi-slot, a MICOM having a word length of 8 bits is applied. In
such pachi-slot, for example, the internal winning combination
storing area of the RAM 33 is divided into an internal winning
combination storing area 1 and an internal winning combination
storing area 2, each of which consisting of 8 bits. Accordingly,
the data of 9 bits is divided and stored in the plural internal
winning combination storing areas so that the data can be
processed.
[0203] In the followings, it is described an effect table used to
select the effect data determined in a process on start command
receiving (see. FIG. 24), with reference to FIG. 13.
[0204] An effect table includes the information about the contents
of effect and the effect data determined every the number of effect
games. The number of effect games is the information for
identifying the remaining number of games carried out in a
continuous effect (i.e., effect which is continuously carried out
over plural games). The effect data is the information for
identifying an image displayed on the liquid crystal display unit
2b, and is provided to correspond to each of the images,
respectively.
[0205] The effect data determined by the effect table includes data
corresponding to images displayed on the liquid crystal display
unit 2b when the insertion operation is carried out, when the start
operation is carried out, when the first stop operation is carried
out, when the second stop operation is carried out, when the third
stop operation is carried out, and when the display combination
command is received (i.e., when the sub-control circuit 72 receives
the display combination command).
[0206] Herein, in one embodiment, the effect (i.e., contents of
effect) includes 9 types of effects, i.e., a paper airplane A (see
FIG. 30), a paper airplane B (see FIG. 30), a paper airplane C (see
FIG. 30), a baseball winning A (see FIGS. 31 to 33), a baseball
winning B (see FIGS. 31 to 33), a baseball winning C (see FIGS. 31
and 33), a baseball losing A (see FIGS. 31, 32 and 34), a baseball
losing B (see FIGS. 31, 32 and 34) and a baseball losing C (see
FIGS. 31 and 34).
[0207] The paper airplanes A, B and C are referred to as .sup..left
brkt-top.paper airplane effect.sub..right brkt-bot.. The baseball
winning A, B and C are referred to as .sup..left brkt-top.baseball
winning effect.sub..right brkt-bot.. The baseball losing A, B and C
are referred to as .sup..left brkt-top.baseball losing
effect.sub..right brkt-bot..
[0208] The paper airplane effect is basically an effect of
notifying an internal winning combination, and is carried out in
the normal gaming state (except the RT section). The baseball
winning effect is started on condition that the combination of
symbols corresponding to RT is displayed along the activated line,
and is an effect which is carried out over 2.about.4 games (i.e.,
continuous effect). In addition, since the baseball winning effect
is carried out only during the operation of the RT section, it is
an effect of definitely notifying that the RT section is operating.
The baseball winning A, B and C are continuously carried out over
four, three and two games, respectively.
[0209] In addition, when the baseball winning effect is over, an
effect under RT operation is carried out which notifies the player
of the operation of the RT section. Accordingly, the baseball
winning effect is an effect of a premonition which will be carried
out during the RT operation (which is referred to as .sup..left
brkt-top.premonition effect.sub..right brkt-bot.).
[0210] The baseball losing effect is started in a probability of
.sup..left brkt-top.1/200.sub..right brkt-bot. by a lottery, on
condition that it is under normal gaming state (except the RT
section and a game in which a complete notification effect is
carried out), and is continuously carried out over 2.about.4 games
(i.e., continuous effect). Since the baseball losing effect is
carried out only when the RT section does not operate, it is an
effect of conclusively notifying that the RT section is not
operating. The baseball losing A, B and C are continuously carried
out over four, three and two games, respectively.
[0211] Based on the effect table, in a process on start command
receiving, the effect data is determined in accordance with the
contents of effect and the number of effect games, and an image
corresponding to the determined effect data is displayed on the
liquid crystal display unit 2b at the timing corresponding to the
corresponding effect data.
[0212] For example, in a first game in which the effect of the
baseball winning B is carried out (i.e., first game of the baseball
winning B), since the number of effect games is .sup..left
brkt-top.3.sub..right brkt-bot., it is determined the effect data
of .sup..left brkt-top.baseball stadium.sub..right brkt-bot.
corresponding to the start operation, .sup..left brkt-top.bird's
appearance.sub..right brkt-bot. corresponding to the first stop
operation, .sup..left brkt-top.dog's appearance.sub..right
brkt-bot. corresponding to the second stop operation, .sup..left
brkt-top.both sides' appearance.sub..right brkt-bot. corresponding
to the third stop operation and .sup..left brkt-top.both sides'
appearance.sub..right brkt-bot. corresponding to the receiving of
the display command. In addition, it is determined the effect data
of .sup..left brkt-top.preparation completion of both
sides.sub..right brkt-bot. corresponding to a next game (second
game of the baseball winning B).
[0213] Thereby, in the first game of the baseball winning B, images
corresponding to .sup..left brkt-top.baseball stadium.sub..right
brkt-bot., .sup..left brkt-top.bird's appearance.sub..right
brkt-bot., .sup..left brkt-top.dog's appearance.sub..right
brkt-bot., .sup..left brkt-top.both sides' appearance.sub..right
brkt-bot. and .sup..left brkt-top.both side's appearance.sub..right
brkt-bot. are displayed on the liquid crystal display unit 2b,
respectively, when the start operation is carried out, when the
first stop operation is carried out, when the second stop operation
is carried out, when the third stop operation is carried out, and
when the display combination command is received. In addition, in a
second game of the baseball winning B, an image corresponding to
.sup..left brkt-top.preparation completion of both sides.sub..right
brkt-bot. is displayed on the liquid crystal display unit 2b when
the insertion operation is carried out.
[0214] In the followings, a control operation of the main control
circuit 71 is described with reference to FIGS. 14 to 21.
[0215] First, a main flow chart under control of a main CPU (i.e.,
main control circuit 71) is described with reference to FIG.
14.
[0216] The CPU 31 carries out an initializing process (step S1).
Specifically, the CPU initializes memory contents of the RAM 33.
Subsequently, the CPU erases (i.e., clears) an indicated storing
area (for example, information of the internal winning combination
storing area) of the RAM 33 when a game is over (step S2), and
proceeds to a step S3. More specifically, the CPU erases the data
of a predetermined area of the RAM 33 used for a previous game.
[0217] In the step S3, the CPU carries out a medal receiving-start
checking process which will be described with reference to FIG. 15,
and then proceeds to a step S4. In this process, the CPU updates
the insertion number and transmits a demo command which will be
described later, on the basis of the inputs from the start switch
6S, the medal sensor 10S or the BET switches 11 to 13. In the step
S4, the CPU samples and stores a random number value in the random
number value storing area, and proceeds to a step S5. The random
number value sampled in this process is used for an internal
lottery process (see FIG. 16).
[0218] In the step S5, the CPU carries out a gaming state
supervisory process and proceeds to a step S6. In the gaming state
supervisory process, if the flag under MB operation is ON, the CPU
stores an identifier (information) representing the MB gaming state
in a predetermined storing area of the RAM 33. In addition, if the
flag under MB operation is OFF, the CPU stores an identifier
representing the normal gaming state in a predetermined storing
area of the RAM 33.
[0219] Herein, the identifier representing the MB gaming state is
cleared through the process in the step S2 every game. If the flag
under MB operation is ON, the identifier representing the MB gaming
state is stored in the predetermined storing area of the RMA 33
through the gaming state supervisory process, without fail.
Accordingly, the MB gaming state is equivalent to a period during
which the identifier representing the MB gaming state is stored in
the predetermined storing area of the RAM 33 every game (i.e., a
period during which the flag under MB operation is ON).
[0220] In the step S6, the CPU carries out an internal lottery
process which will be described with reference to FIG. 16 and
proceeds to a step S7. In the step S7, the CPU updates a RT
game-number counter and proceeds to a step S8. Specifically, the
CPU determines whether a value of the RT game-number counter is
.sup..left brkt-top.0.sub..right brkt-bot. or not. When it is
determined that a value of the RT game number counter is not
.sup..left brkt-top.0.sub..right brkt-bot., the CPU subtracts
.sup..left brkt-top.1.sub..right brkt-bot. from the value of the RT
game number counter. In addition, the CPU determines whether the
value of the RT game-number counter as a result of the subtraction
becomes .sup..left brkt-top.0.sub..right brkt-bot. or not. When it
is determined that a value of the RT game number counter is
.sup..left brkt-top.0.sub..right brkt-bot., the CPU updates (i.e.,
clears) the flag under RT1 operation and the flag under RT2
operation to OFF.
[0221] The RT game-number counter is the information for
identifying the remaining number of games in the RT section. In
addition, it can be said that the remaining number of games in the
RT section which can be identified by the RT game-number counter is
equivalent to the number of games which are carried out in the RT
section (i.e., the remaining number of games in the RT section is
same as a value obtained by subtracting the number of games which
are carried out in the RT section from .sup..left
brkt-top.1000.sub..right brkt-bot.).
[0222] In the step S8, the CPU transmits a start command to the
sub-control circuit 72 and proceeds to a step S9. The start command
includes the information of a gaming state, an internal winning
combination and the like and is transmitted to the sub-control
circuit 72. In the step S9, the CPU determines whether 4.1 seconds
have elapsed after the previous reel has started to rotate. When a
result of the determination is YES, the CPU proceeds to a step S11,
otherwise proceeds to a step S10.
[0223] In the step S10, the CPU consumes a game start waiting time
(i.e., waits) and then proceeds to a step S11. Specifically, the
CPU annuls an input resulting from a game start operation by a
player during a period from after the previous game has started
until a predetermined time (for example, 4.1 seconds) has elapsed.
In the step S11, the CPU requests the start of rotation of all the
reels, and proceeds to a step S12. Specifically, the CPU updates
all of three active stop button flags corresponding to each of the
stop buttons 7L, 7C, 7R to ON.
[0224] In the step S12, the CPU carries out a reel stop control
process which will be described with reference to FIG. 17 and then
proceeds to a step S13. In the step S13, the CPU performs a display
combination retrieving process and then proceeds to a step S14.
Specifically, the CPU determines a display combination and a payout
number based on the combination of symbols displayed in the display
windows 21L, 21C, 21R and the symbol combination table (see FIG.
11). In the step S14, the CPU transmits a display combination
command to the sub-control circuit 72 and proceeds to a step S15.
The display combination command includes the information of the
display combination determined in the step S13.
[0225] In the step S15, the CPU carries out a medal payout process
of paying out medals equal to the value of the payout number
counter and proceeds to a step S16. In the step S16, the CPU
updates the bonus end-number counter based on the payout number and
proceeds to a step S17. Specifically, when the bonus end-number
counter is 1 or more, the CPU subtracts the number equal to the
number of medals paid out in the step S17 from the counter. In the
step S17, the CPU determines whether the flag under MB operation is
ON or not. When a result of the determination is YES, the CPU
proceeds to a step S18, otherwise, proceeds to a step S19.
[0226] In the step S18, the CPU carries out a bonus end checking
process which will be described with reference to FIG. 19 and
proceeds to a step S19. In the step S19, the CPU carries out a
bonus operation checking process which will be described with
reference to FIG. 20 and proceeds to the step S2.
[0227] In the followings, it is described a medal
receiving.cndot.start checking process for detecting an insertion
operation and a start operation by a player, with reference to FIG.
15.
[0228] First, the CPU 31 sets .sup..left brkt-top.40000.sub..right
brkt-bot. as an initial value in a timer for demo stored in the RAM
33 and proceeds to a step S22 (step S21). Because the value set in
the timer for demo is subtracted by 1 every 1.1173 ms in an
intervention process under control of the main CPU (see FIG. 22),
it becomes .sup..left brkt-top.0.sub..right brkt-bot. after about
45 seconds since the initial value is set in the timer. In the step
S22, the CPU determines whether an automatic insertion counter is
.sup..left brkt-top.0.sub..right brkt-bot.. When a result of the
determination is YES, the CPU proceeds to a step S23, otherwise
proceeds to a step S24. The automatic insertion counter is a
counter for counting the number of medals which are automatically
inserted, when the display combination is Replay.
[0229] In the step S23, the CPU allows the medal reception and
proceeds to a step S26. In the step S23, since the display
combination in the previous game is not Replay, the value of the
automatic insertion counter is 0. Accordingly, the CPU allows an
addition of an insertion number counter, thereby allowing a medal
to be inserted. The insertion number counter is a counter for
counting an insertion number.
[0230] In the step S24, the CPU copies the automatic insertion
counter to the insertion number counter and proceeds to a step S25.
In the step S24, specifically, the combination of symbols
corresponding to Replay in the previous game is displayed along the
activated line, so that the value of the automatic insertion
counter becomes another value except .sup..left
brkt-top.0.sub..right brkt-bot. (i.e., .sup..left
brkt-top.3.sub..right brkt-bot.). Accordingly, the CPU updates the
value of the insertion number counter to a value same (i.e.,
.sup..left brkt-top.3.sub..right brkt-bot.) as that of the
automatic insertion counter. In the step S25, the CPU transmits a
BET command to the sub-control circuit 72 and proceeds to a step
S26. The BET command includes the information about the value
(i.e., insertion number) of the insertion number counter updated in
the step S24.
[0231] In the step S26, the CPU determines whether the medal
reception is allowed. When a result of the determination is YES,
the CPU proceeds to a step S27, otherwise proceeds to a step S30.
Specifically, if the medal reception has been allowed through the
process in the step S23, i.e., if an addition of the insertion
number counter has been allowed, a result of the determination
becomes YES. In addition, if the CPU has not passed through the
process in the step S23 and thus an addition of the insertion
number counter has not been allowed, a result of the determination
becomes NO.
[0232] In the step S27, the CPU determines whether it is under
insertion process. When a result of the determination is YES, the
CPU proceeds to a step S28, otherwise proceeds to a step S30.
Specifically, the CPU checks whether there is an input from the
medal sensor 10S. When it is determined that there is an input from
the medal sensor 10S, a result of the determination in the step S27
becomes YES. In addition, the CPU checks whether there is an input
from the BET switches 11 to 13. When it is determined that there is
an input from the BET switches 11 to 13, it is calculated a value
to be added to the insertion number counter and a result of the
determination in the step S27 becomes YES. In addition, when it is
determined that there is no input from the medal sensor 10S or any
one of the BET switches 11 to 13, a result of the determination
becomes NO.
[0233] In the step S28, the CPU updates the insertion number
counter and proceeds to a step S29. Specifically, when it is
determined that there has been an input from the medal sensor 10S
in the step S27, .sup..left brkt-top.1.sub..right brkt-bot. is
added to the insertion number counter. In addition, it is
determined that there has been an input from the BET switches 11 to
13 in the step S27, the value calculated in the step S27 is added
to the insertion number. In addition, in case that the value of the
insertion number counter is .sup..left brkt-top.3.sub..right
brkt-bot., a credit counter is added, instead of the insertion
number counter. The credit counter is a counter for counting the
number of medals credited.
[0234] In the step S29, the CPU transmits the BET command to the
sub-control circuit 72 and proceeds to a step S30. The BET command
includes the information about the value (i.e., insertion number)
of the insertion number counter updated in the step S28. In the
step S30, the CPU determines whether the insertion number counter
is .sup..left brkt-top.1.sub..right brkt-bot. or more, i.e.,
whether the insertion number is .sup..left brkt-top.1.sub..right
brkt-bot. or more. When a result of the determination is YES, the
CPU proceeds to a step S35, otherwise proceeds to a step S31.
[0235] In the step S31, the CPU determines whether the timer for
demo is .sup..left brkt-top.0.sub..right brkt-bot. or not. In other
words, it determines whether a state that an operation by the
player (for example, insertion operation, etc.) is not carried out
(hereinafter, referred to as .sup..left brkt-top.non-gaming
state.sub..right brkt-bot.) has been continued for a predetermined
time (about 45 seconds). When a result of the determination is YES,
the CPU proceeds to a step S32, otherwise proceeds to the step S26.
In the step S32, the CPU determines whether the BET lamps 17a to
17c indicating the insertion number are turned off or not. When a
result of the determination is YES, the CPU proceeds to the step
S26, otherwise proceeds to a step S33. In the step S33, the CPU
turns off the BET lamps and proceeds to a step S34.
[0236] In one embodiment, basically, the BET lamps 17a to 17c are
always turned on. However, in case that the CPU transmits a demo
command in a process of step S34 which will be described later, the
BET lamps 17a to 17c are turned off. Accordingly, in case that the
non-gaming state has been continued after the CPU has transmitted
the demo command once, a result of the determination in the step
S32 is YES, and the CPU does not pass through the step S34 and will
never transmit the demo command. By doing so, even though the
non-gaming state has been continued after the CPU has once
transmitted the demo command, the transmission of the demo command
is not repeated.
[0237] In the step S34, the CPU transmits the demo command to the
sub-control circuit 72 and proceeds to the step S26. The demo
command is transmitted, so that a demonstration image (i.e., demo
image) notifying a player that the gaming machine is under waiting
state is displayed. In the step S35, the CPU determines whether a
value of the insertion number counter is .sup..left
brkt-top.3.sub..right brkt-bot. or not. When it is determined that
the value of the insertion number counter is .sup..left
brkt-top.3.sub..right brkt-bot. in the step S35, i.e., when the
value reaches the insertion number .sup..left brkt-top.3.sub..right
brkt-bot. required to play a one game, a result of the
determination becomes YES. When the value of the insertion number
counter is another value except .sup..left brkt-top.3.sub..right
brkt-bot., a result of the determination becomes NO.
[0238] In the step S36, the CPU determines whether the start switch
is ON or not. Specifically, it determines whether the start switch
is ON, i.e., whether there is an input from the start switch 6S in
accordance with the operation of the start lever 6. When a result
of the determination is YES, the CPU proceeds to the step S4 of
FIG. 14, otherwise proceeds to the step S26.
[0239] In the followings, it is described an internal lottery
process for determining an internal winning combination based on
the gaming state and the like, with reference to FIG. 16.
[0240] First, the CPU 31 determines a type of an internal lottery
table and the number of lotteries in accordance with the gaming
state, based on the internal lottery table determining table (FIG.
7) (step S41) and proceeds to a step S42. In the step S42, the CPU
determines whether the RT game-number counter is .sup..left
brkt-top.1.sub..right brkt-bot. or more. When a result of the
determination is YES, the CPU proceeds to a step S43, otherwise
proceeds to a step S44. In the step S43, the CPU changes the
internal lottery table into an internal lottery table for the RT
section (not shown) because it is under RT section, and proceeds to
a step S44.
[0241] In the step S44, the CPU determines whether the flag of MB1
or MB2 is stored in the internal carryover combination storing
area, i.e., whether .sup..left brkt-top.1.sub..right brkt-bot. is
stored in the bit 8 (ninth bit) or bit 7 (eighth bit) corresponding
to MB1 or MB2 of the internal carryover combination storing area
(i.e., whether there is an internal carryover combination or not).
When a result of the determination is YES, the CPU proceeds to a
step S45, otherwise proceeds to a step S46. Herein, the result of
the determination in the step S44 becomes YES when it is under
carryover section. In the step S45, the CPU changes the number of
lotteries into .sup..left brkt-top.7.sub..right brkt-bot., and
proceeds to the step S46. In the step S46, the CPU sets a value
same as the number of lotteries, as a winning number, and proceeds
to a step S47.
[0242] In the step S47, the CPU compares the random number value
stored in the random number value storing area with the upper and
lowest limits related to the winning number, and proceeds to a step
S48. Specifically, the CPU refers to the internal lottery table
determined in the step S41 to obtain the lowest limit (L) based on
the winning number, and subtracts the lowest limit (L) from the
random number value (R) stored in the random number value storing
area of the RAM 33 (i.e., R-L). In addition, the CPU refers to the
internal lottery table determined in the step S41 to obtain the
upper limit (U) based on the winning number, and subtracts the
upper limit (U) from the random number value (R) stored in the
random number value storing area of the RAM 33 (i.e., R-U).
[0243] In the step S48, the CPU determines whether the random
number value is between the lowest limit and the upper limit.
Specifically, it determines whether the value (R-L) obtained in the
step S47 is positive or not, and whether the value (R-U) obtained
in the step S47 is negative or not. When a result of the
determination is YES, the CPU proceeds to a step S49, otherwise
proceeds to a step S54. In the step S49, the CPU refers to the
internal winning combination determining table to specify an
internal winning combination based on the winning number and
proceeds to a step S50.
[0244] In the step S50, the CPU determines whether the internal
winning combination determined in the step S49 is MB1 or MB2. When
a result of the determination is YES, the CPU proceeds to a step
S51, otherwise proceeds to a step S53. In the step S51, the CPU
stores the flag in the internal carryover combination storing area
based on the internal winning combination and proceeds to a step
S52. Herein, in the determination, in case that MB1 is included in
the internal winning combination, the CPU stores .sup..left
brkt-top.100000000.sub..right brkt-bot. in the internal carryover
combination storing area. In case that MB2 is included in the
internal winning combination, the CPU stores .sup..left
brkt-top.010000000.sub..right brkt-bot. in the internal carryover
combination storing area.
[0245] In the step S52, since MB1 or MB2 has been determined as the
internal winning combination, the CPU updates (clears) the value of
the RT game-number counter to .sup..left brkt-top.0.sub..right
brkt-bot. so as to end the RT section, and proceeds to a step S53.
In the step S53, the CPU stores a logical sum of an internal
winning combination corresponding to the internal winning
combination determined in the step S49 and the internal carryover
combination storing area in the internal winning combination
storing area, and proceeds to a step S54. In the step S54, the CPU
subtracts 1 from the number of lotteries and proceeds to a step
S55.
[0246] In the step S55, the CPU determines whether the number of
lotteries is .sup..left brkt-top.0.sub..right brkt-bot. or not.
When a result of the determination is YES, the CPU proceeds to a
step S56, otherwise proceeds to the step S46. Herein, in case that
the number of operations of determining whether the random number
value (R) is included within a range defined by the upper limit (U)
and the lowest limit (L) is 9 times in the normal gaming state and
7 times in the internal winning state (i.e., carryover section),
the result of the determination becomes YES. On the other hand, in
case that the number of determinations is under 9 times in the
normal gaming state and under 7 times in the internal winning state
(i.e., carryover section), the result of the determination becomes
NO.
[0247] In the step S56, the CPU stores a logical sum of the
information representing the internal winning combination and the
internal carryover combination storing area in the internal winning
combination storing area, and proceeds to a step S57. Herein, in
case that the internal winning combination is the losing, the CPU
does not carry out the process in the step S53. Accordingly, even
though there is an internal carryover combination, the bit
corresponding to the internal carryover combination of the internal
winning combination storing area becomes not .sup..left
brkt-top.1.sub..right brkt-bot. by the process in the step S53.
Therefore, in the step S56, in consideration of the case that the
internal winning combination is the losing when there is an
internal carryover combination, the CPU stores a logical sum of the
information representing the internal winning combination and the
internal carryover combination storing area in the internal winning
combination storing area.
[0248] In the step S57, the CPU determines whether it is under MB
gaming state, i.e., whether the flag under MB operation is ON or
not. When a result of the determination is YES, the CPU proceeds to
a step S58, otherwise proceeds to the step S7 in FIG. 14. In the
step S58, since it is under MB gaming state, the CPU updates all
the bits 0.about.5 of the internal winning combination storing area
into ON (i.e., it stores .sup..left brkt-top.000011111.sub..right
brkt-bot. in the internal winning combination storing area), and
proceed to the step S7 in FIG. 14.
[0249] In the followings, it is described a reel stop control
process for stopping the rotation of the reels 3L, 3C, 3R on the
basis of the internal winning combination or timing of the stop
operation by the player, with reference to FIG. 17.
[0250] First, the CPU 31 determines whether an active stop button
has been pushed, i.e., whether the stop buttons 7L, 7C, 7R
corresponding to the reels 3L, 3C, 3R being rotated have been
pushed or not (step S61). Specifically, in the step S61, the CPU
determines whether active stop button flags corresponding to the
pushed stop buttons 7L, 7C, 7R are ON. When a result of the
determination is YES, the CPU updates the active stop button flags
corresponding to the pushed stop buttons 7L, 7C, 7R to OFF and
proceeds to a step S64, otherwise proceeds to a step S62.
[0251] Herein, the active stop button flag is the information for
identifying whether the reels 3L, 3C, 3R corresponding to the
pushed stop buttons 7L, 7C, 7R are being rotated or not. Three
flags are provided to correspond to each of the stop buttons 7L,
7C, 7R. In case that the reels 3L, 3C, 3R corresponding to the
pushed stop buttons 7L, 7C, 7R are being rotated, the active stop
button flags corresponding to the corresponding stop buttons 7L,
7C, 7R are ON. In case that the reels 3L, 3C, 3R corresponding to
the pushed stop buttons 7L, 7C, 7R are not being rotated, the
active stop button flags corresponding to the corresponding stop
buttons 7L, 7C, 7R are OFF.
[0252] In the step S62, the CPU determines whether or not 30
seconds have elapsed after the reel has started to rotate, so as to
carry out an automatic stop of the reel. The automatic stop is
meant that the gaming machine automatically (i.e., internally)
stops the symbol variation when a predetermined time (for example,
30 seconds) has elapsed, with the stop buttons 7L, 7C, 7R being not
pushed (i.e., with the stop command being not detected), from after
it has been detected an operation of the start lever 6 in a process
of the step S36 of FIG. 15. When a result of the determination is
YES, the CPU proceeds to a step S63, otherwise proceeds to the step
S61.
[0253] In the step S63, the CPU determines an expected stop
position at which the winning combination becomes the losing, and
proceeds to a step S65. The expected stop position is a code number
of a symbol displayed at the position of the center line 8c when
the reel, which has been subject to the stop operation, is stopped.
In the step S63, in case of carrying out the automatic stop, even
though there are Small Win, MB, Replay and the like determined as
an internal winning combination, in order to ensure fairness in the
game, the CPU determines an expected stop position at which a
combination of symbols corresponding to the internal winning
combination is not displayed along the activated line.
[0254] In the step S64, the CPU carries out a priority
attraction-in control process which will be described with
reference to FIG. 18, and proceeds to a step S65. In the step S65,
the CPU transmits a reel stop command and proceeds to a step S66.
The reel stop command includes the information about an expected
stop position determined in a priority attraction-in control
process (see FIG. 18), the number of sliding symbols, the type of
the stop control, the types of the stop buttons 7L. 7C, 7R for
which the push operation has been carried out, and the like.
[0255] In the step S66, the CPU updates the symbol storing area
based on the expected stop position and proceeds to a step S67.
Specifically, on the assumption that the rotation of the reel is
stopped at the expected stop position determined in the step S63 or
a step S75 in FIG. 18, in this case, the CPU stores an identifier
corresponding to a type of a symbol located at each of the symbol
display areas of the corresponding reel in the symbol storing
areas. The symbol storing area is a memory area for storing an
identifier for identifying a type of a symbol stopped at each of
the symbol stop positions when the reel for which the stop
operation has been carried out is stopped.
[0256] In the step S67, the CPU determines whether there is a stop
button for which the push operation is active. Specifically, the
CPU determines whether any one of the three active stop button
flags is ON or not. In case that there are the reels 3L, 3C, 3R
being rotated and any one of the three active stop button flags is
ON, a result of the determination becomes YES and the CPU proceeds
to a step S61. In case that all the reels 3L, 3C, 3R are stopped
and all the three active stop button flags are OFF, a result of the
determination becomes NO and the CPU proceeds to a step S68.
[0257] In the step S68, the CPU determines whether the stop button
is under pushed state. Specifically, it determines whether the stop
command signal is continuously detected from the stop button. When
a result of the determination is YES, the CPU proceeds to the step
S68, otherwise proceeds to the step S13 in FIG. 14. Accordingly, in
case that the stop button is pushed in the third stop operation
(i.e., in case that the stop command signal is continuously
outputted by the stop switches 7LS, 7CS, 7RS corresponding to the
stop buttons 7L, 7C, 7R which are pushed in the third stop
operation), the process of the step S68 is repeated and the CPU
does not proceed to a process next to the step S68. In addition, in
this case, the command of the third stop operation is repetitively
transmitted to the sub-control circuit 72. Accordingly, the command
of the third stop operation is repetitively transmitted while it is
continuously carried out the push operation of the stop button in
the third stop operation.
[0258] In the followings, it is described a priority attraction-in
control process for determining an expected stop position based on
a type of an internal winning combination, a gaming state and the
like, with reference to FIG. 18.
[0259] First, the CPU 31 determines whether it is under MB gaming
state, i.e., whether the flag under MB operation is ON or not (step
S71). When a result of the determination is YES, the CPU proceeds
to a step S72, otherwise proceeds to a step S74. In the step S72,
the CPU determines whether or not the left stop button 7L is
pushed. Specifically, it determines whether a stop command signal
is transmitted from the stop button 7L. When a result of the
determination is YES, the CPU proceeds to a step S73, otherwise
proceeds to a step S74.
[0260] In the step S73, since the left stop button 7L is pushed in
the MB gaming state, the CPU determines .sup..left
brkt-top.0.sub..right brkt-bot. or .sup..left brkt-top.1.sub..right
brkt-bot. as the number of sliding symbols, based on the determined
internal winning combination, and then proceeds to a step S75. In
the step S74, the CPU determines one of .sup..left
brkt-top.0.sub..right brkt-bot. and .sup..left
brkt-top.1.sub..right brkt-bot. as the number of sliding symbols,
based on the determined internal winning combination, and then
proceeds to a step S75. In the step S75, the CPU determines and
stores an expected stop position, based on the symbol counter and
the determined number of sliding symbols, and then proceeds to the
step S65 in FIG. 17.
[0261] Specifically, the CPU determines an expected stop position,
based on the value of the symbol counter and the number of sliding
symbols determined in the step S73 or step S74, and stores the
information of the expected stop position in the RAM 33. The symbol
counter is a counter in which the information of the symbol code
number located on the center line 8c, among the symbols arranged on
the reels, is stored.
[0262] Herein, in one embodiment, the stop control of the reels 3L,
3C, 3R is carried out, based on a priority attraction-in ranking
table (not shown) having the information of priority rankings of
which an attraction-in of a combination of symbols corresponding to
an internal winning combination is relative. Basically, the
.sup..left brkt-top.attraction-in.sub..right brkt-bot. is meant by
a control for stopping the rotation of reel (i.e., a reel
corresponding to a stop button which is pushed) so that a symbol
(hereinafter, referred to as .sup..left brkt-top.attraction-in
target symbol.sub..right brkt-bot.) constituting a combination of
symbols corresponding to an attraction-in target combination within
a range of the maximum number of sliding symbols is displayed in
the symbols display areas (hereinafter, referred to as .sup..left
brkt-top.active symbol display area.sub..right brkt-bot.) connected
by the activated line.
[0263] However, in case of second and third stop operations, the
.sup..left brkt-top.attraction-in.sub..right brkt-bot. is meant as
follows: when a symbol constituting a combination of symbols
corresponding to the attraction-in target combination is displayed
in the active symbol display area together with the attraction-in
target symbol corresponding to this stop operation, the
attraction-in target symbol is displayed in an active symbol
display area in the display windows 21L, 21C, 21R connected by the
activated line connecting the active symbol display areas.
[0264] Replay has the highest priority attraction-in ranking. MB
has a priority ranking higher than the other internal winning
combinations except Replay. Accordingly, in case that there is an
internal carryover combination, when Replay is determined as an
internal winning combination, a combination of symbols
corresponding to Replay is preferentially displayed along the
activated line over a combination of symbols corresponding to MB.
In the mean time, in case that there is an internal carryover
combination, when an internal winning combination except Replay is
determined, a combination of symbols corresponding to MB is
preferentially displayed along the activated line over combinations
of symbols corresponding to the other internal winning combinations
except Replay.
[0265] In addition, 10 pieces of Small Win has a priority ranking
higher than Bell, Chance Small Win and RT. In addition, Bell,
Chance Small Win and RT have priority rankings higher than
Watermelon. Further, Watermelon has a priority ranking higher than
Cherry.
[0266] In the followings, it is described a bonus end checking
process for ending a middle bonus game when it is satisfied an end
condition of the middle bonus game, with reference to FIG. 19.
[0267] First, the CPU 31 determines whether the bonus end-number
counter is .sup..left brkt-top.0.sub..right brkt-bot. or not (step
S81). When a result of the determination is YES, the CPU proceeds
to a step S82, otherwise proceeds to the step S19 in FIG. 14. In
the step S82, the CPU carries out a process on MB ending and
proceeds to a step S83. Specifically, the CPU stores .sup..left
brkt-top.0.sub..right brkt-bot. in the bit 0 which is a storing
area corresponding to the flag under MB operation of the flag under
operation storing areas (FIG. 12D), and clears the bonus end-number
counter.
[0268] In the step S83, the CPU transmits a bonus ending command to
the sub-control circuit 72 and proceeds to a step S84. In the step
S84, the CPU determines whether a RT preparation flag is ON or not.
When a result of the determination is YES, the CPU proceeds to a
step S85, otherwise proceeds to the step S19 in FIG. 14. The RT
preparation flag is the information for identifying whether the RT1
section is allowed to operate or not. In case that the RT1 section
is allowed to operate, the RT preparation flag is ON. In case that
the RT1 section is not allowed to operate, the RT preparation flag
is OFF.
[0269] In the step S85, the CPU updates the flag under RT1
operation to ON, clears the RT preparation flag (i.e., updates the
RT preparation flag to OFF), and proceeds to a step S86. In the
step S86, the CPU stores .sup..left brkt-top.1000.sub..right
brkt-bot. in the RT game number-counter, and proceeds to the step
S19 in FIG. 14.
[0270] In the followings, it is described a bonus operation
checking process for operating a middle bonus game and a RT section
based on types of the display combinations determined, with
reference to FIG. 20.
[0271] First, the CPU 31 determines whether the display combination
is MB1 or MB2 (step S91). When a result of the determination is
YES, the CPU proceeds to a step S92, otherwise proceeds to a step
S97. In the step S92, the CPU determines whether the display
combination is MB1 or not. When a result of the determination is
YES, the CPU proceeds to a step S93, otherwise proceeds to a step
S94. In the step S93, the CPU updates the RT preparation flag to ON
and proceeds to a step S94.
[0272] In the step S94, the CPU clears the internal carryover
combination storing area and proceeds to a step S95. In the step
S95, the CPU carries out the process on MB operation based on the
bonus operation table (see FIG. 11) and proceeds to a step S96. For
example, in case that the display combination is MB1, the CPU
refers to the bonus operation table (see FIG. 11) to update the
flag under MB operation corresponding to MB to ON, and sets the
bonus end-number counter. In the step S96, the CPU transmits a
bonus operation command to the sub-control circuit 72, and proceeds
to the step S2 in FIG. 14.
[0273] In the step S97, the CPU determines whether the display
combination is RT or not. When a result of the determination is
YES, the CPU proceeds to a step S98, otherwise proceeds to a step
S101. In the step S98, the CPU determines whether the flag under
RT2 operation is ON or not. When a result of the determination is
YES, the CPU proceeds to the step S2 in FIG. 14, otherwise proceeds
to a step S99. In the step S99, the CPU updates the flag under RT2
operation to ON and proceeds to a step S100. In the step S100, the
CPU stores .left brkt-top.1000.right brkt-bot. in the RT
game-number counter, and proceeds to the step S2 in FIG. 14.
[0274] Herein, only when the display combination is RT (i.e., a
result of the determination in the step S97 is YES) and the flag
under RT2 operation is not ON (i.e., a result of the determination
in the step S98 is NO), the flag under RT2 operation becomes ON in
the step S99 and .sup..left brkt-top.1000.sub..right brkt-bot. is
stored in the RT game-number counter in the step S100.
[0275] In other words, in case that the display combination becomes
RT when the RT2 section does not operate, the RT2 section operates
and .sup..left brkt-top.1000.sub..right brkt-bot. is stored in the
RT game-number counter. Since the RT game-number counter is
subtracted every game and the RT2 section is over when the value of
the RT game-number counter becomes .sup..left brkt-top.0.sub..right
brkt-bot., the RT2 section is continued over maximum 1,000
games.
[0276] In the mean time, in case that the display combination
becomes RT when the RT2 section operates (i.e., when the value of
the RT game number counter is not .sup..left brkt-top.0.sub..right
brkt-bot.), since the result of the determination in the step S98
becomes YES, the RT game-number counter is not updated to
.sup..left brkt-top.10000.sub..right brkt-bot. when the RT2 section
operates. Accordingly, the RT2 section is not continued over 1,000
games.
[0277] In the step S101, the CPU determines whether the display
combination is Replay or not. When a result of the determination is
YES, the CPU proceeds to a step S102, otherwise proceeds to the
step S2 in FIG. 14. In the step S102, since the combination of
symbols corresponding to Replay is displayed, the CPU copies the
insertion number counter to the automatic insertion counter (i.e.,
it stores a value, which is same as the value stored in the
insertion number counter, in the automatic insertion counter), and
proceeds to the step S2 in FIG. 14. By the process in the step
S102, a value same as the value stored in the automatic insertion
counter is set in the insertion number counter, in the process of
the step S24 in FIG. 15 in a next game.
[0278] In the followings, it is described an intervention process
under control of the main CPU for repetitively performing a
predetermined process carried out every predetermined time by the
main CPU (CPU (31)), with reference to FIG. 21. The intervention
process is repetitively carried out every 1.1173 ms.
[0279] First, the CPU 31 carries out a timer update process for
subtracting .sup..left brkt-top.1.sub..right brkt-bot. from the
value set in the timer for demo (step S111), and proceeds to a step
S112. In the step S112, the CPU checks an input port and proceeds
to a step S113. Specifically, the CPU checks whether there is an
input from the start switch 6S resulting from the operation of the
start lever 6. In the step S113, the CPU carries out a reel
rotation driving process and proceeds to a step S114. Specifically,
the CPU sets the information representing a control target reel as
a reel identifier, and controls the driving of the reel.
[0280] In the step S114, the CPU carries out a lamp.cndot.7SEG
driving process and ends the periodical intervention process.
Specifically, the CPU turns on the BET lamps 17a to 17c, based on
the insertion number. In addition, the CPU displays the number of
medals credited (i.e., deposited), the payout number of medals and
the like on the credit display unit 19.
[0281] Hereinafter, it is described a control operation of the
sub-control circuit 72 with reference to flow charts shown in FIGS.
22 to 29.
[0282] In the followings, it is described a RESET-intervention
process under control of the sub-CPU for repetitively performing a
series of processes under control of the sub-CPU (image control
MICOM 81), with reference to FIG. 22.
[0283] First, the image control MICOM 81 carries out a command
receiving process for receiving a command inputted from the main
control circuit 71, the operating unit 17 or the like (step S121),
and proceeds to a step S122. In the step S122, it carries out a
command outputting process for outputting a command to a circuit
except the sound.cndot.lamp control circuit (mSub) (72b) and
proceeds to a step S123.
[0284] In the step S123, the MICOM carries out an image drawing
process and proceeds to a step S124. In the image drawing process,
an image is drawn which corresponds to the effect data selected in
FIGS. 23 to 26. In addition, in the image drawing process, the
image data is written into the control RAM 87 of the image control
IC 86 and a frame buffer provided in the video RAM 89. The image
data written into the frame buffer is transmitted to the liquid
crystal display device 131 and an image corresponding to the
corresponding image data is displayed on the liquid crystal display
unit 2b (for 1/30 s).
[0285] In the step S124, the MICOM carries out a music control
process and proceeds to the step S121. In the sound control
process, the image control MICOM 81 transmits a command to the
sound.cndot.lamp control circuit (mSub) 72b, based on the effect
data determined in FIGS. 23 to 26 which will be described
later.
[0286] Continuously, the sound.cndot.lamp control MICOM 91 controls
the output of music, based on the command transmitted from the
image control MICOM 81. Specifically, the sound.cndot.lamp control
MICOM 91 transmits the sound source data corresponding to the music
which is outputted based on the command transmitted from the image
control circuit (gSub) 72a, to the sound source IC 115, and outputs
the music from the speakers 9L, 9R.
[0287] In the followings, it is described a process on BET command
receiving for carrying out a predetermined process which is carried
out with the receiving of the BET command, with reference to FIG.
23. The process on BET command receiving is started with the
receiving of the BET command from the main control circuit 71.
[0288] In a step S131, the image control MICOM determines the
effect data, based on the insertion number counter and the like,
and ends the process on BET command receiving. By the process in
the step S133, an image corresponding to the insertion number
counter is displayed on the liquid crystal display unit 2b.
[0289] In the followings, it is described a process on start
command receiving for carrying out a predetermined process which is
carried out with the receiving of the start command, with reference
to FIG. 24. The process on start command receiving is started with
the receiving of the start command from the main control circuit
71.
[0290] First, the image control MICOM 81 determines whether the
number of premonition games is .left brkt-top.0.right brkt-bot. or
not (step S141). When a result of the determination is YES, it
proceeds to a step S144, otherwise proceeds to a step S142. The
number of premonition games (i.e., the number of effect games) is
the information for identifying the remaining number of games in
which the baseball winning effect (i.e., premonition effect) is
carried out.
[0291] In the step S142, the MICOM determines the effect data
corresponding to the baseball winning in accordance with the number
of premonition games, and then proceeds to a step S143.
Specifically, based on the effect table (see FIG. 13), the MICOM
determines the effect data in accordance with the contents of
effect determined in a step S162 of FIG. 26 (which will be
described later) and the current number of premonition games. And,
an image corresponding to the effect data determined in the process
of the step S142 is displayed on the liquid crystal display unit 2b
at the timing corresponding to the determined effect data, so that
the baseball winning effect is carried out. In a step S143, the
MICOM subtracts .sup..left brkt-top.1.sub..right brkt-bot. from the
number of premonition games and ends the process on start command
receiving.
[0292] In case that the number of premonition games becomes
.sup..left brkt-top.0.sub..right brkt-bot. by subtracting .left
brkt-top.1.right brkt-bot. from the number of premonition games in
the step S143, the MICOM determines the effect data corresponding
to the effect under RT operation. As a consequence, if the baseball
winning effect is over, an image corresponding to the effect under
RT operation is displayed on the liquid crystal display unit 2b.
The effect under RT operation is an effect of notifying the player
that the RT section is operating.
[0293] In the step S144, the MICOM determines whether the number of
stop operation assistance games is .sup..left brkt-top.0.sub..right
brkt-bot. or not. When a result of the determination is YES, the
MICOM proceeds to a step S147, otherwise proceeds to a step S145.
The number of stop operation assistance games is the information
for identifying the remaining number of games in which a game, in
which the complete notification effect is carried out, is
continuously performed. The complete notification effect is an
effect in which when an internal winning combination except the
losing is determined, the determined internal winning combination
is notified without fail (i.e., in a probability of 100%). In
addition, in the game in which the complete notification effect is
carried out, when the losing is determined as an internal winning
combination, the losing is not notified. However, it is thereby
indirectly notified that the losing is determined as the internal
winning combination.
[0294] If the complete notification effect is carried out, the
player can perceive the internal winning combination determined and
perform the stop operation so that a combination of symbols
corresponding to the determined internal winning combination is
displayed along the activated line. Accordingly, due to the
complete notification effect, since there is no case where the
player carries out the stop operation with the aim of displaying a
combination of symbols which are not allowed to be displayed along
the activated line on the activated line, the player's burden can
be reduced.
[0295] In the step S145, since the number of stop operation
assistance games is not .sup..left brkt-top.0.sub..right brkt-bot.,
the MICOM determines the effect data corresponding to the internal
winning combination and the like so as to carry out the complete
notification effect, based on the effect table (see FIG. 13), and
proceeds to a step S146. In the process of the step S145, the
effect data is determined so that the internal winning combination
determined by the internal lottery process corresponds to the
effect data to be determined by one-to-one. In addition, the image
corresponding to the effect data determined in the process of the
step S145 is displayed on the liquid crystal display unit 2b at the
timing corresponding to the determined effect data, so that the
complete notification effect of notifying the internal winning
combination determined by the internal lottery process is carried
out without fail (i.e., in a probability of 100%).
[0296] In the step S146, the MICOM subtracts .sup..left
brkt-top.1.sub..right brkt-bot. from the number of stop operation
assistance games and ends the process on start command receiving.
In the step S147, the MICOM determines whether the internal winning
combination is the losing or nor. When a result of the
determination is YES, the MICOM ends the process on start command
receiving, otherwise proceeds to a step S148.
[0297] In the step S148, the MICOM determines the effect data,
based on the internal winning combination and the gaming state, and
ends the process on start command receiving. Specifically, in the
step S148, the effect data corresponding to the paper airplane
effect may be determined on the basis of the internal winning
combination. Then, an image corresponding to the effect data
determined in the process of the step S148 is displayed on the
liquid crystal display unit 2b.
[0298] Herein, in the step S148, one effect of the baseball losing
A to C is determined in a probability of .sup..left
brkt-top.1/200.sub..right brkt-bot. by a lottery, on condition that
it is under normal gaming state (except the RT section and a game
in which the complete notification effect is carried out). In
addition, the baseball losing A to C is determined in the same
probability, respectively.
[0299] In the step S148, when the one effect of the baseball losing
A to C is determined, the number of premonition games corresponding
to the determined effect is pseudo-determined. Specifically, when
the baseball losing A, the baseball losing B and the baseball
losing C are determined, .sup..left brkt-top.4.sub..right
brkt-bot., .sup..left brkt-top.3.sub..right brkt-bot. and
.sup..left brkt-top.2.sub..right brkt-bot. are respectively
determined as the number of premonition games.
[0300] Then, in the step S148, the MICOM determines the effect data
in correspondence with the effect and the number of premonition
games determined, based on the effect table (see FIG. 13), and
subtracts .sup..left brkt-top.1.sub..right brkt-bot. from the
number of premonition games. In addition, in a game after the next
game, in the process of the step S142, based on the effect table
(see FIG. 13), the effect data corresponding to the baseball losing
effect is determined in accordance with the effect and the number
of premonition games determined in the step S148. Continuously, in
the process of the step S143, the number of premonition games is
subtracted by .sup..left brkt-top.1.sub..right brkt-bot.. By doing
so, the baseball losing effect which is continuously carried out
over 2.about.4 games on condition that it is under normal gaming
state is started in a probability of .sup..left
brkt-top.1/200.sub..right brkt-bot..
[0301] In the followings, it is described a process on reel stop
command receiving for carrying out a predetermined process which is
carried out with the receiving of the reel stop command, with
reference to FIG. 25. The process on reel stop command receiving is
started with the receiving of the reel stop command from the main
control circuit 71.
[0302] First, the image control MICOM 81 determines whether the MB
is operating, i.e., whether the middle bonus game is operating or
not (step S151), and proceeds to a step S152. In the step S152, the
MICOM determines whether it is within a permitted range.
Specifically, when a position of a marker to be displayed on the
liquid crystal display unit 2b in a music game which is carried out
in the middle bonus game is within the permitted range, the MICOM
determines whether the stop button 7L, 7C, 7R corresponding to the
marker is pushed (which will be specifically described later). When
a result of the determination is YES, the MICOM proceeds to a step
S153, otherwise proceeds to a step S154.
[0303] In the step S153, the MICOM adds .sup..left
brkt-top.1.sub..right brkt-bot. or .sup..left brkt-top.2.sub..right
brkt-bot. to a point and proceeds to a step S154. The point is the
information to which .sup..left brkt-top.1.sub..right brkt-bot. or
.sup..left brkt-top.2.sub..right brkt-bot. is cumulatively added
whenever the stop button 7L, 7C, 7R corresponding to a marker is
pushed when a position of the marker to be displayed on the liquid
crystal display unit 2b in a music game which is carried out in the
middle bonus game is within the permitted range.
[0304] In addition, an initial value of the point is .sup..left
brkt-top.0.sub..right brkt-bot. when the middle bonus game is
started (i.e., the bonus operation command is received), and
.sup..left brkt-top.1.sub..right brkt-bot. or .sup..left
brkt-top.2.sub..right brkt-bot. is cumulatively added to the point
whenever the process of the step S153 is carried out, until the
corresponding middle bonus game is over.
[0305] In the step S154, the MICOM stores an order of the stop
operations and proceeds to a step S155. Specifically, based on the
information of the types of the stop buttons 7L, 7C, 7R, which is
included in the received reel stop command, the MICOM stores the
corresponding information in a predetermined area of the work RAM
84. In the step S155, the MICOM determines whether it is the third
stop operation or not, based on the information of the types of the
stop operations, which is included in the received reel stop
command. When a result of the determination is YES, the MICOM
proceeds to a step S156, otherwise proceeds to a step S159.
[0306] In the step S156, the MICOM determines whether the order of
stop operations is .sup..left
brkt-top.right.fwdarw.left.fwdarw.center.sub..right brkt-bot.,
i.e., whether the stop operation is carried out in order of the
right stop button 7R, the left stop button 7L and the center stop
button 7C (hereinafter, referred to as .sup..left brkt-top.specific
stop order.sub..right brkt-bot.). When a result of the
determination is YES, the MICOM proceeds to a step S157, otherwise
proceeds to a step S159. In the step S157, the MICOM sets a
specific operation detection flag (i.e., ON) and proceeds to a step
S158.
[0307] The specific operation detection flag is the information for
identifying whether the stop operations are carried out in the
specific stop order. In case that the stop operations are carried
out in the specific stop order, the specific operation detection
flag is ON, and in case that the stop operations are not carried
out in the specific stop order, the specific operation detection
flag is OFF. In the step S158, the MICOM sets .sup..left
brkt-top.1500.sub..right brkt-bot. as an initial value of a
specific operation detection timer which is stored in the work RAM
84, and proceeds to a step S159. The specific operation detection
flag is a timer (information) for determining whether the left stop
button 7L is continuously pushed for 3 seconds.
[0308] In the step S159, the MICOM determines the effect data based
on the expected stop position and the like, and ends the process on
reel stop command receiving. As a consequence, an image
corresponding to the effect data determined in the process of the
step S148 is displayed on the liquid crystal display unit 2b.
[0309] In the followings, it is described a process on display
combination command receiving for carrying out a predetermined
process which is carried out with the receiving of the display
combination command, with reference to FIG. 26. The process on
display combination command receiving is started with the receiving
of the display combination command from the main control circuit
71.
[0310] First, the image control MICOM 81 determines whether a
display combination is RT or not, based on the information about
the display combination included in the display combination command
(step S161). When a result of the determination is YES, the MICOM
proceeds to a step S162, otherwise proceeds to a step S163. In the
step S262, the MICOM determines one of .sup..left
brkt-top.2.sub..right brkt-bot. to .sup..left brkt-top.4.sub..right
brkt-bot. as the number of premonition games by the lottery, and
proceeds to a step S167. Specifically, the image control MICOM 81
determines one of the values .sup..left brkt-top.2.sub..right
brkt-bot. to .sup..left brkt-top.4.sub..right brkt-bot. as the
number of premonition games in the same probability, respectively,
based on the random number value sampled from the random numbers
generated.
[0311] In the step S162, when .sup..left brkt-top.4.sub..right
brkt-bot. is determined as the number of premonition games, the
effect data corresponding to the baseball winning A is determined
through the process in the step S142 of FIG. 24 in a next game and
the effect of the baseball winning A is thus started. In addition,
when .sup..left brkt-top.3.sub..right brkt-bot. is determined as
the number of premonition games, the effect data corresponding to
the baseball winning B is determined through the process in the
step S142 of FIG. 24 in a next game and the effect of the baseball
winning B is thus started. In addition, when .sup..left
brkt-top.2.sub..right brkt-bot. is determined as the number of
premonition games, the effect data corresponding to the baseball
winning C is determined through the process in the step S142 of
FIG. 24 in a next game and the effect of the baseball winning C is
thus started.
[0312] In the step S163, the MICOM determines whether the display
combination is MB1 or MB2, based on information about the display
combination included in the display combination command. When a
result of the determination is YES, the MICOM proceeds to a step
S164, otherwise proceeds to a step S167. In the step S164, the
MICOM determines whether the specific operation detection flag is
ON or not. When a result of the determination is YES, the MICOM
proceeds to a step S165, otherwise proceeds to the step S167. In
the step S165, the MICOM determines whether the value of the
specific operation detection timer is .sup..left
brkt-top.0.sub..right brkt-bot. or not. When a result of the
determination is YES, the MICOM proceeds to a step S166, otherwise
proceeds to the step S167.
[0313] In the step S166, the MICOM updates a special mode flag into
ON and proceeds to the step S167. The special mode flag is the
information for identifying whether it is allowed a music D (which
will be described later) to be selected or not. When the special
mode flag is ON, it is allowed the music D to be selected. When the
special mode flag is OFF, it is not allowed the music D to be
selected.
[0314] Herein, the process in the step S158 of FIG. 25 is carried
out, on condition that the third stop operation is carried out in
the specific stop order (i.e., the result of determination in the
step S155 of FIG. 25 is YES and the result of determination in the
step S156 of FIG. 25 is also YES). In addition, the value
.sup..left brkt-top.1500.sub..right brkt-bot. set as an initial
value in the specific operation detection timer in the process of
the step S158 in FIG. 25 is subtracted by .sup..left
brkt-top.1.sub..right brkt-bot. every 2 ms (see a step S192 in FIG.
29), on condition that the third stop operation command is received
(i.e., the push operation of the stop button is continuously
carried out in the third stop operation) in a periodic intervention
process (see FIG. 29) under control of the sub-CPU.
[0315] Accordingly, in case that the stop operation is carried out
in the specific stop order, if the push operation of the stop
button 7C is continuously carried out in the third stop operation,
the value of the specific operation detection timer becomes
.sup..left brkt-top.0.sub..right brkt-bot. after 3 seconds from
when the corresponding stop operation is started. Then, a result of
the determination in the step S165 becomes YES, the special mode
flag becomes ON in the process of the step S166 and it is allowed
the music D to be selected. In other words, it is allowed the music
D to be selected, on condition that it is carried out a stop
operation (referred to as .sup..left brkt-top.specific stop
operation.sub..right brkt-bot.) in which the left stop button 7L is
continuously pushed for 3 seconds in the third stop operation of
the stop operations which are carried out in the specific stop
order.
[0316] In the step S167, the MICOM determines the effect data,
based on the display combination and the gaming state, etc., and
ends the process on display combination command receiving. Then, an
image corresponding to the effect data determined in the process of
the step S167 is displayed on the liquid crystal display unit
2b.
[0317] In the followings, it is described a process on bonus
operation command receiving for carrying out a predetermined
process which is carried out with the receiving of a bonus
operation command, with reference to FIG. 27. The process on bonus
operation command receiving is started with the receiving of the
bonus operation command from the main control circuit 71.
[0318] First, the image control MICOM 81 determines whether the
special mode flag is ON or not (step S171). When a result of the
determination is YES, the MICOM proceeds to a step S173, otherwise
proceeds to a step S172.
[0319] Herein, according to one embodiment, in the middle bonus
game, it is carried out a music game in which the stop operation is
carried out in the predetermined timing and order in correspondence
with a type of music outputted and thus the value of the point is
added. In the music game, basically, when the middle bonus game is
started, one of music A to C is reproduced (i.e., outputted from
the speakers 9L, 9R) which is selected by the player.
[0320] Specifically, when the middle bonus games is started, an
image including identification information representing that the
player can select the music A, an image including identification
information representing that the player can select the music B and
an image including identification information representing that the
player can select the music C are sequentially displayed on the
liquid crystal display device 2b. If the player carries out the
insertion operation when the identification information is
displayed, it is selected a music corresponding to the
identification information displayed at the time when the insertion
operation is carried out. Then, the effect data corresponding to
the type of the selected music is determined, and an image (for
example, image shown in FIG. 36) corresponding to the effect data
determined is displayed on the liquid crystal display unit 2b.
[0321] In the step S172, the MICOM selects (i.e., determines) and
reproduces one of the music A to C, and ends the process on bonus
operation command receiving. Specifically, one of the music A to C
is determined which is selected by the player through the insertion
operation, and the determined music is reproduced (i.e., outputted
from the speakers 9L, 9R). In addition, the effect data
corresponding to the determined music of the music A to C is
determined and an image corresponding to the determined effect data
is displayed on the liquid crystal display unit 2b.
[0322] In the step S173, since the special mode flag is ON, the
MICOM selects and reproduces the music D and ends the process on
bonus operation command receiving. Thereby, when the player carries
out the specific stop operation to start the middle bonus game, the
music D is reproduced (i.e., outputted from the speakers 9L, 9R) in
the music game of the middle bonus game. In addition, the effect
data corresponding to the music D is determined, and an image
corresponding to the determined effect data is displayed on the
liquid crystal display unit 2b.
[0323] By doing so, for example, in case that the player is bored
with the music game in which the music A to C is reproduced, the
player can conduct the specific stop operation to select the music
D which cannot be basically selected. Accordingly, it is possible
to keep up the player's interest in the music game.
[0324] In the followings, it is described a process on bonus ending
command receiving for carrying out a predetermined process which is
carried out with the receiving of a bonus ending command, with
reference to FIG. 28. The process on bonus ending command receiving
is started with the receiving of the bonus operation command from
the main control circuit 71.
[0325] First, the image control MICOM 81 displays a two-dimensional
bar code corresponding to the point (step S181), and proceeds to a
step S182. Specifically, the MICOM displays an image including a
two-dimensional bar code such as QR code (registered trademark) on
the liquid crystal display device 2b, in accordance with the value
of the point cumulatively added in the music game which has been
carried out from after the middle bonus game has started (i.e.,
from after the bonus operation command has been received) until the
corresponding middle bonus game is over.
[0326] The two-dimensional bar code includes the information about
URL corresponding to the value of point. The player can obtain the
information of URL included in the two-dimensional bar code using a
portable terminal such as cellular phone, and download the
information corresponding to the URL, such as music data, from a
server apparatus connected to the Internet. In other words, the
payout corresponding to the value of point is awarded to the player
by allowing the player to obtain the music data corresponding to
the value of point cumulatively added in the music game.
[0327] In the step S182, the MICOM determines whether the point is
50 or more. When a result of the determination is YES, the MICOM
proceeds to a step S183, otherwise ends the process on bonus ending
command receiving. In the step S183, the MICOM sets 100 in the
number of stop operation assistance games and ends the process on
bonus ending command receiving. Thereby, if the middle bonus game
is over, the complete notification effect is continuously carried
out over 100 games, on condition that the point is 50 or more
(i.e., a result of the determination in the step S182 is YES).
[0328] Herein, when it is carried an effect notifying an internal
winning combination determined by the internal lottery process,
such as paper airplane effect, the player can be given with an
advantage which allows the player to conduct the stop operation so
that a combination of symbols corresponding to the determined
internal winning combination is displayed along the activated line.
However, in case that such effect does not always notify the
internal winning combination determined by the internal lottery
process, the player may hesitate to conduct the stop operation
because the player does not know which of the combinations of
symbols is displayed along the activated line. Accordingly, the
frequency of stop operation by the player per unit time is
decreased and thus the rate of operation of the gaming machine is
lowered.
[0329] In the mean time, if it is carried out an effect which
notifies an internal winning combination determined by the internal
lottery process without fail so as to solve the above problem, the
player may be bored with it and lose interest in the effect.
Accordingly, it is required to provide a gaming machine enabling
the player not to lose interest in an effect relating to an
internal winning combination while preventing the rate of operation
of the gaming machine from being lowered.
[0330] Accordingly, in one embodiment, it is carried out a complete
notification effect over 100 games, which notifies an internal
winning combination determined by the internal lottery process
without fail (i.e., in a probability of 100%) on condition that the
point cumulatively added in the music game is .sup..left
brkt-top.50.sub..right brkt-bot. or more. In other words, it is
continued the complete notification effect over the predetermined
number of games, which effect is carried out in reward for the
result that the point value is .sup..left brkt-top.50.sub..right
brkt-bot. or more in the music game. By doing so, it is possible to
prevent the player from losing interest in the effect of notifying
the internal winning combination.
[0331] In addition, since the complete notification effect is
carried out, the player is not perplexed how to carry out the stop
control so that which of the combinations of symbols is displayed
along the activated line. Accordingly, it is possible to provide a
gaming machine enabling the player not to lose interest in an
effect relating to an internal winning combination while preventing
the rate of operation of the gaming machine from being lowered.
[0332] In the followings, it is described a periodic intervention
process under control of the sub-CPU for carrying out a
predetermined process every time predetermined under control of the
sub-CPU (image control MICOM 81), with reference to FIG. 29. The
periodic intervention process is repetitively carried out every 2
ms.
[0333] First, the image control MICOM 81 determines whether the
specific operation detection timer is 0 or not (step S191). When a
result of the determination is YES, the MICOM ends the periodic
intervention process under control of the sub-CPU, otherwise
proceeds to a step S192. In the step S192, the MICOM subtracts 1
from the specific operation detection timer and ends the periodic
intervention process under control of the sub-CPU, on condition
that the third stop operation command is received (i.e., the stop
button is pushed in the third stop operation).
[0334] In the followings, it is described an example of an image
displayed in the effect display area 23 (i.e., liquid crystal
display unit 2b) for the effect, with reference to FIGS. 30 to
36.
[0335] FIG. 30 shows a display example A. The display example A is
an example of an image which is displayed in the effect display
area 23 as the paper airplane effect (i.e., paper airplanes A to
C). In case that the effect data selected on the basis of the
effect table (see FIG. 13) is .sup..left
brkt-top.turning.sub..right brkt-bot., the image is displayed in
the effect display area 23, based on the corresponding effect
data.
[0336] FIG. 30 shows a display example A. In the example A, it is
displayed an image showing that the paper airplane 301 turns around
a character 302. The image is displayed when the display
combination command is received (i.e., when all the reels 3L, 3C,
3R are stopped).
[0337] In the effect of the paper airplane of the embodiment, an
internal winning combination is notified through a color of the
paper airplane. For example, the red paper airplane is displayed to
notify that the internal winning combination is Cherry (i.e., color
of a symbol constituting a combination of symbols corresponding to
the internal winning combination is red). In case that the paper
airplane effect is carried out as the complete notification effect,
the paper airplane of color corresponding to the internal winning
combination is displayed without fail (i.e., in a probability of
100%), except that the losing is determined as the internal winning
combination.
[0338] In addition, when the paper airplane effect is carried out
in the carryover section, there may be a case where the paper
airplane of color corresponding to the internal winning combination
is not always displayed. For example, even though the yellow paper
airplane corresponding to Bell is not displayed (for example, even
though the red paper airplane corresponding to Cherry is
displayed), there is a case where the combination of symbols
corresponding to Bell is displayed along the activated line. By
doing so, it is notified that the paper airplane effect is carried
out in the carryover section.
[0339] Herein, although not shown in the effect table of FIG. 13,
in fact, the effect data corresponding to the paper airplane effect
is provided to correspond to the internal winning combination, too.
For example, the effect table is provided with the effect data of
paper airplane effect corresponding to Cherry. The effect data is
determined, so that an image including the red paper airplane is
displayed on the liquid crystal display unit 2b. In addition, in
the complete notification effect, the effect data corresponding to
an internal winning combination is determined without fail (i.e.,
in a probability of 100%).
[0340] FIG. 31 is an example of an image which is displayed in the
effect display area 23 in the first game of the baseball winning
effect or baseball losing effect.
[0341] FIG. 31A is a display example of an image (i.e., image
corresponding to the effect data .sup..left brkt-top.baseball
stadium.sub..right brkt-bot.) which is displayed in accordance with
the start operation in the first game of baseball winning effect or
baseball losing effect. In the display example of FIG. 31A, it is
displayed an image showing a panoramic view of the baseball
stadium.
[0342] FIG. 31B is a display example of an image (i.e., image
corresponding to the effect data .sup..left brkt-top.bird's
appearance.sub..right brkt-bot.) which is displayed in accordance
with the first stop operation in the first game of baseball winning
effect or baseball losing effect. In the display example of FIG.
31B, it is displayed an image showing a bird 302 in the
impersonation of batter.
[0343] FIG. 31C is a display example of an image (i.e., image
corresponding to the effect data .sup..left brkt-top.dog's
appearance.sub..right brkt-bot.) which is displayed in accordance
with the second stop operation in the first game of baseball
winning effect or baseball losing effect. In the display example of
FIG. 316C, it is displayed an image showing a dog 303 in the
impersonation of pitcher.
[0344] FIG. 31D is a display example of an image (i.e., image
corresponding to the effect data .sup..left brkt-top.both sides'
appearance.sub..right brkt-bot.) which is displayed in accordance
with the third stop operation in the first game of baseball winning
effect or baseball losing effect. In the display example of FIG.
31D, it is displayed an image showing a bird 302 and a dog 303
facing each other.
[0345] FIG. 31E is a display example of an image (i.e., image
corresponding to the effect data .sup..left brkt-top.both sides'
appearance.sub..right brkt-bot.) which is displayed by receiving
the display combination command (i.e., by stopping the rotation of
all the reels 3L, 3C, 3R) in the first game of baseball winning
effect or baseball losing effect. In the display example of FIG.
16E, it is displayed an image same as that of FIG. 31D.
[0346] FIG. 32 is an example of an image which is displayed in the
effect display area 23 in the second game of the baseball winning
effect (except the baseball winning C) or baseball losing effect
(except the baseball losing C).
[0347] FIG. 32A is a display example of an image (i.e., image
corresponding to the effect data rpreparation completion of both
sidesi ) which is displayed in accordance with the insertion
operation in the second game of the baseball winning effect or
baseball losing effect. In the display example of FIG. 32A, it is
displayed an image showing that the bird 302 assumes a hitting
posture with a bat and the dog 303 assumes a throwing posture.
[0348] FIG. 32B is a display example of an image (i.e., image
corresponding to the effect data .sup..left
brkt-top.motion.sub..right brkt-bot.) which is displayed in
accordance with the start operation in the second game of the
baseball winning effect or baseball losing effect. In the display
example of FIG. 32B, it is displayed an image showing that the bird
302 starts to bat and the dog 303 starts to throw a ball with the
arm held aloft.
[0349] FIG. 32C is a display example of an image (i.e., image
corresponding to the effect data .sup..left
brkt-top.throwing.sub..right brkt-bot.) which is displayed in
accordance with the first stop operation in the second game of the
baseball winning effect or baseball losing effect. In the display
example of FIG. 32C, the dog 303 is enlarged and it is displayed an
image showing that the dog 303 holds the arm aloft to pitch.
[0350] FIG. 32D is a display example of an image (i.e., image
corresponding to the effect data .sup..left
brkt-top.hitting.sub..right brkt-bot.) which is displayed in
accordance with the second stop operation in the second game of the
baseball winning effect or baseball losing effect. In the display
example of FIG. 32D, the bird 302 is enlarged and it is displayed
an image showing that the bird 302 bats to hit the ball.
[0351] FIG. 32E is a display example of an image (i.e., image
corresponding to the effect data .sup..left
brkt-top.foul.sub..right brkt-bot.) which is displayed in
accordance with the third stop operation in the second game of the
baseball winning effect or baseball losing effect. In the display
example of FIG. 32E, it is displayed an image showing that the bird
hit a foul ball.
[0352] FIG. 32F is a display example of an image (i.e., image
corresponding to the effect data .sup..left
brkt-top.foul.sub..right brkt-bot.) which is displayed in
accordance with the third stop operation in the second game of the
baseball winning effect or baseball losing effect. In the display
example of FIG. 32F, it is displayed an image same as that of FIG.
32E.
[0353] FIG. 33 is an example of an image which is displayed in the
effect display area 23 in the last game of the baseball winning
effect (i.e., fourth game of the baseball winning A, third game of
the baseball winning B and second game of the baseball winning
C).
[0354] As shown in FIGS. 33A to 33D, the examples of images which
are displayed in accordance with the insertion, start, first and
second operations are same as those of FIGS. 32A to 32D.
[0355] FIG. 33E is a display example of an image (i.e., image
corresponding to the effect data .sup..left brkt-top.bird's
expression.sub..right brkt-bot.) which is displayed in accordance
with the third stop operation in the last game of the baseball
winning effect. In the display example of FIG. 33E, the bird's face
302 is enlarged and it is displayed an image showing the bird's
expression in detail.
[0356] FIG. 33F is a display example of an image (i.e., image
corresponding to the effect data .sup..left
brkt-top.homerun.sub..right brkt-bot.) which is displayed by
receiving the display command (i.e., by stopping the rotation of
all the reels 3L, 3C, 3R) in the last game of the baseball winning
effect. In the display example of FIG. 33F, it is displayed an
image (i.e., mode of the effect notifying that the replay time is
operating) showing that the bird hit a homerun (i.e., the bird 302
won a victory over the dog 303).
[0357] FIG. 34 is an example of an image which is displayed in the
effect display area 23 in the last game of the baseball losing
effect (i.e., fourth game of the baseball losing A, third game of
the baseball losing B and second game of the baseball losing
C).
[0358] As shown in FIGS. 34A to 34D, the examples of images which
are displayed in accordance with the insertion, start, first and
second operations are same as those of FIGS. 33A to 33D.
[0359] FIG. 34E is a display example of an image (i.e., image
corresponding to the effect data .sup..left brkt-top.bird's
expression.sub..right brkt-bot.) which is displayed in accordance
with the third stop operation in the last game of the baseball
losing effect. In the display example of FIG. 34E, the bird's face
302 is enlarged and it is displayed an image showing the bird's
expression in detail.
[0360] FIG. 34F is a display example of an image (i.e., image
corresponding to the effect data .sup..left
brkt-top.strikeout.sub..right brkt-bot.) which is displayed in
accordance with the third stop operation in the last game of the
baseball losing effect. In the display example of FIG. 34F, it is
displayed an image showing that the bird 302 has been struck
out.
[0361] Herein, in the baseball winning effect, it is displayed the
image (see FIG. 33F) showing that the bird 302 won a victory over
the dog 303 in the last of the effect (for example, when it is
received the display combination command of the third game of the
baseball winning B), so that the player perceives that the RT
section is operating. In addition, in the baseball losing effect,
it is displayed the image (see FIG. 34F) showing that the bird 302
lost the game to the dog 303 in the last of the effect (for
example, when it is received the display combination command of the
third game of the baseball losing B), so that the player perceives
that the RT section is not operating.
[0362] In the mean time, since the same image as the image
displayed in the baseball winning effect is displayed until the
middle of the baseball losing effect, it is difficult for the
player to perceive that the RT section is not operating, to the
last of the baseball losing effect. Accordingly, even though the RT
section does not operate to the last of the baseball losing effect,
it is possible to make the player expect that it will be notified
at the last stage of the corresponding effect that the RT section
is operating. In other words, the player may expect that the RT
section would be operating. Accordingly, it is possible to provide
a gaming machine capable of keeping up the player's expectations
even though the RT section is not operating.
[0363] FIG. 35 shows a display example B. The display example B is
an example of an image which is displayed in the effect display
area 23 in an effect under RT operation. The effect under RT
operation is started when the baseball winning effect is over
during the operation of the RT section, and is over when the
corresponding RT section is over. In other words, even though the
RT section is operating, the effect under RT operation is not
carried out until the baseball winning effect is over.
[0364] In the display example B of FIG. 35, it is displayed an
image including a queen game mark 304 representing that the RT
section is operating. By displaying such image, the player can play
the game while certainly perceiving that the RT section is
operating.
[0365] In the followings, it is described an image which is
displayed in the effect display area 23 in a music game, and the
stop operation of the player during the music game, with reference
to FIG. 36.
[0366] Herein, in the music game, it is displayed images including
plural elliptical markers 305 to 308 arranged in a row in the right
area of the effect display area 23 (i.e., right marker 305, left
marker 306, center mark 307 and plain marker 308) and a rectangular
bar 309 which is long in a horizontal direction. Such images are
continuously displayed, so that it is displayed in the effect
display area 23 a moving picture showing that the markers arranged
in a row move in arrow directions of FIGS. 36A and 36B.
[0367] Each of the markers 305 to 308 is provided to correspond to
the stop buttons 7L, 7C, 7R. Specifically, the right marker 305
corresponds to the right stop button 7R. In addition, the left
marker 306 corresponds to the left stop button 7L. Additionally,
the center marker 307 corresponds to the center stop button 7C.
Further, the plain marker 308 corresponds to all the stop buttons
7L, 7C, 7R.
[0368] In the music game, in case that an image representing that
any one of the markers 305 to 308 overlaps the bar 309 (such state
of the marker is referred to as .sup..left brkt-top.within the
permitted range.sub..right brkt-bot.) is displayed and it is
carried out the push operation of the stop button corresponding to
the corresponding marker at the timing at which such image is
displayed, a predetermined value is added to the value of
point.
[0369] Specifically, in case that the push operation of the right
stop button 7R is carried out at the time when the right marker 305
is within the permitted range, in case that the push operation of
the left stop button 7L is carried out at the time when the left
marker 306 is within the permitted range, and in case that the push
operation of the center stop button 7C is carried out at the time
when the center marker 307 is within the permitted range,
.sup..left brkt-top.2.sub..right brkt-bot. is added to the value of
point. In addition, in case that the push operation of any one of
the stop buttons 7L, 7C, 7R is carried out at the time when the
plain marker 308 is within the permitted range, .sup..left
brkt-top.1.sub..right brkt-bot. is added to the value of point.
[0370] In addition, in case that an image representing that any one
of the markers 305 to 308 does not overlap the bar 309 (such state
of the marker is referred to as .sup..left brkt-top.out of the
permitted range.sub..right brkt-bot.) is displayed and it is
carried out the push operation of the stop button corresponding to
the corresponding marker at the timing at which such image is
displayed, the value of point is not added.
[0371] In addition, if the music game starts, the right marker 305,
the left marker 306 and the center marker 307 are respectively
allowed to be within the permitted range by one time (i.e., total 3
times). Accordingly, when the right marker 305, the left marker 306
and the center marker 307 are respectively allowed to be within the
permitted range by one time, if the player successively pushes the
stop button corresponding to the marker within the permitted range,
.sup..left brkt-top.6.sub..right brkt-bot. is added to the value of
point in one game.
[0372] In addition, after the right marker 305, the left marker 306
and the center marker 307 are respectively allowed to be within the
permitted range by one time, the plain marker 308 is allowed to be
within the permitted range. Therefore, even though the player fails
to push the stop button corresponding to the marker within the
permitted range at the time when the right marker 305, the left
marker 306 and the center marker 307 are within the permitted
ranged, if the player pushes any one of the stop buttons 7L, 7C, 7R
at the time when the plain marker 308 is within the permitted
range, .sup..left brkt-top.1.sub..right brkt-bot. is added to the
value of point. As a result, it is possible to relieve the player
who failed to push the stop button in the music game.
[0373] FIG. 36A shows a display example C. The display example C is
an example of an image which is displayed in the effect display
area 23 when the marker is out of the permitted range in the music
game.
[0374] In the display example C of FIG. 36A, it is displayed an
image representing that no markers 350 to 308 do not overlap the
bar 309 (i.e., all the markers are out of the permitted range).
When the player carries out the stop operation when such image is
displayed, the value of point is not added.
[0375] FIG. 36B shows a display example D. The display example D is
an example of an image which is displayed in the effect display
area 23 when the marker is within the permitted range in the music
game.
[0376] In the display example D of FIG. 36B, it is displayed an
image representing that the right marker 305 overlaps the bar 309
(i.e., the right marker 305 is within the permitted range) with
being enlarged. When the player pushes the right stop button 7R
when such image is displayed, .sup..left brkt-top.2.sub..right
brkt-bot. is added to the value of point.
[0377] Like this, in one embodiment, when the markers 305 to 308
are within the permitted range, it is adapted to show an image of
which the corresponding marker 305 to 308 is enlarged, as compared
to the case where the markers are out of the permitted range.
Thereby, the player can push the stop buttons 7L, 7C, 7R while more
correctly perceiving the timing at which the markers 305 to 308 are
within the permitted range.
[0378] In the followings, it is described an output pattern in the
music game and the degree of difficulty of the music game, with
reference to graphs shown in FIG. 37.
[0379] FIGS. 37A to 37D are graphs showing output patterns of music
A to D. These graphs comprise a x-axis in which the time from after
a music game is started is indicated, and a y-axis in which a sound
volume outputted from the music game is indicated. According to the
graphs, when the music A to D is reproduced, the sound volume
thereof is maximized at least 3 times. The time at which the sound
volume of the music is maximized is approximately identical to the
time at which the markers 305 to 307 are within the permitted
range.
[0380] Accordingly, in the music game, when the marker 305 to 307
are within the permitted range and the player pushes the stop
button corresponding to the corresponding marker 305 to 307 at the
timing at which the sound volume of the music is maximized, the
value of point is added. By doing so, the player can enjoy the
rhythmical stop operation by conducting the stop operation at the
timing matched to the outputted music in the music game. In
addition, in one embodiment, since the music game is carried out in
the middle bonus game, it is possible to further improve the
player's interest in the middle bonus game.
[0381] Herein, according to the output patterns of the musicAto D
shown in FIGS. 37A to 37D, a frequency that the sound volume of the
music D is maximized is relatively higher than that of the sound
volume of the music A to C. In other words, the frequency that the
markers 305 to 307 are allowed to be within the permitted range per
time in the music game in which the music D is outputted is
relatively higher than that of the music game in which the music A
to C is outputted. Accordingly, an interval of time at which the
markers 305 to 307 are within the permitted range in the music game
in which the music D is outputted is relatively shorter than an
interval of time at which the markers 305 to 307 are within the
permitted range in the music game in which the music A to C is
outputted.
[0382] Therefore, the player should carry out the stop operation
with a relatively short time interval so that the point is added in
the music game in which the music D is outputted, as compared to
the music game in which the music A to C is outputted. As a result,
the degree of difficulty of the music game in which the music D is
outputted is relatively higher than that of the music game in which
the music A to C is outputted. In the mean time, in one embodiment,
in case that the specific stop operation is carried out to start
the middle bonus game, it is adapted to output the music D in the
music game. In other words, the gaming machine of the embodiment is
a gaming machine adapted to carry out one of the music games having
different degree of difficulty during the operation of middle
bonus. In such gaming machine, when the stop operation is carried
out in order of .sup..left brkt-top.right.fwdarw.left.fwdarw.center
(in addition, the center stop button 7C is pushed for 3 seconds)
and a symbol combination relating to MB is displayed along the
activated line, it is carried out a music game whose degree of
difficulty is higher as compared to the other music games.
[0383] By doing so, in case that the player gets used to the degree
of difficulty of the music game in which the music A to C is
outputted, the player can carry out a specific stop operation so
that the more difficult music game is carried out, and enjoy the
music game in which the music D is outputted. Accordingly, it is
possible to increase the player's interest in the music game and to
prevent the player's interest in the music game from being
decreased because the player gets used to the degree of difficulty
of the music game.
[0384] In the mean time, in order to output the music D in a music
game, it is necessary for the player to carry out the specific stop
operation, i.e., a stop operation which is not typically carried
out. By adopting such stop operation as a condition for outputting
the music D in the music game, it is possible to evade a
possibility that the music game will be started against the
player's intention who is not interested in the music game having
the high degree of difficulty. In addition, it is possible to
provide a gamine machine with which both a player who is interested
in a music game having the high degree of difficulty and a player
who is not interested in the corresponding game can take pleasure
in the music game.
[0385] While the invention has been described with reference to the
embodiments, the invention is not limited thereto.
[0386] In the embodiment, the value of point cumulatively added in
the music game is not disclosed, and the complete notification
effect is carried out, on condition that the value of point
cumulatively added in the music game is 50 or more. However, the
invention is not limited thereto. Specifically, it may be provided
means for notifying a current value of point in a music game.
[0387] For example, when it is carried out a music game, the
identification information representing a current value of point
may be displayed in the display device (for example, liquid crystal
display unit 2b). By doing so, the player can play the music game
while perceiving the current value of point. In addition, it is
possible to increase the player's expectations that the complete
notification effect will be made, as the current value of point
approaches a predetermined value.
[0388] In addition, when the value of point reaches .sup..left
brkt-top.50.sub..right brkt-bot. (i.e., predetermined value) while
the music game is carried out, the identification information
representing such situation may be displayed by the display device
(for example, liquid crystal display unit 2b), or alternatively,
the sound of notifying the situation may be outputted from the
sound output means (for example, speakers 9L, 9R). By doing so, it
is possible to provide the player with a sense of achievement that
it is reached the state in which the complete notification effect
can be carried out.
[0389] In addition, in the embodiment, the internal winning
combination determined by the internal lottery process is notified
without fail (i.e., in a probability of 100%) in the complete
notification effect. However, the invention is not limited thereto.
For example, the internal winning combination determined by the
internal lottery process may be notified almost certainly in the
complete notification effect. Herein, the term of .sup..left
brkt-top.almost certainly.sub..right brkt-bot. is meant by a
probability that the player will feel as virtually same as the
probability of 100%. For example, 90% or more probability may be
adopted. Also in this case, it is possible to provide a gamine
machine with which both a player who is interested in a music game
having the high degree of difficulty and a player who is not
interested in the corresponding game can take pleasure in the music
game.
[0390] In addition, in the embodiment, it is required to carry out
the stop operation in the specific stop order, i.e., in order of
the right stop button 7R, the left stop button 7L and the center
stop button 7C, so as to output the music D. However, the invention
is not limited thereto. For example, it may be adopted a stop
operation order except a stop operation order of the left stop
button 7L, the center stop button 7C and the right stop button 7R
(i.e., the push is sequentially conducted), as the specific stop
order. Also in this case, it is possible to evade a possibility
that the music game having the high degree of difficulty will be
started against the player's intention.
[0391] In addition, in the embodiment, it is adopted, as the
specific stop operation, the stop operation in which the left stop
button 7L is continuously pushed for 3 seconds in the third stop
operation of the stop operations carried out in the specific stop
order. Specifically, it may be a stop operation which is not
typically carried out by the player, as the specific stop
operation. For example, it may be adopted, as the specific stop
operation, a stop operation in which a stop button is continuously
pushed for 3 seconds in one of the first to third stop operations.
By doing so, it is possible to evade a possibility that the music
game will be started against the player's intention who is not
interested in the music game having the high degree of
difficulty.
[0392] In addition, in the embodiment, the contents of the specific
stop operation are not knows to the player. However, they may be
known. For example, the contents of the specific stop operation may
be known to the player, on condition that a bonus (MB1 or MB2) is
determined as an internal winning combination in the internal
lottery process. By doing so, even a beginner who lacks knowledge
about the gaming machine can enjoy the music game in which the
music D is outputted, through the specific stop operation.
[0393] Further, in the embodiment, the frequency that the markers
305 to 307 are allowed to be within the permitted range per time in
the music game in which the music D is outputted is relatively
higher than that of the music game in which the music A to C is
outputted. In other words, the degree of difficulty of the music
game is defined by the frequency that the timing at which the
player should conduct the stop operation (for example, timing at
which the marker is within the permitted range) is notified by the
notifying means (for example, liquid crystal display device 131)
per unit time. However, the invention is not limited thereto.
[0394] Specifically, the degree of difficulty of the music game may
be also defined depending on the order of stop operations which the
player should conduct. For example, in the music game having the
higher degree of difficulty, a frequency that an order of stop
operations except the sequential push, as the order of stop
operations which the player should conduct, is notified to the
player may be relatively higher than, as compared to the other
music games.
[0395] In the embodiment, before it is carried out the control for
stopping the rotation of the reels 3L, 3C, 3R, it is first expected
a display combination which is possible to be determined after the
rotation of the reels 3L, 3C, 3R is stopped and then it is carried
out the control for stopping the rotation of the reels 3L, 3C, 3R,
based on the corresponding expectation (for example, expected
display combination data stored in the display combination storing
area). However, the invention is not limited thereto. For example,
it may be provided a stop table for determining a stop mode (for
example, expected stop position) of reel depending on the operation
of the stop button (for example, stop operation position at the
time when the stop button is pushed), and then the control for
stopping the rotation of reel may be carried out by referring to
the stop table.
[0396] In addition, in the embodiment, when .sup..left
brkt-top.Replay-Replay-E.sub..right brkt-bot., .sup..left
brkt-top.Replay-Replay-Blue 7.sub..right brkt-bot. or .sup..left
brkt-top.Replay-Replay-Watermelon.sub..right brkt-bot. is displayed
along the activated line, RT (i.e., .sup..left
brkt-top.000100000.sub..right brkt-bot.) becomes the display
combination. In other words, the one display combination
corresponds to the plural combinations of symbols. However, the
invention is not limited thereto. For example, it may be structured
in such a way that a combination of symbols corresponds to a
display combination by one to one (for example, it may be provided
display combinations corresponding to .sup..left
brkt-top.Replay-Replay-E.sub..right brkt-bot., .sup..left
brkt-top.Replay-Replay-Blue 7.sub..right brkt-bot. and .sup..left
brkt-top.Replay-Replay-Watermelon.sub..right brkt-bot.,
respectively).
[0397] Additionally, the invention can be applied to another gaming
machine such as pachinko gaming machine, pachi-lot and the like, in
addition to the gaming machine 1 of the embodiment. In addition,
the invention can be applied to a game program which
pseudo-executes the game of the pachi-slot machine 1 described in
the embodiment as a home gaming machine. In this case, a medium for
recording the game program may include a CD-ROM, FD (flexible disk)
and the other recording media.
* * * * *