U.S. patent application number 11/384866 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.
Application Number | 20070123331 11/384866 |
Document ID | / |
Family ID | 38088234 |
Filed Date | 2007-05-31 |
United States Patent
Application |
20070123331 |
Kind Code |
A1 |
Hishinuma; Takaaki ; et
al. |
May 31, 2007 |
Gaming machine
Abstract
Disclosed is a gaming machine. In case that a combination of
symbols corresponding to RT has been stopped on the activated line
in the reel display window frame, the gaming machine of the
invention plunges the player into a BB carryover state and pays out
a medal in accordance with the combination of symbols corresponding
to RT to the player, until a combination of symbols corresponding
to BB is stopped on the activated line.
Inventors: |
Hishinuma; Takaaki; (Tokyo,
JP) ; Hirauchi; Takayuki; (Tokyo, JP) ;
Kamada; Yousuke; (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: |
38088234 |
Appl. No.: |
11/384866 |
Filed: |
March 21, 2006 |
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3269 20130101; G07F 17/322 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Nov 29, 2005 |
JP |
2005-344575 |
Nov 29, 2005 |
JP |
2005-344577 |
Claims
1. A gaming machine comprising: means for storing information of
numerical ranges matched to each of plural combinations, the
information having a numerical range matched to a predetermined
first combination overlapping all or part of a numerical range
matched to a predetermined second combination; symbol display means
for displaying plural symbols; start signal output means for
outputting a command signal to start a unit game in accordance with
an operation by a player; internal winning combination
determination means for determining which of the numerical range
information stored in the numerical range information storing means
a random number value is included in to determine an internal
winning combination in the unit game, the determination means
simultaneously determining the first and second combinations as an
internal winning combination when it is determined that the random
number value is included in a numerical range in which the
numerical range of the predetermined first combination and the
numerical range of the predetermined second combination overlap
each other, the random number value being drawn through a random
number lottery which is started through a reception of the start
signal outputted from the start signal output means; symbol
variation means for receiving the start signal outputted from the
start signal output means to vary the symbols to be displayed by
the symbol display means; stop signal output means for outputting a
command signal to stop the symbol variation by the symbol variation
means in accordance with an operation by the player; stop control
means for carrying out a stop control of the symbol variation by
the symbol variation means, based on the internal winning
combination determined by the internal winning combination
determination means and the stop signal outputted from the stop
signal output means; and means for awarding a benefit in accordance
with a corresponding combination to the player when the combination
is determined as an internal winning combination of the unit game
by the internal winning combination determination means and a
combination of symbols corresponding to the determined combination
is stopped by the stop control means, the awarding means carrying
over the corresponding second combination as the internal winning
combination and at the same time awarding a benefit in accordance
with the corresponding first combination to the player when the
first and second combinations are simultaneously determined as the
internal winning combination of the unit game by the internal
winning combination determination means and a combination of
symbols corresponding to the first combination is stopped by the
stop control means.
2. The gaming machine according to claim 1, the awarding means
awards a bonus gaming state in which a bonus game is carried out,
as the benefit in accordance with the second combination.
3. The gaming machine according to claim 1, wherein the awarding
means awards a re-gaming state of high probability in which a
re-game winning occurs in a high probability as compared to a
normal gaming state, as the benefit in accordance with the first
combination.
4. The gaming machine according to claim 1, further comprising
notification means for notifying the player of information
representing that the first and second combinations are determined
as the internal winning combination of the unit game.
5. A gaming machine comprising: means for storing information of
numerical ranges matched to each of plural combinations, the
information having numerical ranges in which predetermined plural
first combinations overlap a predetermined second combination,
respectively, in different ratios; symbol display means for
displaying plural symbols, the display means displaying a
combination of symbols much including same symbols predetermined,
among combinations of symbols corresponding to each of the plural
first combinations, as it is higher a ratio that the numerical
range stored in the numerical range information storing means
overlaps the second combination; start signal output means for
outputting a command signal to start a unit game in accordance with
an operation by a player; internal winning combination
determination means for determining which of the numerical range
information stored in the numerical range information storing means
a random number value is included in to determine an internal
winning combination of the unit game, the determination means
simultaneously determining one or some of the plural first
combinations and the second combination as an internal winning
combination when it is determined that the random number value is
included in a numerical range in which information of one or plural
numerical ranges of the plural first combinations and the numerical
range of the second combination overlap each other, the random
number value being drawn through a random number lottery which is
started through a reception of the start signal outputted from the
start signal output means; symbol variation means for receiving the
start signal outputted from the start signal output means to vary
the symbols to be displayed by the symbol display means; stop
signal output means for outputting a command signal to stop the
symbol variation by the symbol variation means in accordance with
an operation by the player; stop control means for carrying out a
stop control of the symbol variation by the symbol variation means,
based on the internal winning combination determined by the
internal winning combination determination means and the stop
signal outputted from the stop signal output means; and means for
awarding a benefit in accordance with a corresponding combination
to the player when the combination is determined as an internal
winning combination of the unit game by the internal winning
combination determination means and a combination of symbols
corresponding to the determined combination is stopped by the stop
control means, the awarding means carrying over the corresponding
second combination as the internal winning combination and at the
same time awarding a benefit in accordance with the corresponding
first combination to the player when one or some of the plural
first combinations and the second combination are simultaneously
determined as the internal winning combination of the unit game by
the internal winning combination determination means and a
combination of symbols corresponding to one of the first
combinations is stopped by the stop control means.
6. The gaming machine according to claim 5, wherein the awarding
means awards a bonus gaming state in which a bonus game is carried
out, as the benefit in accordance with the second combination.
7. The gaming machine according to claim 5, further comprise
notification means for notifying the player of information
representing that the first and second combinations are determined
as the internal winning combination of the unit game.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application is based upon the prior Japanese Patent
Applications No. 2005-344575 filed on Nov. 29, 2005 and No.
2005-344577 filed on Nov. 29, 2005, the entire contents of which
are incorporated herein by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a gaming machine.
[0004] 2. Description of Related Art
[0005] It has been conventionally known a gaming machine, so-called
pachi-slot machine of operating a start lever after a medal is
inserted or a BET button is pushed, to rotate mechanical rotation
reels (hereinafter, referred to as reel), pushing a stop button
corresponding to each of the reels to stop each of the reels and
paying out a medal in accordance with a combination of symbols
stopped in a reel display window.
[0006] More specifically, the gaming machine memorizes a
combination of symbols representing an achievement of a winning
combination and the number of medals to be paid out when the
winning combination is achieved (i.e., when a combination of
symbols of an internal winning combination is stopped on an
activated line in the reel display window, which is activated in
correspondence with the insertion number of medals) while
memorizing information about numerical ranges correspondingly to
each of plural combinations which become a winning combination.
When a player operates the start lever to start a one game (unit
game), the gaming machine rotates the reels to vary the plural
symbols, obtains a random number value through an internal lottery
process and determines which of the numerical ranges the obtained
random number value is included in, thereby determining an internal
winning combination (or losing). Then, the gaming machine displays
stops the symbols being varied in accordance with the determined
winning combination and the push operation of the stop button by
the player, and pays out a medal in correspondence with a winning
combination when a combination of symbols corresponding to the
winning combination is stopped on the activated line.
[0007] With regard to the above gaming machine, it is suggested a
gaming machine allowing a duplicate winning to be achieved in
plural combinations through a one game (unit game) (for example,
see a Japanese Patent Publication No. 2004-113292). Specifically,
in the gaming machine, it is provided a duplicate winning
combination such as .left brkt-top.Small Win & Re-game.right
brkt-bot.. In case that the .left brkt-top.Small Win &
Re-game.right brkt-bot. is determined as an internal winning
combination through an internal lottery and a combination of
symbols corresponding to the .left brkt-top.Small Win.right
brkt-bot. and a combination of symbols corresponding to .left
brkt-top.Re-game.right brkt-bot. are stopped on the activated line
at the same time, it is not required to insert a medal insertion
due to the winning in the re-game (i.e., possessing medal is
maintained) and a medal is paid out in accordance with Small Win at
the same time.
[0008] However, according to the prior art, the winning is just
duplicately achieved in the plural combinations through the one
game (unit game) (in other words, when the plural combinations are
stopped on the activated line at the same time, the benefits
corresponding to each of the plural combinations are duplicately
paid out to the player). Accordingly, the gaming machine does not
provide an attractive game feature in that it does not pay out the
medals in correspondence with the combination of symbols displayed
on the activated line.
[0009] In addition, with regard to the above gaming machine, it is
suggested a gaming machine adapted to notify a player that a
predetermined combination has been determined as an internal
winning combination (for example, a Japanese Patent Publication No.
2004-49642). Specifically, in the gaming machine, when a big bonus
(hereinafter, referred to as .left brkt-top.BB.right brkt-bot.) or
regular bonus (hereinafter, referred to as .left brkt-top.RB.right
brkt-bot.), in which a bonus game is carried out, is determined as
an internal winning combination, a combination of symbols
representing it (so-called ready-to-win combination) is stopped on
the reels, or the determination result is notified to the player
through a speaker, a lamp or liquid crystal, etc.
[0010] However, the above prior art just notifies the player that
BB or RB is determined as an internal winning combination.
Accordingly, the gaming machine does not an attractive game feature
in that only the uniform fact that .left brkt-top.a winning is
achieved.right brkt-bot. is notified to the player.
SUMMARY OF THE INVENTION
[0011] Accordingly, the invention has been made to solve the
above-mentioned problems occurring in the prior art. An object of
the invention is to provide a gaming machine capable of providing a
game feature more attractive to a player.
[0012] In order to achieve the above object, there is provided a
gaming machine comprising: means for storing information of
numerical ranges matched to each of plural combinations, the
information having a numerical range matched to a predetermined
first combination overlapping all or part of a numerical range
matched to a predetermined second combination; symbol display means
for displaying plural symbols; start signal output means for
outputting a command signal to start a unit game in accordance with
an operation by a player; internal winning combination
determination means for determining which of the numerical range
information stored in the numerical range information storing means
a random number value is included in to determine an internal
winning combination in the unit game, the determination means
simultaneously determining the first and second combinations as an
internal winning combination when it is determined that the random
number value is included in a numerical range in which the
numerical range of the predetermined first combination and the
numerical range of the predetermined second combination overlap
each other, the random number value being drawn through a random
number lottery which is started through a reception of the start
signal outputted from the start signal output means; symbol
variation means for receiving the start signal outputted from the
start signal output means to vary the symbols to be displayed by
the symbol display means; stop signal output means for outputting a
command signal to stop the symbol variation by the symbol variation
means in accordance with an operation by the player; stop control
means for carrying out a stop control of the symbol variation by
the symbol variation means, based on the internal winning
combination determined by the internal winning combination
determination means and the stop signal outputted from the stop
signal output means; and means for awarding a benefit in accordance
with a corresponding combination to the player when the combination
is determined as an internal winning combination of the unit game
by the internal winning combination determination means and a
combination of symbols corresponding to the determined combination
is stopped by the stop control means, the awarding means carrying
over the corresponding second combination as the internal winning
combination and at the same time awarding a benefit in accordance
with the corresponding first combination to the player when the
first and second combinations are simultaneously determined as the
internal winning combination of the unit game by the internal
winning combination determination means and a combination of
symbols corresponding to the first combination is stopped by the
stop control means.
[0013] According to the above invention, even though the
combination of symbols corresponding to the first combination is
stopped, if the first and second combinations are won at the same
time, the second combination is carried over as the internal
winning combination and the benefit in accordance with the first
combination is paid out to the player. Accordingly, the player may
expect a benefit n accordance with the second combination as well
as the benefit in accordance with the first combination, even
though the combination of symbols corresponding to the first
combination is stopped. Thereby, it is possible to provide an
attractive game feature for the player.
[0014] In addition, the awarding means of the invention may award a
bonus gaming state in which a bonus game is carried out, as the
benefit in accordance with the second combination.
[0015] According to the invention, since the bonus gaming state in
which a bonus game is carried out is awarded as the benefit in
accordance with the second combination, the player may expect the
bonus gaming state which is a great privilege not corresponding to
the first combination, even though the combination of symbols
corresponding to the first combination is stopped. Thereby, it is
possible to provide a much more attractive game feature for the
player.
[0016] In addition, the awarding means of the invention may award a
re-gaming state of high probability in which a re-game winning
occurs in a high probability as compared to a normal gaming state,
as the benefit in accordance with the first combination.
[0017] According to the invention, since the re-gaming state of
high probability in which a re-game winning occurs in a high
probability is awarded as the benefit in accordance with the first
combination, in case that the combination of symbols corresponding
to the first combination is stopped, the player expects a benefit
of a bonus gaming state and can also expect that at least the
benefit of the re-gaming state of high probability will be
obtained. Thereby, it is possible to provide a much more attractive
game feature for the player. In addition, according to the
invention, in case that the re-game symbol is displayed in a next
game after the combination of symbols corresponding to the first
combination has been stopped, the player can expect a re-gaming
state of high probability. Meanwhile, in case that the re-game
symbol is not displayed in the next game, the player can expect
that the bonus gaming state has been carried over. From this point
of view, it is possible to provide an attractive game feature for
the player.
[0018] According to the invention, in case that the first and
second combinations are determined as the internal winning
combination (simultaneously won), the information representing the
result is notified to the player through sound, image, lamp and the
like. Accordingly, the player can positively perceive that the
first and second combinations have been determined as the internal
winning combination. Alternatively, even under state that the
combination of symbols corresponding to the first combination has
been stopped, the player can definitely expect the benefit in
accordance with the second combination. Therefore, from the effect
point of view, it is possible to provide an attractive game feature
for the player.
[0019] In addition, the gaming machine of the invention may further
comprise notification means for notifying the player of information
representing that the first and second combinations are determined
as the internal winning combination of the unit game.
[0020] According to another aspect of the invention, there is
provided a gaming machine comprising: means for storing information
of numerical ranges matched to each of plural combinations, the
information having numerical ranges in which predetermined plural
first combinations overlap a predetermined second combination,
respectively, in different ratios; symbol display means for
displaying plural symbols, the display means displaying a
combination of symbols much including same symbols predetermined,
among combinations of symbols corresponding to each of the plural
first combinations, as it is higher a ratio that the numerical
range stored in the numerical range information storing means
overlaps the second combination; start signal output means for
outputting a command signal to start a unit game in accordance with
an operation by a player; internal winning combination
determination means for determining which of the numerical range
information stored in the numerical range information storing means
a random number value is included in to determine an internal
winning combination of the unit game, the determination means
simultaneously determining one or some of the plural first
combinations and the second combination as an internal winning
combination when it is determined that the random number value is
included in a numerical range in which information of one or plural
numerical ranges of the plural first combinations and the numerical
range of the second combination overlap each other, the random
number value being drawn through a random number lottery which is
started through a reception of the start signal outputted from the
start signal output means; symbol variation means for receiving the
start signal outputted from the start signal output means to vary
the symbols to be displayed by the symbol display means; stop
signal output means for outputting a command signal to stop the
symbol variation by the symbol variation means in accordance with
an operation by the player; stop control means for carrying out a
stop control of the symbol variation by the symbol variation means,
based on the internal winning combination determined by the
internal winning combination determination means and the stop
signal outputted from the stop signal output means; and means for
awarding a benefit in accordance with a corresponding combination
to the player when the combination is determined as an internal
winning combination of the unit game by the internal winning
combination determination means and a combination of symbols
corresponding to the determined combination is stopped by the stop
control means, the awarding means carrying over the corresponding
second combination as the internal winning combination and at the
same time awarding a benefit in accordance with the corresponding
first combination to the player when one or some of the plural
first combinations and the second combination are simultaneously
determined as the internal winning combination of the unit game by
the internal winning combination determination means and a
combination of symbols corresponding to one of the first
combinations is stopped by the stop control means.
[0021] According to the above invention, with regard to each of the
plural first combinations, the ratio that the second combination is
simultaneously won is different. In addition, even though the
combination of symbols corresponding to the first combination has
been stopped, if the first and second combinations has been won at
the same time, the benefit in accordance with the first combination
is paid out to the player while carrying over the second
combination as the internal winning combination. Accordingly, in
case that the combination of symbols corresponding to the first
combination is stopped, the player can expect the benefit in
accordance with the second combination in different ratios,
depending on which of the plural first combinations the combination
of symbols stopped corresponds to. Thereby, it is possible to
provide an attractive game feature for the player. In addition,
according to the invention, among the combinations of symbols
corresponding to each of the plural first combinations, the
combination of symbols corresponding the first combination having
the higher ratio of overlapping the second combination much
includes the predetermined same symbol (for example, blank symbol).
Accordingly, in case that a combination of symbols corresponding to
one of the plural first combinations is stopped, the player can
easily expect a benefit in accordance with the second combination
in different ratios, through the number of same symbols (for
example, blank symbol) included in the combination of symbols
stopped. Accordingly, it is possible to provide an attractive game
feature for the player.
[0022] In addition, the awarding means of the invention may award a
bonus gaming state in which a bonus game is carried out, as the
benefit in accordance with the second combination.
[0023] According to the invention, since the bonus gaming state in
which a bonus game is carried out is awarded as the benefit in
accordance with the second combination, the player may expect the
bonus gaming state which is a great privilege not corresponding to
the first combination, depending on which of the plural first
combinations the combination of symbols stopped corresponds to.
Thereby, it is possible to provide a much more attractive game
feature for the player.
[0024] In addition, the gaming machine of the invention may further
comprise notification means for notifying the player of information
representing that the first and second combinations are determined
as the internal winning combination of the unit game.
[0025] According to the invention, in case that the first and
second combinations are determined as the internal winning
combination (simultaneously won), the information representing the
result is notified to the player through sound, image, lamp and the
like. Accordingly, the player can positively perceive that the
first and second combinations have been determined as the internal
winning combination. Also, even under state that the combination of
symbols corresponding to one of the plural first combinations is
stopped, the player can definitely expect the benefit in accordance
with the second combination. Therefore, from the effect point of
view, it is possible to provide an attractive game feature for the
player.
BRIEF DESCRIPTION OF THE DRAWINGS
[0026] 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:
[0027] FIG. 1 is a view for showing an outline of a pachi-slot
machine according to an embodiment 1;
[0028] FIG. 2 is a perspective view showing an external structure
of a pachi-slot machine according to an embodiment 1;
[0029] FIG. 3 is a view for illustrating a panel display unit 2a
and a liquid crystal display unit 2b of a pachi-slot machine
according to an embodiment 1;
[0030] FIG. 4 shows an example of symbols displayed on reels 3L,
3C, 3R of a pachi-slot machine according to an embodiment 1;
[0031] FIG. 5 is a block diagram showing an internal structure of a
pachi-slot machine according to an embodiment 1;
[0032] FIG. 6 is block diagram showing a circuit structure of a
sub-control circuit 72 of a pachi-slot machine according to an
embodiment 1;
[0033] FIG. 7 is an explanatory diagram for illustrating an
occurrence condition of each gaming state, a shift condition and a
gaming state of a shift place when the shift condition is fulfilled
in a pachi-slot machine according to an embodiment 1;
[0034] FIG. 8A is an explanatory diagram for illustrating a
relationship of a combination, a symbol combination and a payout
number of a pachi-slot machine according to an embodiment 1;
[0035] FIG. 8B is an explanatory diagram for illustrating a
relationship of a combination, a symbol combination and a payout
number of a pachi-slot machine according to an embodiment 1;
[0036] FIG. 9A is a view showing a structure of a stop table
adopted in a pachi-slot machine according to an embodiment 1;
[0037] FIG. 9B is a view showing a structure of a stop table
adopted in a pachi-slot machine according to an embodiment 1;
[0038] FIG. 10A is a view showing a structure of a stop table
adopted in a pachi-slot machine according to an embodiment 1;
[0039] FIG. 10B is a view showing a structure of a stop table
adopted in a pachi-slot machine according to an embodiment 1;
[0040] FIG. 11A is a view showing an example of a probability
sortition table adopted in a pachi-slot machine according to an
embodiment 1;
[0041] FIG. 11B is a view showing an example of a probability
sortition table adopted in a pachi-slot machine according to an
embodiment 1;
[0042] FIG. 11C is a view showing an example of a probability
sortition table adopted in a pachi-slot machine according to an
embodiment 1;
[0043] FIG. 11D is a view showing an example of a probability
sortition table adopted in a pachi-slot machine according to an
embodiment 1;
[0044] FIG. 12 is a view showing an example of a table of number of
lotteries adopted in a pachi-slot machine according to an
embodiment 1;
[0045] FIG. 13 is a view showing an example of a priority
attraction-in ranking table adopted in a pachi-slot machine
according to an embodiment 1;
[0046] FIG. 14 is a view showing an example of an internal winning
combination determining table adopted in a pachi-slot machine
according to an embodiment 1;
[0047] FIG. 15A is a view showing an example of areas for storing
an internal winning combination, an internal carryover combination
and a random number adopted in a pachi-slot machine according to an
embodiment 1;
[0048] FIG. 15B is a view showing an example of areas for storing
an internal winning combination, an internal carryover combination
and a random number adopted in a pachi-slot machine according to an
embodiment 1;
[0049] FIG. 15C is a view showing an example of areas for storing
an internal winning combination, an internal carryover combination
and a random number adopted in a pachi-slot machine according to an
embodiment 1;
[0050] FIG. 16 is a view showing an example of a reel stop
initialization table adopted in a pachi-slot machine according to
an embodiment 1;
[0051] FIG. 17 is a flow chart showing a process of a main control
unit of a pachi-slot machine according to an embodiment 1;
[0052] FIG. 18 is a flow chart showing an intervention process of a
pachi-slot machine according to an embodiment 1;
[0053] FIG. 19 is a flow chart showing a medal insertion start
checking process of a pachi-slot machine according to an embodiment
1;
[0054] FIG. 20 is a flow chart showing a gaming status supervisory
process of a pachi-slot machine according to an embodiment 1;
[0055] FIG. 21 is a flow chart 1 showing a probability sortition
process of a pachi-slot machine according to an embodiment 1;
[0056] FIG. 22 is a flow chart 2 showing a probability sortition
process of a pachi-slot machine according to an embodiment 1;
[0057] FIG. 23 is a flow chart showing a reel stop initialization
process of a pachi-slot machine according to an embodiment 1;
[0058] FIG. 24 is a flow chart showing a reel stop control process
of a pachi-slot machine according to an embodiment 1;
[0059] FIG. 25 is a flow chart showing a sliding-symbol-number
deciding process of a pachi-slot machine according to an embodiment
1;
[0060] FIG. 26 is a flow chart showing a sliding-symbol-number
deciding process for bonus+Small Win of a pachi-slot machine
according to an embodiment 1;
[0061] FIG. 27 is a flow chart showing a display combination
specifying process of a pachi-slot machine according to an
embodiment 1;
[0062] FIG. 28 is a flow chart showing a RT-related process of a
pachi-slot machine according to an embodiment 1;
[0063] FIG. 29 is a flow chart showing a bonus operation checking
process of a pachi-slot machine according to an embodiment 1;
[0064] FIG. 30 is a flow chart showing a bonus end checking process
of a pachi-slot machine according to an embodiment 1;
[0065] FIG. 31 is a flow chart showing a sub-control process of a
pachi-slot machine according to an embodiment 1;
[0066] FIG. 32 is a flow chart showing a game effect control
process of a pachi-slot machine according to an embodiment 1;
[0067] FIG. 33 is a view for illustrating an outline of a
pachi-slot machine according to an embodiment 3;
[0068] FIG. 34 is a view showing an example of symbols displayed on
reels 3L (left reel), 3C (center reel), 3R (right reel) of a
pachi-slot machine according to an embodiment 3;
[0069] FIG. 35 is an explanatory diagram for illustrating an
occurrence condition of each gaming state, a shift condition and a
gaming state of a shift place when the shift condition is fulfilled
in a pachi-slot machine according to an embodiment 3;
[0070] FIG. 36 is a view showing a structure of a symbol
combination table adopted in a pachi-slot machine according to an
embodiment 3;
[0071] FIG. 37A is a view showing a structure of a stop table
adopted in a pachi-slot machine according to an embodiment 3;
[0072] FIG. 37B is a view showing a structure of a stop table
adopted in a pachi-slot machine according to an embodiment 3;
[0073] FIG. 38A is a view showing a structure of a stop table
adopted in a pachi-slot machine according to an embodiment 3;
[0074] FIG. 38B is a view showing a structure of a stop table
adopted in a pachi-slot machine according to an embodiment 3;
[0075] FIG. 39A is a view showing an example of a probability
sortition table (BET number: 1 or 3) adopted in a pachi-slot
machine according to an embodiment 3;
[0076] FIG. 39B is a view showing an example of a probability
sortition table (BET number: 1 or 3) adopted in a pachi-slot
machine according to an embodiment 3;
[0077] FIG. 39C is a view showing an example of a probability
sortition table (BET number: 1 or 3) adopted in a pachi-slot
machine according to an embodiment 3;
[0078] FIG. 40 is a view showing an example of a table of number of
lotteries adopted in a pachi-slot machine according to an
embodiment 3;
[0079] FIG. 41 is a view showing an example of a priority
attraction-in ranking table adopted in a pachi-slot machine
according to an embodiment 3;
[0080] FIG. 42 is a view showing an example of an internal winning
combination determining table adopted in a pachi-slot machine
according to an embodiment 3;
[0081] FIG. 43A is a view showing an example of areas for storing
an internal winning combination 1, an internal winning combination
2, an internal carryover combination and a random number adopted in
a pachi-slot machine according to an embodiment 3;
[0082] FIG. 43B is a view showing an example of areas for storing
an internal winning combination 1, an internal winning combination
2, an internal carryover combination and a random number adopted in
a pachi-slot machine according to an embodiment 3;
[0083] FIG. 43C is a view showing an example of areas for storing
an internal winning combination 1, an internal winning combination
2, an internal carryover combination and a random number adopted in
a pachi-slot machine according to an embodiment 3;
[0084] FIG. 43D is a view showing an example of areas for storing
an internal winning combination 1, an internal winning combination
2, an internal carryover combination and a random number adopted in
a pachi-slot machine according to an embodiment 3;
[0085] FIG. 44 is a flow chart showing a process of a main control
unit of a pachi-slot machine according to an embodiment 3;
[0086] FIG. 45 is a flow chart showing a medal insertion start
checking process of a pachi-slot machine according to an embodiment
3;
[0087] FIG. 46 is a flow chart showing a gaming status supervisory
process of a pachi-slot machine according to an embodiment 3;
[0088] FIG. 47 is a flow chart 1 showing a probability sortition
process of a pachi-slot machine according to an embodiment 3;
[0089] FIG. 48 is a flow chart 2 showing a probability sortition
process of a pachi-slot machine according to an embodiment 3;
[0090] FIG. 49 is a flow chart showing a reel stop initialization
process of a pachi-slot machine according to an embodiment 3;
[0091] FIG. 50 is a flow chart showing a sliding-symbol-number
deciding process for bonus+Small Win a pachi-slot machine according
to an embodiment 3; and
[0092] FIG. 51 is a flow chart showing a display combination
specifying process of a pachi-slot machine according to an
embodiment 3.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0093] Hereinafter, it will be described preferred embodiments of a
gaming machine according to the invention with reference to the
drawings. In addition, the invention can be applied to various
gaming machine using medal, coin, gaming ball, token and the like
as game medium. Herein, it is described that the invention is
applied to a pachi-slot machine using a medal as game medium.
Embodiment 1
[0094] [Outline and Features of Pachi-Slot Machine 1]
[0095] First, it is described an outline and features of a
pachi-slot machine 1 according to an embodiment 1 of the invention,
with reference to FIG. 1. FIG. 1 is a view for showing an outline
of a pachi-slot machine 1 according to an embodiment 1. As shown in
FIG. 1, the pachi-slot machine 1 of the embodiment 1 stores
information of numerical ranges matched to each of plural
combinations which will be an internal winning combination. In the
information of numerical ranges, information of a numerical range
matched to .left brkt-top.BB.right brkt-bot. (referred to as .left
brkt-top.Big Bonus.right brkt-bot.) and information of a numerical
range matched to .left brkt-top.RT.right brkt-bot. (referred to as
.left brkt-top.Replay Time.right brkt-bot.) partially overlap each
other (for example, numerical range of 6.about.13).
[0096] Herein, BB which is a so-called bonus game adopted as an
internal winning combination in the pachi-slot machine 1 is a
gaming state in which a continuous operation device of single bonus
relating to .left brkt-top.RB (regular bonus).right brkt-bot.,
which is a first type special single bonus, operates. Specifically,
if a combination of symbols corresponding to BB (for example,
7-7-7) comes true, the RB gaming state continuously occurs and
predetermined medals (for example, 460 or 360 pieces) are paid out
to a player. In addition, RT which is a so-called privilege game
adopted as an internal winning combination in the pachi-slot
machine 1 is a re-game of high probability (i.e., it is a game in
which a combination of symbols corresponding to a re-game winning
comes true with a high probability) in which a re-game winning
(i.e., a winning allowing a player to play a re-game without
betting a medal) occurs in a high probability as compared to a
normal game. Specifically, if a combination of symbols
corresponding to RT (for example, Watermelon-Watermelon-Watermelon)
is matched, the re-game of high probability is continued to award a
benefit to the player until predetermined number of games (for
example, 100 times) is consumed or predetermined medals (for
example, 200 pieces) are obtained.
[0097] When a one game (unit game) is started by an operation of a
start lever by the player, the pachi-slot machine 1 rotates reels
to vary plural symbols, obtains a random number value through an
internal lottery process and determines which of the numerical
ranges the obtained random number value is included in to determine
an internal winning combination (or losing). After that, the
machine stops the symbols being varied in correspondence with the
determined internal winning combination and a push operation of a
stop button by the player. In case that a combination of symbols
corresponding to a winning combination is stopped on an activated
line, the machine regards a winning of the internal winning
combination as being achieved and awards a benefit in accordance
with the winning combination to the player (for example,
predetermined medals are paid out to the player).
[0098] Specifically, referring to FIG. 1, the pachi-slot machine 1
according to the embodiment 1 determines which of the numerical
ranges the random number value obtained through the internal
lottery process is included in. As a result of the determination,
when it is determined that it is included in the numerical range of
0.about.6, the machine determines a winning of BB. Then, when a
combination of symbols corresponding to BB (for example, .left
brkt-top.7-7-7.right brkt-bot.) is stopped on an activated line in
a reel display window frame, the pachi-slot machine 1 awards a BB
gaming state to the player.
[0099] In addition, as shown in FIG. 1, the pachi-slot machine 1
according to the embodiment 1 determines which of the numerical
ranges the random number value obtained through the internal
lottery process is included in. As a result of the determination,
when it is determined that it is included in the numerical range of
13.about.18, the machine determines a winning of RT. Then, when a
combination of symbols corresponding to RT (for example, .left
brkt-top.Watermelon-Watermelon-Watermelon.right brkt-bot.) is
stopped on the activated line in the reel display window frame, the
pachi-slot machine 1 pays out a medal in accordance with the
combination of symbols corresponding to RT to the player and at the
same time awards a RT gaming state to the player.
[0100] In addition, as shown in FIG. 1, the pachi-slot machine 1
according to the embodiment 1 determines which of the numerical
ranges the random number value obtained through the internal
lottery process is included in. As a result of the determination,
when it is determined that it is included in the numerical range of
6.about.13, the machine determines a winning of BB and RT. Then,
when a combination of symbols corresponding to BB (for example,
.left brkt-top.7-7-7.right brkt-bot.) is stopped on the activated
line in the reel display window frame, the pachi-slot machine 1
awards a BB gaming state to the player.
[0101] In the mean time, in case that a combination of symbols
corresponding to RT (for example, .left
brkt-top.Watermelon-Watermelon-Watermelon.right brkt-bot.) is
stopped on the activated line in the reel display window frame, the
pachi-slot machine 1 plunges the player into a BB carryover state
and pays out a medal in accordance with the combination of symbols
corresponding to RT to the player, until a combination of symbols
corresponding to BB (for example, .left brkt-top.7-7-7.right
brkt-bot.) is stopped on the activated line (in this case, the RT
gaming state is not awarded to the player).
[0102] Like this, according to the gaming machine 1 of the
embodiment 1, even though the combination of symbols corresponding
to the first combination (for example, .left
brkt-top.Watermelon-Watermelon-Watermelon.right brkt-bot.) has been
stopped, the player can expect a benefit (for example, BB gaming
state) in accordance with the second combination as well as a
benefit (for example, RT gaming state or payout of medals in
accordance with the combination of symbols corresponding to RT) in
accordance with the first combination. Thereby, it is possible to
provide an attractive game feature for the player.
[0103] [Structure of Pachi-Slot Machine 1]
[0104] In the followings, it is described an external structure of
the pachi-slot machine 1 according to the embodiment 1, with
reference to FIG. 2. FIG. 2 is a perspective view showing an
external structure of the pachi-slot machine 1 according to the
embodiment 1. As shown in FIG. 2, a panel display unit 2a and a
liquid crystal display unit 2b forming an approximate vertical
surface are provided to a front door 2 of the pachi-slot machine 1.
Various game effects during the pachi-slot game or a demo during
the waiting is displayed on the liquid crystal display unit 2b.
[0105] Three reels 3L, 3C, 3R having plural types of symbols
printed thereon are horizontally mounted 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.).
[0106] A base portion 4 having an approximate horizontal surface is
provided below the panel display unit 5a and the liquid crystal
display unit 5b. A medal insertion slot 10 for inserting a medal is
provided to a right side of the base portion 4. The medal inserted
in the medal insertion slot 10 is credited or bet per a game.
[0107] In addition, a BET button 13 is mounted at a left side of
the base portion 4 for betting the medal credited. The BET button
13 is a so-called MAX-BET button. Maximum medals (typically, 3
pieces) which can be bet per one game are bet from the medals
credited, through one push operation of the button. In addition,
only the BET button 13 is provided in the embodiment 1. However, a
1-BET button or 2-BET button for betting 1 or 2 pieces may be
provided.
[0108] When the BET button 13 is pushed or the 3 medals are
inserted into the medal insertion slot 10, a predetermined display
line is activated. Herein, the push operation of the BET button 13
or the insertion operation of 3 medals into the medal insertion
slot 10 is referred to as .left brkt-top.BET operations.right
brkt-bot..
[0109] A C/P button 14 for switching whether the medal obtained by
the player is credited or the medal credited is paid out through a
push operation is mounted to a frontal left side of the base
portion 4. When the C/P button 14 is pushed with the medals being
credited, the credits are annulled, medals as the number of credits
are paid out through a medal payout slot 15 mounted at a frontal
lower side and the medals paid out are thrown out in a medal tray
5. In addition, when the C/P button 14 is pushed with the credits
being annulled, the credits are activated.
[0110] A start lever 6 for rotating the reels 3L, 3C, 3R by a
manipulation of the player and starting a variable display of the
symbols in symbol display areas 21L, 21C, 21R is mounted at the
right side of the C/P switch 14 to be freely pivotable within a
predetermined range of angles.
[0111] Three stop buttons 7L, 7C, 7R for stopping the rotations of
the reels 3L, 3C, 3R are mounted to a frontal center of the base
portion 4. In addition, a one game (unit game) is started by the
operation of the start lever 6 and is over when all the reels 3L,
3C, 3R are stopped. Stop switches 7LS, 7CS, 7RS are mounted at the
rear of the stop buttons 7L, 7C, 7R, which will be described later.
These stop switches detect the operation (i.e., stop operation) of
the corresponding stop buttons.
[0112] Continuously, it is specifically described the panel display
unit 2a and the liquid crystal display unit 2b shown in FIG. 2,
with reference to FIG. 3. FIG. 3 is an explanatory diagram for
illustrating the panel display unit 2a and the liquid crystal
display unit 2b of the pachi-slot machine 1 according to the
embodiment 1.
[0113] As shown in FIG. 3, the panel display unit 2a is provided
with 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 information about a game under bonus.
[0114] The BET lamps 17a to 17c are turned on in correspondence
with the number of medals bet to play one game (hereinafter,
referred to as .left brkt-top.BET number.right brkt-bot.).
Specifically, the BET lamp 17a is turned on when the BET number is
1 or more, the BET lamp 17b is turned on when the BET number is 2
or more and the BET lamp 17c is turned on when the BET number is
3.
[0115] The payout display unit 18 and the credit display unit 19
consist of 7 segment LEDs, respectively. The payout number of
medals when a winning is made (i.e., when a combination is made) is
displayed on the payout display unit 18 and the remaining number of
medals credited is displayed on the credit display unit 19.
Typically, since the maximum number to be credited in the
pachi-slot machine 1 is 50 pieces, the credit number displayed on
the credit display unit 19 is 50 or less. In addition, even though
a medal is inserted under state that 50 medals are credited, it is
paid out as it is.
[0116] The liquid crystal display unit 2b comprises symbol display
areas 21L, 21C, 21R, frame display areas 22L, 22C, 22R and an
effect display area 23. The display contents of the liquid crystal
display unit 2b are controlled in accordance with rotation and stop
modes of the reels 3L, 3C, 3R.
[0117] The symbol display areas 21L, 21C, 21R are mounted to
correspond to the reels 3L, 3C, 3R and display the symbols arranged
on the reels 3L, 3C, 3R and various effects.
[0118] The symbol display areas 21L, 21C, 21R are provided with
display lines of a top line 8b, a center line 8c and bottom line 8d
which are horizontally directed and display lines of cross-up line
8a and cross-down line 8e which are diagonally directed. When the
player pushes the BET button 13 or inserts 3 medals into the medal
insertion slot 10, the five display lines are activated. When the
player inserts 1 or 2 medals, the one display line (center line 8c)
or three display lines (top line, 8b, center line 8c and bottom
line 8d) are activated, respectively. Herein, the activated display
line is referred to as .left brkt-top.activated line.right
brkt-bot.. In addition, the display lines 8a to 8e relate to
whether a combination is achieved or not. In other words, with
regard to each of the activated lines, a probability sortition
process (which will be described later) for determining an internal
winning combination is carried out.
[0119] The symbol display areas 21L, 21C, 21R are under
transmissive state so that the player can see the symbols on the
reels 3L, 3C, 3R, when the corresponding reels 3L, 3C, 3R are being
rotated and each of the stop buttons 7L, 7C, 7R are allowed to be
pushed.
[0120] The frame display areas 22L, 22C, 22R represents frames of
the symbol display areas 21L, 21C, 21R located before the reels 3L,
3C, 3R and are mounted to surround the symbol display areas 21L,
21C, 21R, respectively.
[0121] The effect display area 23 is an area except the symbol
display areas 21L, 21C, 21R and the frame display areas 22L, 22C,
22R of the liquid crystal display unit 2b. The effect display area
23 displays an image (for example, notifying lamp) definitely
notifying that a bonus can be made, an effect for increasing an
interest in a game, information which is necessary for a player to
advantageously play a game, and the like.
[0122] Continuously, it is described an example of the symbols
arranged on the reels 3L, 3C, 3R of the pachi-slot machine 1, with
reference to FIG. 4. FIG. 4 is an example of symbols displayed on
the reels 3L, 3C, 3R of the pachi-slot machine 1 according to the
embodiment 1. As shown in FIG. 4, plural types of 21 symbols are
arranged on each of the reels 3L, 3C, 3R. Each of the symbols is
given with code numbers of .left brkt-top.00.right
brkt-bot..about..left brkt-top.20.right brkt-bot., and memorized as
a symbol arrangement table in a ROM 32 (see FIG. 5) which will be
described later.
[0123] Specifically, the symbol row consisting of .left
brkt-top.Red 7 (symbol 91).right brkt-bot., .left brkt-top.BAR
(symbol 92).left brkt-top., .left brkt-top.Watermelon (symbol
93).right brkt-bot., .left brkt-top.Bell (symbol 94).right
brkt-bot.,.left brkt-top.Replay (symbol 95).right brkt-bot.and
.left brkt-top.Cherry (symbol (96).right brkt-bot.is displayed on
each of the reels 3L, 3C, 3R is arranged with. Each of the reels
3L, 3C, 3R is rotated so that the symbol rows are moved in an arrow
direction of FIG. 4.
[0124] Herein, in the embodiment 1, it is adopted BB (Big Bonus),
RB (Regular Bonus), RT (Replay Time, corresponding to Watermelon)),
Small Win of Bell, Replay and Small Win of Cherry as a .left
brkt-top.combination.right brkt-bot.. RB is a first type special
single bonus and BB is a continuous operation device of single
bonus relating to the first type special single bonus. The
combination (combination data) is control information in which a
benefit to be paid out a player is matched to a symbol combination,
and used to switch (shift) a gaming state and to award a game
value, etc.
[0125] In the followings, it is described an internal structure of
the pachi-slot machine 1 shown in FIG. 2, with reference to FIGS. 5
and 6. FIG. 5 is a block diagram showing an internal structure of
the pachi-slot machine 1 according to the embodiment 1, and FIG. 6
is block diagram showing a circuit structure of a sub-control
circuit 72 according to the embodiment 1. As shown in FIG. 5, the
pachi-slot machine 1 comprises a main control circuit 71
controlling a game processing operation of the pachi-slot machine
1, a peripheral device (i.e., actuator) electrically connected to
the main control circuit 71, and a sub-control circuit 72
controlling a liquid crystal display device 131, speakers 9L, 9R, a
LED 101 and a lamp 102 on the basis of control commands transmitted
from the main control circuit 71.
[0126] 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 carrying out a control
operation in accordance with preset programs, a ROM 32 and a RAM 33
which are memory means.
[0127] 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 to be
sampled and a sampling circuit 37. In addition, the CPU 31 of the
micro computer 30 may execute a program for sampling a random
number so as to sample a random number in a software manner. In
this case, the random number generator 36 and the sampling circuit
37 may be omitted.
[0128] The ROM 32 of the micro computer 30 stores a probability
sortition table used for a determination of the random number
sampling which is carried out whenever the start lever 6 is
operated (start operation), an internal winning combination
determining table for stop, a stop table group for determining a
stop mode of the reel in correspondence with the operation of the
stop button, etc.
[0129] In addition, the ROM 32 stores various control commands for
being transmitted to the sub-control circuit 72. In addition, the
sub-control circuit 72 does not input a control command,
information and the like 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. The RAM 33 stores
various information about internal winning combination, internal
carryover combination, current gaming state, etc.
[0130] 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 (including a driving unit for payout)
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.
[0131] In addition, to the CPU 31 are connected a motor driving
circuit 39 for controlling the driving of the stepping motors 49L,
49C, 49R, the hopper driving circuit 41 for controlling the driving
of the hopper 40, a lamp driving circuit 45 for controlling the
driving of the BET lamps 17a, 17b, 17c and a display unit driving
circuit 48 for controlling the display by the display units, such
as bonus game information display unit 16, payout display unit 18,
credit display unit 19 and the like. These driving circuits receive
control signals such as driving commands outputted from the CPU 31
to control the operations of the actuators, respectively.
[0132] In addition, input signals are inputted to the micro
computer 30 from the stop switches 7LS, 7CS, 7RS, the BET switch
13S, the C/P switch 14S, the medal sensor 10S, a reel position
detection circuit 50 and a payout completion signal circuit 51 and
the control commands are generated on the basis of the input
signals.
[0133] The start switch 6S is a switch for detecting a manipulation
of the start lever 6, and the medal sensor 10S is a sensor for
detecting a medal inserted into the medal insertion slot 10S. The
stop switches 7LS, 7CS, 7RS are switches for generating a stop
signal in accordance with the operations of the corresponding stop
buttons 7L, 7C, 7R. The BET switch 13S is a switch which is mounted
at the rear side of the BET button 13 and generates a signal in
correspondence with the manipulation of the BET button 13. The C/P
switch 14S is a switch which is mounted at the rear side of the C/P
switch 14 and generates a signal in accordance with the
manipulation of the C/P button 14. The reel position detection
circuit 50 receives a pulse signal from a reel rotation sensor 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 representing 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 data of a
predetermined number.
[0134] The random number generator 36 generates random numbers
within a predetermined range, and the sampling circuit 37 samples
one random number from the random numbers generated by the random
number generator 36 at an appropriate timing after the start lever
6 has been manipulated. The random number value sampled is used to
determine an internal winning combination and the like on the basis
of the probability sortition table stored in the ROM 32, for
example.
[0135] After the rotations of the reels 3L, 3C, 3R, the number of
pulses supplied to each of the stepping motors 49L 49C, 49R is
counted and the count value is written in a predetermined area of
the RAM 33. Reset pulses are obtained from the reels 3L, 3C, 3R
every one revolution. These pulses are inputted to the CPU 31
through the reel position detection circuit 50. The count value of
the driving pulses counted in the RAM 33 is cleared to .left
brkt-top.0.right brkt-bot. by the reset pulses. Thereby, the count
value corresponding to a rotating position within a range of one
revolution with regard to each of the reels 3L, 3C, 3R is stored in
the RAM 33.
[0136] In order to match the rotating positions of the reels 3L,
3C, 3R to the symbols arranged on the peripheries of the reels, a
symbol table (not shown) is stored in the ROM 32. In this symbol
table, on the basis of the rotating positions generated by the
reset pulses, 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.
[0137] In addition, a symbol combination table (which will be
described with reference to FIG. 8) is stored in the ROM 32, in
which a combination of symbols achieving a combination (i.e.,
winning, etc.), payout number of medals relating to the winning and
a winning determining code representing the winning are matched.
The symbol combination table is referred to 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 a
winning confirmation (display combination confirmation) after all
the reels 3L, 3C, 3R are stopped. The display combination (display
combination data) is a combination (achieved combination)
corresponding to a combination of symbols arranged along the
activated line. A benefit corresponding to the display combination
is awarded to the player.
[0138] If an internal winning combination or internal winning
combination for reel-stop is determined by a lottery process
(probability sortition process, etc.) based on the random number
sampling, 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 at the timing at which the
player has operated the stop buttons 7C, 7L, 7R and the determined
stop table. However, in case that a command input by the player is
received, the CPU 31 does not transmit the signal for carrying out
the control for stopping the reels 3L, 3C, 3R to the motor driving
circuit 39, even though the player has pushed the stop buttons 7L,
7C, 7R.
[0139] In addition, when it is made a stop mode (i.e., winning
mode) representing a winning of the combination drawn, 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 count 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.
[0140] In the followings, it is described the sub-control circuit
72 of the pachi-slot machine 1 according to the embodiment 1, with
reference to FIG. 6. As shown in FIG. 5, the sub-control circuit 72
is connected to the liquid crystal display device 131, the speakers
9L, 9R, the LED 101, the lamp 102 and a sound volume adjusting unit
103 while being connected to the main control circuit 71 via a
bus.
[0141] In addition, as shown in FIG. 6, the sub-control circuit 72
comprises an image control circuit (gSub) 72a and a sound lamp
control circuit (mSub) 72b. The image control circuit (gSub) 72a
and the sound lamp control circuit (mSub) 72b are formed on
separate circuit boards different from the circuit board
constituting the main control circuit 71.
[0142] 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. That is, the image control circuit (gSub) 72a
does not output a control command or information to the main
control circuit 71. In addition, the communication between the
image control circuit (gSub) 72a and the sound lamp control circuit
(mSub) 72b is carried out in a one-way manner, from the image
control circuit (gSub) 72a to the sound lamp control circuit (mSub)
72b. That is, the sound lamp control circuit (mSub) 72b does not
output a control command or information to the image control
circuit (gSub) 72a.
[0143] 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.
[0144] 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. For example, if it is received a control command having
a purpose of representing a specific image corresponding to a
command from the main control circuit 71, the CPU instructs the
image control IC 86 to extract the image from the image ROM 88 and
to display it on the liquid crystal display device 131. 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.
[0145] 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 and various tables which will be described.
The work RAM 84 is used a memory area for operation used when the
image control MICOM 81 executes the control program. Various
information about effects and the like is stored in the work RAM
84.
[0146] The calendar IC 85 is an IC which memorizes date data. An
employee in a game arcade operates an operating unit (not shown) to
set a date and the set date is stored in the calendar IC 85. In
addition, the work RAM 84 and the calendar IC 85 are backup
targets. Accordingly, 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.
[0147] The image control IC 86 is an IC which produces and outputs
an image in correspondence with the effect contents determined by
the image control MICOM 81 to the liquid crystal display device
131. 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, a sprite
attribute table and a color palette table of the image control IC
86. The image control MICOM 81 updates the register and the sprite
attribute table of the image control IC 86 at every timing
predetermined.
[0148] 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, in case that mass image data such as three dimensional
image data, etc. is processed, the image ROM 88 may be connected to
the image control MICOM 81. The image ROM 88 stores image data for
producing an image, dot data 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.
[0149] In addition, in the image control circuit (gSub) 72a, the
image control MICOM 81 carries out the effects of the sound lamp,
too. The image control MICOM 81 determines types and output timing
of the sound lamp based on the effects determined and transmits a
control command to the sound lamp control circuit (mSub) 72b via
the serial port 82 at every timing predetermined. The sound lamp
control circuit (mSub) 72b having received the control command
carries out only the output of the sound lamp (except control for
adjusting sound volume described later), in accordance with the
control command received from the image control circuit (gSub)
72a.
[0150] The sound lamp control circuit (mSub) 72b comprises a sound
lamp control MICOM 91, a serial port 92, a program ROM 93, a work
RAM 94, a sound source IC 95, a power AMP 96 and a sound source ROM
97.
[0151] The sound lamp control MICOM 91 comprises a CPU, an
intervention controller and an I/O port (serial port 92 is shown).
The CPU in the sound lamp control MICOM 91 executes an output
process of the sound lamp in accordance with control programs
stored in the program ROM 93, based on the control command
transmitted from the image control circuit (gSub) 72a. In addition,
the sound lamp control MICOM 91 is connected with the LED 101 and
the LAMP 102. The sound lamp control MICOM 91 transmits an output
signal to the LED 101 and the lamp 102, in accordance with the
control 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.
[0152] The serial port 92 is an input port which receives the
control command and the like transmitted from the image control
circuit (gSub) 72a. The program ROM 93 is a memory which stores the
control program to be executed in the sound lamp control MICOM 91
and the like. The work RAM 94 is used as a work memory for
operation when the sound lamp control MICOM 91 executes the control
program.
[0153] The sound source IC 95 produces a sound source based on the
control command transmitted from the image control circuit (gSub)
72a, and outputs the produced sound source to the power AMP 96. The
power AMP 96 is an amplifier and connected with the speakers 21L,
21R. The power AMP 96 amplifies the sound source outputted from the
sound source IC 95, and outputs the amplified sound source from the
speakers 21L, 21R. The sound source ROM 97 stores sound source data
(phrase, etc.) for producing the sound source.
[0154] To the sound lamp control MICOM 91 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 21L, 21R. Based on the input signal transmitted from the
sound volume adjusting unit 103, the sound lamp control MICOM 91
carries out the control of adjusting the sound outputted from the
speakers 9L, 9R to the inputted sound volume.
[0155] [Gaming State of Shift Place of Pachi-Slot Machine 1]
[0156] In the followings, it is described an occurrence condition
of each gaming state, a shift condition and a gaming state of a
shift place of the pachi-slot machine 1 according to the embodiment
1, with reference to FIG. 7. FIG. 7 is an explanatory diagram for
illustrating an occurrence condition of each gaming state, a shift
condition and a gaming state of a shift place when the shift
condition is fulfilled in the pachi-slot machine 1 according to the
embodiment 1. Types of internal winning combinations and winning
probabilities thereof are different in each of the gaming
states.
[0157] The gaming state of the pachi-slot machine 1 which is
described in the embodiment 1 includes a normal gaming state, a BB
gaming state, a RB gaming state, an internal carryover state and a
re-gaming state of high probability. A combination (BB or RB)
carried over in the internal carryover state is referred to as
.left brkt-top.internal carryover combination.right brkt-bot.. In
addition, a state including any one of the BB gaming state and RB
gaming state is referred to as .left brkt-top.bonus gaming
state.right brkt-bot..
[0158] The normal gaming state is a gaming state in which an
expected value of the so-called .left brkt-top.rate of putting out
balls.right brkt-bot. (a game value to be paid out to a player to a
unit game value bet per a game) is smaller than .left
brkt-top.1.right brkt-bot.. The normal gaming state is most
disadvantageous to a player as compared to the other gaming state,
because there is no internal carryover combination.
[0159] The BB gaming state is a gaming state structured by the RB
gaming state. In addition, basically, the BB gaming state is a
gaming state structured by a game in which .left brkt-top.a
continuous operation device of single bonus relating to a first
type special single bonus.right brkt-bot. operates. Specifically,
for example, in case that Red 7 is internally won and corresponding
symbols are matched, the BB gaming state is made and the RB gaming
state continuously occurs. The BB gaming state is over on condition
that a predetermined number of medals (for example, 360 or 460
pieces) is paid out.
[0160] The RB gaming state is a gaming state structured by a game
in which .left brkt-top.the first type special single bonus.right
brkt-bot. operates. When BAR is internally won and corresponding
symbols are matched, the RB gaming state is made.
[0161] The internal carryover state is a gaming state in which it
is allowed a state, in which a combination of symbols corresponding
to BB or RB can be arranged along the display line (BB or RB is
made), over one or several games. In other words, the internal
carryover state is a gaming state in which a winning combination
for reel-stop becomes BB or RB, on condition that an internal
winning combination is the losing. In the embodiment 1, BB or RB
includes Red 7 BB and BAR BB, and the internal carryover state
includes Red 7 BB internal carryover state and BAR RB internal
carryover state.
[0162] The re-gaming state of high probability is a state in which
Replay is matched in a high probability over a predetermined number
of games (for example, 1000 games). In case that it is made an
internal winning in the re-game of high probability and
corresponding symbols are matched, it is shifted to the re-gaming
state of high probability.
[0163] Herein, the winning combination for reel-stop is information
used for the stop control of the reels 3L, 3C, 3R. In case that the
winning combination for reel-stop has been determined, the reels
3L, 3C, 3R are stop-controlled under state that a stop mode of
symbols or symbol combination corresponding to the combination is
allowed to be stopped in the symbol display areas 21L, 21C, 21R. In
addition, the stop control is carried out under state that symbols
or symbol combination corresponding to a combination except the
winning combination for reel-stop is not allowed. Basically, a
combination determined as an internal winning combination becomes a
winning combination for reel-stop. However, in the internal
carryover state, BB or RB becomes a winning combination for
reel-stop when there is no internal winning combination (i.e.,
losing).
[0164] As shown in FIG. 7, an occurrence condition of a bonus
gaming state is an achievement of BB or RB. If a predetermined
number of games (for example 12 games) is over or it is made a
predetermined number of achievements (for example, 8 times), a
shift condition is satisfied and a gaming state is shifted to the
normal gaming state.
[0165] An occurrence condition of the internal carryover state is
an internal winning of BB or RB. If BB or RB is made, a shift
condition is satisfied, a gaming state is shifted to the bonus
gaming state and one or plural times of RB game are possible.
[0166] In addition, an occurrence condition of the re-gaming state
of high probability is such that it is made an internal winning in
the re-game of high probability and a combination of symbols
corresponding to it is stopped on the activated line (re-game of
high probability is made). If a predetermined number of games (for
example, 100 times) is over or a predetermined number of medals
(for example, 200 pieces) is paid out, the re-gaming state of high
probability is shifted to the normal gaming state.
[0167] [Relationship Between Symbol Combination and Payout Number
of Pachi-Slot Machine 1]
[0168] In the followings, it is described a relationship between
the symbol combination and the payout number of the pachi-slot
machine 1 according to the embodiment, with reference to FIG. 8.
FIG. 8 is an explanatory diagram for illustrating a relationship of
a combination, a symbol combination and a payout number of a
pachi-slot machine according to the embodiment 1. As shown in FIG.
8, in case of BB, .left brkt-top.Red 7-Red 7-Red 7.right brkt-bot.
is arranged along the activated line, so that a winning is made
(display combination becomes BB), and in case of RB, .left
brkt-top.BAR-BAR-BAR.right brkt-bot. is arranged along the
activated line, so that a winning is made (display combination
becomes RB).
[0169] In case of Replay, .left brkt-top.Replay-Replay-Replay.right
brkt-bot. is arranged along the activated line, so that a winning
is made. If a winning of Replay is achieved, the same medals as the
number of inserted medals are automatically inserted, so that the
player can play a next game without consuming the medals. In other
words, Replay is a combination allowing a player to play a game
irrespective of the insertion of a game value (for example, medal),
in case that a winning thereof is made. In addition, in case that
it has been won in the re-game of high probability which is a
combination adopted in the embodiment 1, .left
brkt-top.Watermelon-Watermelon-Watermelon.right brkt-bot. is
arranged along the activated line, so that a winning thereof is
achieved and it becomes under re-gaming state of high probability
in which Replay is frequently made. In addition, a combination of
symbols and payout number of medals achieving a winning of .left
brkt-top.Small Win of Bell.right brkt-bot. or .left brkt-top.Small
Win of Cherry.right brkt-bot. are as shown in FIG. 8. In FIG. 8,
.left brkt-top.ANY.right brkt-bot. indicates any symbol.
[0170] [Stop Table of Pachi-Slot Machine 1]
[0171] In the followings, it is described a stop table adopted in
the pachi-slot machine 1 of the embodiment 1, with reference to
FIGS. 9 and 10. FIG. 9 is a view showing a structure of a stop
table adopted in the pachi-slot machine 1 according to an
embodiment 1 and FIG. 10 is a view showing a structure of a stop
table adopted in the pachi-slot machine according to the embodiment
1. In addition, FIG. 9 is an example of a BB stop table and a RT
stop table adapted to stop combinations of symbols corresponding BB
and RT on the center line, and FIG. 10 is an example of a Replay
stop table and a Bell stop table adapted to stop combinations of
symbols corresponding Replay and Bell on the center line.
[0172] Basically, a stop table is structured such that a
predetermined symbol combination (symbol combination of a
corresponding combination) can be arranged along a predetermined
display line (activated line). However, a stop table corresponding
to the losing is structured such that a symbol combination
corresponding to a combination cannot be arranged along a
predetermined activated line.
[0173] The stop table stores a stop operation position showing a
code number of a symbol located at a position at which a player has
actually carried out the stop operation, correspondingly to a code
number of a symbol controlling the symbol to be stopped, with
regard to each of the left reel 3L, the center reel 3C and the
right reel 3R. Herein, the stop operation position shows a code
number of a symbol which is located at the center line
(specifically, a symbol whose center is located above the center
line and adjacent to the center line) when the stop buttons 7L, 7C,
7R mounted to correspond to each of the left reel 3L, the center
reel 3C and the right reel 3R has been manipulated. In addition,
the stop control position shows a code number of a symbol which is
stopped at a position of the center line when the reel for which
the stop operation has been carried out is stopped.
[0174] In addition, in the embodiment 1, so-called number of
sliding symbols is set to be 4 symbols. For example, it is briefly
described with reference to BB (Red 7) stop table. As shown in FIG.
9, in case that the stop button 7R is pushed when .left
brkt-top.Watermelon.right brkt-bot. having code number .left
brkt-top.15.right brkt-bot.(see FIG. 4) have reached the position
of the center line while the right reel 3R is being rotated, a
so-called .left brkt-top.attraction-in.right brkt-bot. is carried
out to control the stop of the right reel 3R so that .left
brkt-top.Red 7.right brkt-bot. having code number .left
brkt-top.11.right brkt-bot. is stopped at the position of the
center line.
[0175] The .left brkt-top.attraction-in.right brkt-bot. is meant by
stopping the reel (reels corresponding to the stop operation),
which is the stop control target, so as to display a symbol
(hereinafter, referred to as .left brkt-top.attraction-in target
symbol.right brkt-bot.) constituting a symbol combination
corresponding to an attraction-in target combination (internal
winning combination) at a symbol stop position (hereinafter, .left
brkt-top.active symbol stop positions.right brkt-bot.) connected by
the activated line, under condition of the maximum number of
sliding symbols (four). However, in case that the .left
brkt-top.attraction-in.right brkt-bot. cannot be achieved within a
range of the maximum number of sliding symbols (four) even though
the .left brkt-top.attraction-in.right brkt-bot. has been tried, a
stop table corresponding to an internal winning combination is set
and the stop control of the reel corresponding to the stop
operation is carried out.
[0176] [Probability Sortition Table of Pachi-Slot Machine]
[0177] In the followings, it is described an example of a
probability sortition table adopted in the pachi-slot machine 1 of
the embodiment 1, with reference to FIG. 11. FIG. 11 is a view
showing an example of a probability sortition table (BET number:
one or three) adopted in the pachi-slot machine 1 according to the
embodiment 1.
[0178] FIG. 11A shows a probability sortition table for a normal
gaming state. The probability sortition table for a normal gaming
state stores information about the lowest and upper limits of a
numerical range corresponding to an internal winning combination.
In addition, in the normal gaming state, Red 7 BB, RAB RB, RT
(Watermelon), Replay, Small Win of Bell and Small Win of Cherry may
be internally won.
[0179] Herein, it is specifically described a probability sortition
table when the BET number is three. A numerical range corresponding
to BB (numerical range corresponding to a second combination) is
.left brkt-top.0.about.13.right brkt-bot.. In other words, the
lowest limit of the numerical range in which it is made an internal
winning of BB is .left brkt-top.0.right brkt-bot. and the upper
limit thereof is .left brkt-top.13.right brkt-bot.. In addition, a
numerical range corresponding to RT (Watermelon) (numerical range
corresponding to a first combination) is .left
brkt-top.6.about.13.right brkt-bot.. In other words, the lowest
limit of the numerical range in which it is made an internal
winning of RT is .left brkt-top.6.right brkt-bot. and the upper
limit thereof is .left brkt-top.13.right brkt-bot..
[0180] In other words, the table stores the information about the
numerical range of .left brkt-top.6.about.13.right brkt-bot. which
partially overlaps between BB and RT. In case that a random number
value drawn by a one random number lottery is included in the
numerical range of .left brkt-top.6.about.13.right brkt-bot., both
BB and RT become an internal winning combination. In addition, in
case that both BB and RT become an internal winning combination, BB
is carried over and at the same time a benefit relating to RT is
awarded to a player.
[0181] FIG. 11B shows a probability sortition table for a carryover
gaming state. In the carryover gaming state, Replay, and Small Win
of Bell and Cherry may be internally won and RT is also treated as
Small Win.
[0182] FIG. 11C shows a probability sortition table for BB and RB
gaming states. In the BB and RB gaming states, Small Win of Bell
and Cherry may be internally won.
[0183] FIG. 11D shows a probability sortition table for a RT gaming
state. In the RT gaming state, Red 7 BB, RAB RB, RT, Replay, Small
Win of Bell and Small Win of Cherry may be internally won. In
addition, in case that RT is internally won during the RT gaming
state, the number of RT games is reset and the prescribed number of
games (for example, 100 times) is thus restarted from the
beginning.
[0184] [Table of the Number of Lotteries of Pachi-Slot Machine
1]
[0185] In the followings, it is described an example of a table of
the number of lotteries adopted in the pachi-slot machine 1 of the
embodiment 1, with reference to FIG. 12. FIG. 12 is a view showing
an example of a table of the number of lotteries adopted in the
pachi-slot machine according to the embodiment 1.
[0186] As shown in FIG. 12, the table for determining the number of
lotteries stores the number of lotteries in correspondence with
each of the gaming states (normal gaming state, internal carryover
state, BB, RB normal gaming state, RT gaming state). Herein, the
internal carryover state is meant by a state that although BB or RB
has been internally won, BB or RB has not been achieved yet because
.left brkt-top.Red 7-Red 7-Red 7.right brkt-bot. or .left
brkt-top.BAR-BAR-BAR.right brkt-bot. is not matched. In addition,
the BB, RB gaming state is meant by a state that BB or RB has been
achieved, respectively. The RT gaming state is meant by a state
that RT has been achieved. The normal gaming state is meant by a
state except the three gaming states. In addition, the number of
lotteries is meant by the number of operations of determining
whether a random number value has been drawn or not with reference
to the probability sortition table in a probability sortition
process. A method of using the number of lotteries will be
described in a probability sortition process which will be
described later.
[0187] [Priority Attraction-In Ranking Table of Pachi-Slot Machine
1]
[0188] In the followings, it is described an example of a priority
attraction-in ranking table adopted in the pachi-slot machine 1 of
the embodiment 1, with reference to FIG. 13. FIG. 13 is a view
showing an example of a priority attraction-in ranking table
adopted in the pachi-slot machine 1 according to an embodiment
1.
[0189] As shown in FIG. 13, the priority attraction-in ranking
table stores information about a priority ranking of a combination
of symbols to be attracted-in on the activated line, when there are
two internal winning combinations, or when there are an internal
winning combination and an internal carryover combination. The
priority attraction-in ranking is higher in order of Replay, BB,
RB, RT, Bell and cherry. For example, in case that there are an
internal winning combination and an internal carryover combination,
and the internal winning combination is Replay and the internal
carryover combination is BB, it is carried out the stop control of
the reels 3L, 3C, 3R so that Replay is preferentially attracted-in
on the basis of the stop table (see FIG. 10) corresponding to
Replay.
[0190] [Internal Winning Combination Determining Table of
Pachi-Slot Machine 1]
[0191] In the followings, it is described an example of an internal
winning combination determining table of the pachi-slot machine 1
of the embodiment 1, with reference to FIG. 14. FIG. 14 is a view
showing an example of an internal winning combination determining
table adopted in the pachi-slot machine 1 according to the
embodiment 1.
[0192] As shown in FIG. 14, the internal winning combination
determining table stores contents of an internal winning
combination and data of a binary number which is information
identifying an internal winning combination, correspondingly to a
winning number, in accordance with each of the gaming states. The
data of binary number is referred to as flag and consists of 1
byte.
[0193] Referring to the normal gaming state, for example, in case
that a winning number is 0 and the information identifying an
internal winning combination is .left brkt-top.00000000.right
brkt-bot., the internal winning combination is the losing.
Likewise, in case that a winning number is 1 and the information
identifying an internal winning combination is .left
brkt-top.00010000.right brkt-bot., the internal winning combination
is Bell. In addition, in case that a winning number is 2 and the
information identifying an internal winning combination is .left
brkt-top.00100000.right brkt-bot., the internal winning combination
is Cherry. In addition, in case that a winning number is 3 and the
information identifying an internal winning combination is .left
brkt-top.00001000.right brkt-bot., the internal winning combination
is RT. Additionally, in case that a winning number is 4 and the
information identifying an internal winning combination is .left
brkt-top.00000001.right brkt-bot., the internal winning combination
is Replay. In addition, in case that a winning number is 5 and the
information identifying an internal winning combination is .left
brkt-top.0000100.right brkt-bot., the internal winning combination
is RB. Further, in case that a winning number is 6 and the
information identifying an internal winning combination is .left
brkt-top.00000010.right brkt-bot., the internal winning combination
is BB.
[0194] [Storing Areas of Pachi-Slot Machine 1]
[0195] In the followings, it is described an example of areas for
storing an internal winning combination, an internal carryover
combination and a random number adopted in the pachi-slot machine
of the embodiment 1, with reference to FIG. 15. FIG. 15 is a view
showing an example of areas for storing an internal winning
combination, an internal carryover combination and a random number
adopted in the pachi-slot machine according to the embodiment
1.
[0196] FIG. 15A shows an internal winning combination storing area.
The internal winning combination storing area stores information
(data) of the internal winning combination, which consists of 1
byte. In the internal winning combination storing area, a bit 0
(first bit), a bit 1 (second bit), a bit 2 (third bit), a bit 3
(fourth bit), a bit 4 (fifth bit) and a bit 5 (sixth bit)
correspond to Replay, BB, RB, RT, Bell and Cherry, respectively. In
addition, bits 6 and 7 (seventh and eighth bits) are unused storing
areas. If the data is stored in the internal winning combination
storing area, the data column becomes 1 and one corresponding to
the bit becomes an internal winning combination. For example, if
.left brkt-top.000000001.right brkt-bot. is stored in the internal
winning combination storing area, the data column of the bit 0
becomes 1 and Replay corresponding to the bit 0 becomes an internal
winning combination.
[0197] FIG. 15B shows an internal carryover combination storing
area. In the internal carryover combination storing area, a bit 1
(second bit) and a bit 2 (third bit) correspond to BB and RB,
respectively, and a bit 0 (first bit) and a bit 2 (fourth bit) to a
bit 7 (eighth bit) are unused storing areas. When the data .left
brkt-top.00000100.right brkt-bot. or .left brkt-top.00000010.right
brkt-bot.) of BB or RB, which is an internal carryover combination,
is stored in the internal carryover combination storing area, the
data column of the bit 1 or 2 becomes 1 and BB or RB corresponding
to the bit 1 or 2 becomes an internal carryover combination.
[0198] FIG. 15C shows a random number storing area. The random
number storing area stores a random number value (one of
0.about.16383) drawn through a random number lottery in the
probability sortition process which will be described later.
[0199] [Reel Stop Initialization Table of Pachi-Slot Machine 1]
[0200] In the followings, it is described a reel stop
initialization table adopted in the pachi-slot machine 1 of the
embodiment with reference to FIG. 16. FIG. 16 is a view showing an
example of a reel stop initialization table adopted in the
pachi-slot machine 1 according to the embodiment 1. As shown in
FIG. 16, the reel stop initialization table stores information of
stop tables corresponding to values (0 to 6) of a select counter
for stop, respectively. The select counter for stop basically sets
the winning number of the internal winning combination internally
won (see FIG. 14).
[0201] [Process of Main Control Circuit in Pachi-Slot Machine
1]
[0202] In the followings, it is described a process of a main
control circuit in the pachi-slot machine 1 of the embodiment 1,
with reference to FIG. 17. FIG. 17 is a flow chart showing a
process of a main control unit of the pachi-slot machine 1
according to the embodiment 1.
[0203] As shown in FIG. 17, in the main control circuit 17, the CPU
31 carries out an initialization process (initialization of memory
contents in RAM 33, initialization of communication data, etc.)
when a game starts (step S1). Then, the CPU 31 erases the memory
contents (for example, memory contents in the memory area
memorizing the internal winning combination) of the RAM 33 when a
game is over (S2). Specifically, the CPU erases the data of the
writable area of the RAM 33 used in a previous game, writes a
parameter necessary for a next game into the writable area of the
RAM 33 and indicates a start address of a sequence program for the
next game, etc.
[0204] After that, the CPU 31 carries out a medal insertion start
checking process (which will be described with reference to FIG.
19) such as update of the BET number based on the inputs from the
start switch 6S, medal sensor 22S or BET switch 13S (S3) and
samples a random number for lottery used in the probability
sortition process (which will be described with reference to FIGS.
21 and 22) (S4).
[0205] Then, the CPU 31 carries out a gaming status supervisory
process (see FIG. 20) of supervising whether it is under bonus
gaming state (BB gaming state or RB gaming state), internal
carryover state or normal gaming state (S5) and executes a
probability sortition process of determining an internal winning
combination in the bonus gaming state, internal carryover state or
normal gaming state on the basis of the probability sortition table
(S6).
[0206] Continuously, the CPU 31 carries out a reel stop
initialization process (see FIG. 23) (S7), and transmits a start
command including the information about the gaming state, the
internal winning combination, the stop table determined in the
initialization process and the like to the sub-control circuit 72
(S8). Then, the CPU 31 determines whether .left brkt-top.4.1
seconds.right brkt-bot. or more have lapsed from after the previous
reel has started to rotate (S9). If .left brkt-top.4.1.right
brkt-bot. seconds or more have not lapsed (S9, NO), the CPU 31
consumes a game start waiting time (i.e., waits) (S10). On the
contrary, if .left brkt-top.4.1 seconds.right brkt-bot. or more
have lapsed, the CPU 31 proceeds to a step S11. In other words, the
CPU annuls 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 lapsed.
[0207] After that, the CPU 31 sets a game supervisory timer
including an automatic stop timer for automatically stopping the
reels 3L, 3C, 3R irrespective of the stop operations of the stop
buttons 7L, 7C, 7R by the player (S11), and requests the rotation
start of the reels 3L, 3C, 3R (S12).
[0208] Continuously, the CPU 31 transmits a reel stop signal (S13)
and carries out a reel stop control process (see FIG. 24) (S14).
Then, the CPU 31 carries out a display combination specifying
process (see FIG. 27) (S15) and an error checking process (S16) and
then transmits a display combination command (S17). Continuously,
the CPU 31 carries out a RT related process (see FIG. 28) (S18) and
a medal payout process (S19), updates a bonus end number counter
based on the payout number and transmits a payout completion
command (S20). When the bonus completion number counter is 1 or
more, the corresponding counter is subtracted in correspondence
with the payout number of medals.
[0209] Then, the CPU 31 determines whether a flag under RB
operation or a flag under BB operation is ON or not (S21). As a
result of the determination, if the flag under RB operation or the
flag under BB operation is not ON (S21, NO), the CPU 31 carries out
a bonus operation checking process (see FIG. 29) (S22) and returns
to the step S3. On the contrary, if the flag under RB operation or
the flag under BB operation is ON (S21, YES), the CPU 31 carries
out a bonus end checking process (see FIG. 30) (S23) and returns to
the step S3.
[0210] [Intervention Process of Pachi-Slot Machine 1]
[0211] In the followings, it is described an intervention process
of the pachi-slot machine 1 of the embodiment 1, with reference to
FIG. 18. FIG. 18 is a flow chart showing an intervention process of
the pachi-slot machine 1 according to the embodiment 1. In
addition, the intervention process is periodically carried out
every 1.1 ms.
[0212] As shown in FIG. 18, the CPU 31 of the pachi-slot machine 1
checks an input port (S24). Specifically, the CPU checks whether
there is an input from the start switch 6S by the operation of the
start lever 6. Then, the CPU 31 carries out a communication process
of communication data (S25) and then the reel control process
(S26). Specifically, the CPU sets information representing a
control target reel as a reel identifier, and controls the driving
of the reel.
[0213] Continuously, the CPU 31 carries out a lamp 7SEG driving
process (S27) and then a lamp driving process (S28). Specifically,
the CPU turns on the BET lamps 17a to 17c based on the number of
medals bet per a game. In addition, the CPU displays the number of
medals stacked (credited), the payout number of medals when a
winning of a combination is made, and the like on the credit
display unit 19. Then, the CPU 31 carries out a timer managing
process (S28) and starts the intervention process again after 1.1
ms.
[0214] [Medal Insertion Start Checking Process of Pachi-Slot
Machine 1]
[0215] In the followings, it is described a medal insertion start
checking process of the pachi-slot machine 1 according to the
embodiment, with reference to FIG. 19. FIG. 19 is a flow chart
showing a medal insertion start checking process of the pachi-slot
machine 1 according to an embodiment 1.
[0216] As shown in FIG. 19, the CPU 31 of the pachi-slot machine 1
checks the medal sensor and the BET switch (S30). Specifically, the
CPU 31 checks the inputs from the medal sensor 10S or BET switches
11 to 13. Then, the CPU 31 determines whether a medal has been
inserted or not (S31). Specifically, the CPU determines whether a
medal has been inserted or not, through the detection of signals
from the medal sensor 10S or BET switches 11 to 13.
[0217] As a result of the determination, if a medal has been
inserted (S31, YES), the CPU 31 updates the insertion number
counter (S32), activates the activated line in correspondence with
the BET number (S33), and then transmits the BET command (S34). To
the contrary, if a medal has not been inserted (S31, NO), the CPU
31 returns to the step S30 to check the medal sensor and the BET
switch again.
[0218] After transmitting the BET command, the CPU 31 determines
whether the start switch is ON or not (S35). As a result of that,
if the start switch is ON (S35, YES), the CPU 31 returns to the
step S4 in FIG. 17 to sample a random number for the probability
sortition process. To the contrary, if the start switch is not ON
(S35, NO), the CPU 31 returns to the step S30.
[0219] [Gaming Status Supervisory Process of Pachi-Slot Machine
1]
[0220] In the followings, it is described a gaming status
supervisory process of the pachi-slot machine 1 according to the
embodiment 1, with reference to FIG. 20. FIG. 20 is a flow chart
showing a gaming status supervisory process of the pachi-slot
machine 1 according to the embodiment 1.
[0221] As shown in FIG. 20, the CPU 31 of the pachi-slot machine 1
determines whether the flag under BB operation or the flag under RB
operation is ON or not (S36). As a result of that, if the flag
under BB operation or the flag under RB operation is ON (S36, YES),
the CPU 31 sets a RB gaming state (S37), and returns to the step S6
in FIG. 17 to carry out the probability sortition process. To the
contrary, if the flag under BB operation or the flag under RB
operation is not ON (S36, NO), the CPU determines whether the flag
under RT operation is ON or not (S38). As a result of that, if the
flag under RT operation is ON (S38, YES), the CPU 31 sets a RT
gaming state (S39) and returns to the step S6 in FIG. 17. To the
contrary, if the flag under RT operation is not ON (S38, NO), the
CPU 31 determines whether an internal carryover combination has
been set or not (S40). As a result of that, if the internal
carryover combination has been set (S40, YES), the CPU 31 sets an
internal carryover state (S41) and returns to the step S6 in FIG.
17. To the contrary, if the internal carryover combination has not
been set (S40, NO), the CPU 31 sets a normal gaming state (S42) and
returns to the step S6 in FIG. 17.
[0222] [Probability Sortition Process of Pachi-Slot Machine 1]
[0223] In the followings, it is described a probability sortition
process of the pachi-slot machine 1 according to the embodiment 1,
with reference to FIGS. 21 and 22. FIG. 21 is a flow chart 1
showing a probability sortition process of the pachi-slot machine 1
according to the embodiment 1 and FIG. 22 is a flow chart 2 showing
a probability sortition process of the pachi-slot machine 1
according to the embodiment 1.
[0224] As shown in FIG. 21, the CPU 31 of the pachi-slot machine 1
determines the number of lotteries depending on the gaming states
based on the table of the number of lotteries (see FIG. 12) (S43)
and then determines whether the data stored in the internal
carryover combination storing area (see FIG. 15B) is 0 or not
(i.e., whether there is an internal carryover combination or not)
(S44). As a result of that, if the data stored in the internal
carryover combination storing area is not 0 (S44, NO), the CPU 31
changes the number of lotteries in correspondence with the gaming
states (S45). In this case, since it is under internal carryover
gaming state, the CPU 31 changes the number of lotteries into 4
based on the table of the number of lotteries. To the contrary, if
the data stored in the internal carryover combination storing area
is 0 (S44, YES), the CPU 31 adopts the number of lotteries
determined in the step S43 as it is, without changing the number of
lotteries.
[0225] Next, the CPU 31 sets the same value (i.e., 4) as the number
of lotteries in a register (S46), as a winning number.
Continuously, the CPU 31 refers to the probability sortition table
(see FIG. 11) corresponding to the gaming state to obtain the
lowest limit (L) of the random number value based on the winning
number and the insertion number (S47), and subtracts the lowest
limit (L) from the random number value (R) stored in the random
number storing area (see FIG. 15A) of the RAM 33 (i.e., R-L)
(S48).
[0226] Next, the CPU 31 determines whether an underflow has been
carried out or not (S49). Specifically, the CPU determines whether
the calculation result of R-L is negative or not. Herein, in case
that the random number value (R) is smaller than the lowest limit
(L) (L>R), the calculation result of R-L is negative, and in
case that the random number value (R) is larger or same as the
lowest limit (L) (L R), the calculation result of R-L is not
negative. If the calculation result is not negative (S49, NO), the
CPU 41 again refers to the probability sortition table to obtain
the upper limit (U) of the random number value based on the winning
number and the insertion number (S50), and subtracts the upper
limit (U) from the random number value (R) stored in the random
number storing area of the RAM 33 (i.e., R-U) (S51). To the
contrary, the calculation result is negative (S49, YES), the CPU 31
proceeds to a step S58 which will be described later.
[0227] Continuously, the CPU 31 whether the value obtained from the
subtraction, i.e., the calculation result of R-L is .left
brkt-top.0.right brkt-bot. or not (S52). Herein, in case that the
random number value (R) is same as the upper limit (U) (R=U), the
calculation result of R-L is .left brkt-top.0.right brkt-bot. and
in case that the random number value (R) is not same as the upper
limit (U) (R L), the calculation result of R-L is not .left
brkt-top.0.right brkt-bot.. If the calculation result is not .left
brkt-top.0.right brkt-bot. (S52, NO), the CPU 31 determines whether
the underflow has been carried out or not (S53). Specifically, the
CPU determines whether the calculation result of R-L is negative or
not, likewise the step S49. Herein, in case that the random number
value (R) is below the upper limit (U) (R<U), the calculation
result of R-L is negative, and in case that the random number value
(R) is above the upper limit (U) (R>U), the calculation result
of R-L is not negative. If the calculation result is negative (S53,
YES), the CPU 31 stores the winning number in an internal lottery
result information storing area of the RAM 33 (S54). Herein, back
to the description of the step S52, if the calculation result of
R-L is .left brkt-top.0.right brkt-bot. (S52, YES), the CPU 31
proceeds to the step S54, likewise the result of determination
(YES) in the step 53.
[0228] Next, the CPU 31 refers to the internal winning combination
determining table (see FIG. 14) to determine an internal winning
combination based on the winning number stored in the internal
lottery result information storing area (S55). Continuously, the
CPU 31 takes a logical product of the internal winning combination
and the bonus check data and stores a logical sum with the internal
carryover combination storing area (see FIG. 15B) in the internal
carryover combination storing area (S56). Next, the CPU 31 stores a
logical sum of the internal winning combination and the internal
carryover combination storing area in the internal winning
combination storing area (see FIG. 15A) (S57). Continuously, the
CPU 31 subtracts 1 from the number of lotteries (S58) and
determines whether the number of lotteries is 0 or not (S59). In
case that the number of operations of determining whether the
random number value (R) is included in the numerical range defined
by the upper limit (U) and the lowest limit (L) is 6 times in the
normal gaming state, 4 times in the internal carryover state, 2
times in the BB, RB gaming state and 6 times in the RT gaming state
(see FIG. 12), the number of lotteries is 0. In case that the
number of determinations in each of the gaming states is under the
predetermined times, the number of lotteries is not 0.
[0229] As a result of that, if the number of lotteries is 0 (S59,
YES), the CPU 31 refers to the internal winning combination
determining table to determine an internal winning combination
based on the winning number (S60). Continuously, the CPU 31 takes a
logical product of the internal winning combination and the bonus
check data and stores a logical sum with the internal carryover
combination storing area in the internal carryover combination
storing area (S61). Next, the CPU 31 stores a logical sum of the
internal winning combination and the internal carryover combination
storing area in the internal winning combination storing area
(S62), and returns to the step S7 in FIG. 17 to carry out the reel
stop initialization process. Herein, back to the description of the
step S59, if the number of lotteries is not 0 (S59, NO), the CPU 31
returns to the step S46. In addition, in case that there is no
internal winning combination, the CPU 31 sets a winning number as
0.
[0230] [Reel Initialization Process of Pachi-Slot Machine 1]
[0231] In the followings, it is described a reel stop
initialization process of the pachi-slot machine 1 according to the
embodiment 1, with reference to FIG. 23. FIG. 23 is a flow chart
showing a reel stop initialization process of the pachi-slot
machine 1 according to the embodiment 1.
[0232] As shown in FIG. 23, the CPU 31 of the pachi-slot machine 1
obtains a winning number from the internal lottery result
information storing area of the RAM 33 (S63), compares the data of
the internal winning combination storing area with RT combination
check data (data of checking whether the flag .left
brkt-top.00001000.right brkt-bot. of the specialty combination has
been set) (S64), and determines whether the data of the internal
winning combination storing area is same as the RT combination
check data (S65). As a result of the determination, if they are
same (S65, YES), the CPU 31 determines whether one of the data of
the internal winning combination storing areas is 1 or not (S66).
As a result of that, if any one is 1 (S66, YES), the CPU 31 numbers
the internal winning combination storing areas, adds 3 to the
winning number if it is a bonus and subtracts 1 if it is RT,
temporarily stores each of them in the select counter for stop (see
FIG. 16) and proceeds to a step S74 (S67). To the contrary, if any
one is not 1 (S66, NO), the CPU 31 numbers the internal winning
combination storing areas, subtracts 1 from the winning number, and
stores it in the select counter for stop (S68), and proceeds to a
step S74 likewise the result (YES) in the step S66.
[0233] Back to the description of the step S65, if the data of the
internal winning combination storing area is not same as the RT
combination check data (S65, NO), the CPU 31 determines whether the
winning number is 0 or not (S69). As a result of that, if the
winning number is 0 (S69, YES), the CPU 31 takes a logical product
of the data of the internal winning combination storing area and
operation combination check data (data of checking whether bonus
data (for example, .left brkt-top.00000110.right brkt-bot.) has
been set) (S70), and determines whether the logical product is 0 or
not (S71). As a result of that, if the logical product is 0 (S71,
YES), the CPU 31 stores the winning number in accordance with the
internal winning combination in the select counter for stop (S72)
and proceeds to a step S74. To the contrary, if the logical product
is not 0 (S71, NO), the CPU 31 numbers the data of the internal
winning combination storing areas, adds 3 according to the bonus,
and stores it in the select counter for stop (S73). Again, back to
the description of the step S69, if the winning number is not 0
(S69, NO), the CPU 31 proceeds to the step S72.
[0234] The CPU 31 determines and stores a stop table based on the
reel stop initialization table (see FIG. 16) (S74) and proceeds to
the step S8 in FIG. 17.
[0235] [Reel Stop Control Process of Pachi-Slot Machine 1]
[0236] In the followings, it is described a reel stop control
process of the pachi-slot machine 1 according to the embodiment 1,
with reference to FIG. 24. FIG. 24 is a flow chart showing a reel
stop control process of the pachi-slot machine 1 according to the
embodiment 1.
[0237] As shown in FIG. 24, the CPU 31 of the pachi-slot machine 1
determines whether the active stop switch has been ON (i.e.,
whether there has been inputs from the stop switches 7LS, 7CS, 7RS)
(S75). As a result of that, if the active stop switch has not been
ON (S75, NO), the CPU 31 determines whether an automatic stop timer
is 0 or not (S76). To the contrary, if the active stop switch has
been ON (S75, YES), the CPU 31 proceeds to a step S80. In addition,
the automatic stop timer is used to carry out the automatic stop
control of the other reels from the right side even though the one
of the reels has been already stopped by the player.
[0238] Back to the description of the step S76, if the automatic
stop timer is 0 (S76, YES), the CPU 31 treats the reel located at
the further right side as a stop control target (S77). Thereby, for
example, when the plural reels are being rotated, they are
automatically stopped from the right side. The CPU 31 determines
whether the reel, which is the stop control target, is the third
stop target (S78). As a result of that, if the reel is the third
stop target (S78, YES), the CPU 31 carries out the third automatic
stop process (S79). Then, the CPU 31 carries out a
sliding-symbol-number deciding process (see FIG. 25) (S80),
transmits a reel stop command (S81), waits for the reel to rotate
as the number of sliding symbols (S82) and request the rotation
stop of the reel (S83).
[0239] Continuously, after requesting the rotation stop of the
reel, the CPU 31 determines whether it is after the second stop
(S84). As a result of that, if it is after the second stop (S84,
YES), the CPU 31 stores a combination of current symbols so as to
expect a display combination (S85). To the contrary, if it is not
after the second stop (S84, NO), the CPU 31 proceeds to a step S86.
Then, after storing the combination of symbols, the CPU 31
determines whether it is the stop of the last reel (S86). As a
result of that, in case of the stop of the last reel (S86, YES),
the CPU 31 proceeds to the step S15 in FIG. 17. To the contrary, if
it is not the stop of the last reel (S86, NO), the CPU proceeds to
the step S75.
[0240] [Sliding-Symbol-Number Deciding Process of Pachi-Slot
Machine 1]
[0241] In the followings, it is described a sliding-symbol-number
deciding process of the pachi-slot machine 1 according to the
embodiment 1, with reference to FIG. 25. FIG. 25 is a flow chart
showing a sliding-symbol-number deciding process of the pachi-slot
machine 1 according to the embodiment 1.
[0242] As shown in FIG. 25, the CPU 31 of the pachi-slot machine 1
determines whether an internal winning combination is the bonus
only (S87). As a result of that, if the internal winning
combination is the bonus only (S87, YES), the CPU 31 sets a stop
table (see FIG. 9) corresponding to the bonus (S88), and proceeds
to a step S92. To the contrary, if the internal winning combination
is not the bonus only (S87, NO), the CPU 31 determines whether the
internal winning combination also includes Small Win or not (S89).
As a result of that, it Small Win is included (S89, YES), the CPU
31 carries out a sliding-symbol-number deciding process for
bonus+Small Win (which will be described with reference to FIG. 26)
(S90) and proceeds to the step S81 in FIG. 24 to transmit the reel
stop command.
[0243] To the contrary, if even Small Win is not included in the
internal winning combination (S89, NO), the CPU 31 sets a stop
table corresponding to the internal winning combination (S91).
Then, the CPU 31 decides and sets the number of sliding symbols
based on the stop operation position of the player (S92) and
proceeds to the step S81 in FIG. 24 to transmit the reel stop
command.
[0244] [Sliding-Symbol-Number Deciding Process for Bonus+Small Win
of Pachi-Slot Machine 1]
[0245] In the followings, it is described a sliding-symbol-number
deciding process for bonus+Small Win of the pachi-slot machine 1
according to the embodiment 1, with reference to FIG. 26. FIG. 26
is a flow chart showing a sliding-symbol-number deciding process
for bonus +Small Win of the pachi-slot machine 1 according to the
embodiment 1.
[0246] As shown in FIG. 26, the CPU 31 of the pachi-slot machine 1
determines whether the table control flag is ON or not (S93). As a
result of that, if the table control flag is ON (S93, YES), the CPU
31 decides and sets the number of sliding symbols based on the stop
operation position of the player (S94) and proceeds to the step S81
in FIG. 24 to transmit the reel stop command.
[0247] To the contrary, if the table control flag is not ON (S93,
NO), the CPU 31 determines whether the attraction-in target symbol
can be displayed with the number of sliding symbols 0 (S95). As a
result of that, if it cannot be displayed (S95, NO), the CPU 31
determines whether the attraction-in target symbol can be displayed
with the number of sliding symbols 1 (S96). As a result, if it
cannot be displayed (S96, NO), the CPU 31 determines whether the
attraction-in target symbol can be displayed with the number of
sliding symbols 2 (S97). As a result, if it cannot be displayed
(S97, NO), the CPU 31 determines whether the attraction-in target
symbol can be displayed with the number of sliding symbols 3 (S98).
As a result, if it cannot be displayed (S98, NO), the CPU 31
determines whether the attraction-in target symbol can be displayed
with the number of sliding symbols 4 (S99). As a result, if it
cannot be displayed (S99, NO), the CPU 31 sets a stop table
corresponding to the internal winning combination (S100). Then, the
CPU 31 makes the table control flag ON (S101), decides and sets the
number of sliding symbols based on the stop operation position of
the player (S102) and proceeds to the step S81 in FIG. 24 to
transmit the reel stop command.
[0248] Back to the description of the step S95, if the
attraction-in target symbol can be displayed with the number of
sliding symbols 0 (S95,YES), the CPU 31 sets the number of sliding
symbols corresponding (S103), and proceeds to the step S81 in FIG.
24 to transmit the reel stop command. In addition, back to the
description of the step S96, if the attraction-in target symbol can
be displayed with the number of sliding symbols 1 (S96,YES), the
CPU 31 sets the number of sliding symbols corresponding (S103), and
proceeds to the step S81 in FIG. 24 to transmit the reel stop
command. In addition, back to the description of the step S97, if
the attraction-in target symbol can be displayed with the number of
sliding symbols 2 (S97,YES), the CPU 31 sets the number of sliding
symbols corresponding (S103), and proceeds to the step S81 in FIG.
24 to transmit the reel stop command. In addition, back to the
description of the step S98, if the attraction-in target symbol can
be displayed with the number of sliding symbols 3 (S98,YES), the
CPU 31 sets the number of sliding symbols corresponding (S103), and
proceeds to the step S81 in FIG. 24 to transmit the reel stop
command. Further, back to the description of the step S99, if the
attraction-in target symbol can be displayed with the number of
sliding symbols 4 (S95,YES), the CPU 31 sets the number of sliding
symbols corresponding (S103), and proceeds to the step S81 in FIG.
24 to transmit the reel stop command.
[0249] [Display Combination Specifying Process of Pachi-Slot
Machine 1]
[0250] In the followings, it is described a display combination
specifying process of the pachi-slot machine 1 according to the
embodiment 1, with reference to FIG. 27. FIG. 27 is a flow chart
showing a display combination specifying process of the pachi-slot
machine 1 according to the embodiment 1.
[0251] As shown in FIG. 27, the CPU 31 of the pachi-slot machine 1
obtains a leading address of the symbol storing area (S104). Then,
the CPU 31 determines whether the activated line counter is 0
(S105). As a result, if the activated line counter is 0 (105, YES),
the CPU 31 returns to the step S16 in FIG. 17 to carry out the
error checking process. To the contrary, if the activated line
counter is not 0 (S105, NO), the CPU 31 specifies a display
combination and a payout number based on the combination of symbols
stored in the corresponding address and the display combination
specifying table (S106).
[0252] Continuously, the CPU 31 determines whether the RT
combination has been internally won in the probability sortition
process (see FIG. 21) (S107). As a result, in case that the RT
combination has been internally won (S107, YES), the CPU 31
determines whether the RT operation symbol has been matched (S108).
As a result, in case that the RT operation symbol has been matched
(S108, YES), the CPU 31 determines whether it is under bonus
carryover state (S109). As a result, if it is not under bonus
carryover state (S109, NO), the CPU 31 makes the flag under RT
operation ON, sets the number of RT games, and resets if the
remaining number of RT games remains (S110). Then, the CPU 31
subtracts 1 from the activated line counter (S111) and returns to
the step S105.
[0253] Back to the description of the step S107, in case that the
RT combination has not been internally won in the probability
sortition process (see FIG. 21) (S107, NO), the CPU 31 subtracts 1
from the activated line counter (S111), and returns to the step
S105. In addition, back to the description of the step S108, in
case that the RT operation symbol has not been matched (S108, NO),
the CPU 31 subtracts 1 from the activated line counter (S111), and
returns to the step S105. In addition, back to the description of
the step S109, in case that the it is under bonus carryover state
(S109, YES), the CPU 31 subtracts 1 from the activated line counter
(S111), and returns to the step S105.
[0254] [RT-Related Process of Pachi-Slot Machine 1]
[0255] In the followings, it is described a RT-related process of
the pachi-slot machine 1 according to the embodiment 1, with
reference to FIG. 28. FIG. 28 is a flow chart showing a RT-related
process of the pachi-slot machine 1 according to the embodiment
1.
[0256] As shown in FIG. 28, the CPU 31 of the pachi-slot machine 1
determines whether it is under RT operation symbol stop game
(S112). As a result, in case it is not under RT operation symbol
stop game (S112, NO), the CPU 31 determines whether the flag under
RT operation is ON or not (S113). As a result, if the flag under RT
operation is ON (S113, YES), the CPU 31 determines whether the RT
counter is 1 or more (S114). As a result, in case that the RT
counter is 1 or more (S114, YES), the CPU 31 subtracts 1 from the
RT counter (S115), and returns to the step S19 in FIG. 17. To the
contrary, in case that the RT counter is not 1 or more (S114, NO),
the CPU 31 clears the RT counter (S116), makes the flag under RT
operation OFF (S117) and returns to the step S19 in FIG. 17.
[0257] Back to the description of the step S112, if it is under RT
operation symbol stop game (S112, YES), the CPU 31 returns to the
step S19 in FIG. 17. In addition, back to the description of the
step S113, if the flag under RT operation is not ON (S113, NO), the
CPU 31 returns to the step S19 in FIG. 17.
[0258] [Bonus Operation Checking Process of Pachi-Slot Machine
1]
[0259] In the followings, it is described a bonus operation
checking process of the pachi-slot machine 1 according to the
embodiment 1, with reference to FIG. 29. FIG. 29 is a flow chart
showing a bonus operation checking process of the pachi-slot
machine 1 according to the embodiment 1.
[0260] As shown in FIG. 29, the CPU 31 of the pachi-slot machine 1
determines whether the display combination is BB or RB (step S118).
As a result, if the display combination is BB or RB (S118, YES),
the CPU 31 sets the flag under operation based on the table on
bonus operation (step S119). Then, the CPU 31 clears the internal
carryover combination (S120) and returns to the step S3 in FIG. 17.
Back to the description of the step S118, if the display
combination is not BB or RB (S118, NO), the CPU 31 returns to the
step S3 in FIG. 17.
[0261] [Bonus End Checking Process of Pachi-Slot Machine 1]
[0262] In the followings, a bonus end checking process is described
with reference to FIG. 30. FIG. 30 is a flow chart showing a bonus
end checking process of the pachi-slot machine 1 according to the
embodiment 1.
[0263] As shown in FIG. 30, the CPU 31 of the pachi-slot machine 1
determines whether the flag under BB operation or the flag under RB
bonus operation is ON or not (step S121). As a result, if the flag
under BB operation or the flag under RB bonus operation is ON
(S121, YES), the CPU 31 subtracts 1 from the game possibility
number, and subtracts 1 from the winning possibility number when
has been made a winning (S122). Continuously, the CPU 31 determines
whether at least one of the game possibility number and the winning
possibility number is 0 or not (S123). As a result, if at least one
thereof is 0 (S123, YES), the CPU 31 carries out a process on RB
ending (S124), and determines whether the payout possibility number
is 1 or more (S125). To the contrary, if at least one of the game
possibility number and the winning possibility number is not 0
(S123, NO), the CPU 31 determines whether the payout possibility
number is 1 or more (S125). Back to the description of the step
S121, if the flag under BB operation or the flag under RB bonus
operation is not ON (S121, NO), the CPU determines whether the
payout possibility number is 1 or more (S125).
[0264] As a result of that, in case that the payout possibility
number is 1 or more (S125, YES), the CPU 31 updates the payout
number counter under BB (S126), subtracts the payout possibility
number depending on the payout number (S127), and returns to the
step S3 in FIG. 17. To the contrary, in case that the payout
possibility number is not 1 or more (S125, NO), the CPU 31 carries
out the process on BB ending (process on RB ending when the flag
under RB operation is ON) (S128), makes the flag under BB operation
and the flag under RB operation OFF (S129), and returns to the step
S3 in FIG. 17.
[0265] [Sub-Control Process Under control of Sub-Control Circuit of
Pachi-Slot Machine 1]
[0266] In the followings, it is described a sub-control process of
the pachi-slot machine 1 according to the embodiment 1, with
reference to FIG. 31. FIG. 31 is a flow chart showing a sub-control
process of the pachi-slot machine 1 according to the embodiment
1.
[0267] As shown in FIG. 31, the sub-control circuit 72 determines
whether the game data has been received from the main control
circuit 71 (S130). In addition, the game data is transmitted during
the period from the ending of the probability sortition process and
the like to the rotation start of reel, with the operation of the
start lever by the player. As a result of that, in case that the
game data has been received (S130, YES), the sub-control circuit 72
determines whether there is an insertion signal of medal (S131). As
a result, in case that there is the insertion signal of medal
(S131, YES), the sub-control circuit 72 determines whether the
effect flag is ON or nor (S132). As a result, in case that the
effect flag is ON (S132, YES), the sub-control circuit 72 makes the
effect flag OFF, converts the screen into the base screen (S133)
and stores the internal winning information in the memory area of
the sub (S134). Herein, back to the description of the step S131,
in case that there is not the insertion signal of medal (S131, NO),
the sub-control circuit 72 stores the internal winning information
in the predetermined memory area of the sub (S134).Back to the
description of the step S132, in case that the effect flag is not
ON (S132, NO), the sub-control circuit 72 stores the internal
winning information in the predetermined memory area of the sub
(S134).
[0268] Next, the sub-control circuit 72 carries out various
processes in accordance with the information transmitted from the
main control unit (main control circuit 71) (S135). Continuously,
the sub-control circuit 72 determines whether it has been
transmitted a command of a combination relating to the simultaneous
winning (S136). As a result, in case that it has been transmitted
the command of the combination relating to the simultaneous winning
(S136, YES), the sub-control circuit 72 carries out a game effect
control process (which will be described later with reference to
FIG. 32) (S137). Specifically, in case that the combination
relating to the simultaneous winning has been drawn, the
sub-control circuit carries out a process of controlling an effect
to be displayed so that the player has the expectation, without
fail, which effect giving the player a hint as to the simultaneous
winning. To the contrary, in case that it has not been transmitted
the command of the combination relating to the simultaneous winning
(S136, NO), the sub-control circuit 72 returns to the standby state
to receive the game data. Herein, back to the description of the
step S130, in case that the game data has not been received (S130,
NO), the sub-control circuit 72 returns to the standby state to
receive the game data.
[0269] [Game Effect Control Process of Pachi-Slot Machine 1]
[0270] In the followings, it is described a game effect control
process of the pachi-slot machine 1 according to the embodiment 1,
with reference to FIG. 32. FIG. 32 is a flow chart showing a game
effect control process of the pachi-slot machine 1 according to the
embodiment 1.
[0271] As shown in FIG. 32, the sub-control circuit 72 refers to
the effect table and makes the effect flag ON. In addition, for
example, it carries out an effect hinting that the there is a
possibility of the simultaneous winning on the liquid crystal
screen and the like (S138). Then, the sub-control circuit 72
returns to the standby state to receive the game data.
Effects of the Embodiment 1
[0272] As described above, according to the embodiment 1, even
though the combination of symbols corresponding to the first
combination has been stopped, if the first and second combinations
has been won at the same time, the pachi-slot machine 1 awards the
benefit in accordance with the first combination to the player
while carrying over the second combination as the internal winning
combination. Accordingly, the player can expect a benefit in
accordance with the second combination as well as the benefit in
accordance with the first combination, even though the combination
of symbols corresponding to the first combination has been stopped.
Thereby, it is possible to provide an attractive game feature for
the player.
[0273] In addition, according to the embodiment 1, the pachi-slot
machine 1 awards the bonus gaming state in which a bonus game is
carried out, as the benefit in accordance with the second
combination. Accordingly, even though the combination of symbols
corresponding to the first combination has been stopped, the player
can expect the bonus gaming state which is a great privilege not
corresponding to the first combination, so that it is possible to
provide an attractive game feature for the player.
[0274] In addition, according to the embodiment 1, the pachi-slot
machine 1 awards the re-gaming state of high probability in which a
re-game winning occurs in high probability, as the benefit in
accordance with the first combination. Accordingly, in case that
the combination of symbols corresponding to the first combination
has been stopped, the player can expect the benefit which is a
bonus gaming state, and also expect that at least the benefit of
the re-gaming state of high probability will be obtained even
though the bonus gaming state is not obtained. Thereby, it is
possible to provide an attractive game feature for the player. In
addition, according to the invention, in case that the re-game
symbol is displayed in a next game after the combination of symbols
corresponding to the first combination has been stopped, the player
can expect a re-gaming state of high probability. Meanwhile, in
case that the re-game symbol is not displayed in the next game, the
player can expect that the bonus gaming state has been carried
over. From this point of view, it is possible to provide an
attractive game feature for the player.
[0275] In addition, according to the embodiment 1, in case that the
first and second combinations are determined as the internal
winning combination (simultaneously won), the pachi-slot machine 1
notifies the player of the information representing the result
through sound, image, lamp and the like. Accordingly, the player
can positively perceive that the first and second combinations have
been determined as the internal winning combination. Alternatively,
even under state that the combination of symbols corresponding to
the first combination has been stopped, the player can positively
expect the benefit in accordance with the second combination.
Therefore, from the effect point of view, it is possible to provide
a game feature attractive to the player.
[0276] Further, in the claims, the .left brkt-top.the numerical
range information storing means.right brkt-bot. corresponds to the
ROM 32 in FIG. 5, the .left brkt-top.internal winning combination
determination means.right brkt-bot. corresponds to the probability
sortition process in FIG. 21, the .left brkt-top.means for awarding
the benefit.right brkt-bot. corresponds to the medal payout process
in FIG. 17, and the .left brkt-top.notifying means.right brkt-bot.
corresponds to the sub-control process in FIG. 31 and the game
effect control process in FIG. 32.
Embodiment 2
[0277] While the invention has been described with reference to the
embodiment 1, the invention may be embodied in various forms
besides to the embodiment 1. Accordingly, hereinafter, another
example included in the invention will be described.
[0278] (1) Simultaneous Winning Combination
[0279] In the embodiment 1, it has been described that the
combination of BB and RT is set as the combination of the
simultaneous winning combination. However, the invention is not
limited thereto. In other words, any combination of Replay, Small
Win of Bell and Cherry, BB, RB and RT may be set as the
simultaneous winning combination. Thereby, the game features can be
diversified, so that it is possible to provide a much more
attractive game feature for the player.
[0280] (2) Winning Combination to be Carried Over
[0281] In the embodiment 1, it has been described that if the first
combination and the second combination are determined as the
internal winning combination in the unit game, the payout in
accordance with the first combination is awarded to the player and
at the same time BB is adopted as the second combination to be
carried over. However, the invention is not limited thereto. For
example, RB may be adopted as the second combination to be carried
over. Thereby, the game features can be diversified, so that it is
possible to provide a much more attractive game feature for the
player.
[0282] (3) Numerical Range
[0283] In the embodiment 1, it has been described that the
numerical ranges matched to each of the plural combinations consist
of plural continuous values. However, the invention is not limited
thereto. For example, the numerical ranges may be structured with
plural non-continuous values. In addition, in the embodiment 1,
while it has been described the case of storing the information of
numerical range matched to the first combination (for example,
numerical range of RT, 6.about.18) partially overlapping the
information of the numerical range corresponding to the second
combination (for example, numerical range of BB, 0.about.13), the
invention is not limited thereto. For example, the information of
numerical range matched to the first combination (for example,
numerical range of RT, 6.about.18) totally overlapping the
information of the numerical range matched to the second
combination (for example, numerical range of BB, 0.about.13) may be
stored.
[0284] (4) Awarding the Re-Gaming State of High Probability and the
Bonus Gaming State
[0285] In the embodiment 1, it has been described that if RT and BB
are simultaneously won and the combination of symbols corresponding
to RT (for example, Watermelon-Watermelon-Watermelon) is stopped on
the activated line, the pachi-slot machine 1 plunges the player
into the BB carryover state and pays out a medal in accordance with
the combination of symbols corresponding to RT to the player, until
a combination of symbols corresponding to BB (for example, .left
brkt-top.7-7-7.right brkt-bot.) is stopped on the activated line.
However, the invention is not limited thereto. For example, it may
be structured such that when the combination of symbols
corresponding to RT (for example, Watermelon-Watermelon-Watermelon)
is stopped on the activated line, the pachi-slot machine pays out a
medal in accordance with the combination of symbols corresponding
to RT to the player, awards the RT gaming state to the player, and
carries over BB until the RT game is over by the player. Thereby,
the player can expect the high benefit and the game features can be
diversified, so that it is possible to provide a much more
attractive game feature for the player.
[0286] (5) The Subject of the Invention
[0287] In the embodiment 1, while it has been described the case of
applying the invention to the pachi-slot machine 1 using the medal
as the game medium, the invention is not limited thereto. For
example, the invention may be applied to another gaming machine
such as pachinko gaming machine, pachi-lot and the like.
Additionally, the invention can be applied to a game program which
pseudo-executes the game of the pachi-slot machine 1 described in
the embodiment 1 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. In addition, the game program
may be downloaded via a network.
Embodiment 3
[0288] Hereinafter, an embodiment 3 of the gaming machine according
to the invention will be specifically described. In addition, it is
omitted the descriptions of structures and operations same as those
of the embodiment 1.
[0289] [Outline and Features of Pachi-Slot Machine 1]
[0290] First, it is described an outline and features of the
pachi-slot machine 1 according to an embodiment 3 of the invention,
with reference to FIG. 33. FIG. 33 is a view for showing an outline
of a pachi-slot machine 1 according to an embodiment 3. As shown in
FIG. 33, the pachi-slot machine 1 of the embodiment 3 stores
information of numerical ranges matched to each of plural
combinations which are an internal winning combination. In the
information of numerical ranges, information of numerical ranges
matched to a specialty combination 1, a specialty combination 2 and
a specialty combination 3 overlap the information of numerical
range matched to .left brkt-top.BB1.right brkt-bot.(referred to as
.left brkt-top.Big Bonus.right brkt-bot.) in different ratios,
respectively. Specifically, the information of numerical range
matched to the specialty combination 1 overlaps the information of
numerical range matched to BB1 in about 50% ratio, the information
of numerical range matched to the specialty combination 2 overlaps
the information of numerical range matched to BB1 in about 80%
ratio, and the information of numerical range matched to the
specialty combination 3 overlaps the information of numerical range
matched to BB1 in about 100% ratio.
[0291] Herein, BB as an internal winning combination is a so-called
bonus game adopted in the pachi-slot machine 1 and is a gaming
state in which a continuous operation device of single bonus
relating to .left brkt-top.RB (regular bonus).right brkt-bot.,
which is a first type special single bonus, operates. Specifically,
if a combination of symbols corresponding to BB1 (for example,
.left brkt-top.Red 7-Red 7-Red 7.right brkt-bot.) comes true, the
RB gaming state continuously occurs and predetermined medals (for
example, 465 or 360 pieces) are paid out to the player. In
addition, the specialty combinations 1.about.3 as an internal
winning combination are so-called Small Win adopted in the
pachi-slot machine 1. Specifically, for each of the one games (unit
games) in which combinations of symbols corresponding to specialty
combinations 1.about.3 (for example, .left
brkt-top.Monster-Bell-Bell.right brkt-bot., .left
brkt-top.Monster-Monster-Bell.right brkt-bot., .left
brkt-top.Monster-Monster-Monster.right brkt-bot.) are matched,
predetermined medals (for example, 15 pieces) in accordance with
the combinations of symbols are paid out to the player. In
addition, the symbol .left brkt-top.Monster.right brkt-bot.
corresponds to the .left brkt-top.blank symbol.right brkt-bot..
[0292] When a one game (unit game) is started by an operation of
the start lever by the player, the pachi-slot machine 1 rotates the
reels to vary the plural symbols, obtains a random number value
through the internal lottery process and determines which of the
numerical ranges the random number value is included in to
determine an internal winning combination (or losing). After that,
the pachi-slot machine 1 stops the symbols being varied in
correspondence with the determined winning combination and a push
operation of a stop button by the player. In case that a
combination of symbols corresponding to the internal winning
combination is stopped on the activated line, the machine regards a
winning of the internal winning combination as being achieved and
awards a benefit in accordance with the internal winning
combination to the player (for example, predetermined medals are
paid out to the player).
[0293] Specifically, referring to FIG. 33, the pachi-slot machine 1
according to the embodiment 3 determines which of the numerical
ranges the random number value obtained through the internal
lottery is included in. As a result of the determination, when it
is determined that it is included in the numerical range of
0.about.12, the machine determines a winning of BB1 and the
specialty combinations 1 to 3. Then, when a combination of symbols
corresponding to any one of BB1, the specialty combinations 1 to 3
determined as the internal winning combination (for example, BB1
corresponds to .left brkt-top.Red 7-Red 7-Red 7.right brkt-bot.,
the specialty combination 1 corresponds to .left
brkt-top.Monster-Bell-Bell.right brkt-bot., the specialty
combination 2 corresponds to .left
brkt-top.Monster-Monster-Bell.right brkt-bot. and the specialty
combination 3 corresponds to .left
brkt-top.Monster-Monster-Monster.right brkt-bot.) is stopped on the
activated line in the reel display window frame, the pachi-slot
machine 1 awards the benefit in accordance with the internal
winning combination to the player.
[0294] Specifically, in case that a combination of symbols
corresponding to BB1 is stopped on the activated line in the reel
display window frame, the pachi-slot machine 1 awards the BB1
gaming state to the player. In the mean time, in case that a
combination of symbols corresponding to any one of the specialty
combinations 1 to 3 is stopped on the activated line in the reel
display window frame, the pachi-slot machine 1 pays out the medal
in accordance with the combination of symbols corresponding to one
of the specialty combinations 1 to 3 stopped while carrying over
BB1 (after that, in case that a combination of symbols
corresponding to BB1 is stopped on the activated line in the reel
display window frame, the pachi-slot machine 1 also awards the BB1
gaming state to the player).
[0295] In addition, as shown in FIG. 33, the pachi-slot machine 1
according to the embodiment 3 determines which of the numerical
ranges the random number value obtained through the internal
lottery is included in. As a result of the determination, when it
is determined that it is included in the numerical range of
12.about.23, the pachi-slot machine 1 determines a winning of BB1
and the specialty combinations 1 and 2. When a combination of
symbols corresponding to any one of BB1, the specialty combinations
1 and 2 determined as the internal winning combination is stopped
on the activated line in the reel display window frame, the
pachi-slot machine 1 awards the BB1 gaming state to the player, or
pays out the medal in accordance with the combination of symbols
corresponding to the specialty combination 1 or 2 to the player
while carrying over BB1.
[0296] In addition, as shown in FIG. 33, the pachi-slot machine 1
according to the embodiment 3 determines which of the numerical
ranges the random number value obtained through the internal
lottery is included in. As a result of the determination, when it
is determined that it is included in the numerical range of
24.about.30, the pachi-slot machine 1 determines a winning of the
specialty combinations 1 and 2 (the losing in BB1). When a
combination of symbols corresponding to any one of the specialty
combinations 1 and 2 determined as the internal winning combination
is stopped on the activated line in the reel display window frame,
the pachi-slot machine 1 pays out the medal in accordance with the
combination of symbols corresponding to the specialty combination 1
or 2 to the player.
[0297] In addition, as shown in FIG. 33, the pachi-slot machine 1
according to the embodiment 3 determines which of the numerical
ranges the random number value obtained through the internal
lottery is included in. As a result of the determination, when it
is determined that it is included in the numerical range of
31.about.46, the pachi-slot machine 1 determines a winning of the
specialty combination 1 (the losing in BB1). When a combination of
symbols corresponding to the specialty combination 1 determined as
the internal winning combination is stopped on the activated line
in the reel display window frame, the pachi-slot machine 1 pays out
the medal in accordance with the combination of symbols
corresponding to the specialty combination 1 to the player while
carrying over BB1.
[0298] In case that the combination of symbols corresponding to the
specialty combination 3 of the specialty combinations 1 to 3 (for
example, .left brkt-top.Monster-Monster-Monster.right brkt-bot.) is
stopped, the player expects BB1 to be won in about 100% ratio. In
case that the combination of symbols corresponding to the specialty
combination 2 (for example, .left
brkt-top.Monster-Monster-Bell.right brkt-bot.) is stopped, the
player expects BB1 to be won in about 80% ratio. In case that the
combination of symbols corresponding to the specialty combination 1
(for example, .left brkt-top.Monster-Bell-Bell.right brkt-bot.) is
stopped, the player expects BB1 to be won in about 50% ratio.
[0299] Like this, according to the gaming machine 1 of the
embodiment 3, in case that the combination of symbols corresponding
to the first combination (for example, specialty combinations 1 to
3) is stopped, the player can expect the benefit in accordance with
the second combination (for example, BB1) in different ratios,
depending on which of the plural first combinations the combination
of symbols stopped corresponds to. Thereby, it is possible to
provide an attractive game feature for the player. In addition,
according to the pachi-slot machine 1 of the embodiment 3, in case
that the combination of symbols corresponding to any one of the
plural first combinations is stopped, the player can easily expect
a benefit in accordance with the second combination, through the
number of predetermined same symbols (for example, symbol Monster)
included in the combination of symbols stopped. Accordingly, it is
possible to provide a much more attractive game feature for the
player.
[0300] [Gaming State of Shift Place of Pachi-Slot Machine 1]
[0301] In the followings, it is described an example of the symbols
arranged on the reels 3L, 3C, 3R of the pachi-slot machine 1
according to the embodiment 3, with reference to FIG. 34. FIG. 34
shows an example of symbols displayed on the reels 3L, 3C, 3R of
the pachi-slot machine 1 according to the embodiment 3. As shown in
FIG. 34, plural types of 21 symbols are arranged on each of the
reels 3L, 3C, 3R. Each of the symbols is given with code numbers of
.left brkt-top.00.right brkt-bot..about..left brkt-top.20.right
brkt-bot., and memorized as a data table in the ROM 32 (see FIG. 5)
which will be described later. Based on the data table and the
symbol combination table (which will be specifically described with
reference to FIG. 36), it is possible to perceive a combination of
symbols to be arranged along the activated line. In addition, other
structures including the external structure of the pachi-slot
machine 1 are same as the embodiment 1.
[0302] [Gaming State of Shift Place of Pachi-Slot Machine 1]
[0303] In the followings, it is described an occurrence condition
of each gaming state of the pachi-slot machine 1 according to the
embodiment 3, a shift condition and a gaming state when the shift
condition is fulfilled, with reference to FIG. 35. FIG. 35 is an
explanatory diagram for illustrating an occurrence condition of
each gaming state, a shift condition and a gaming state of a shift
place when the shift condition is fulfilled in the pachi-slot
machine 1 according to the embodiment 3. Types of internal winning
combinations and winning probabilities thereof are different in
each of the gaming states.
[0304] The gaming state of the pachi-slot machine 1 which is
described in the embodiment 3 includes a normal gaming state, a BB
gaming state, a RB gaming state and an internal carryover state. A
combination (BB or RB) carried over in the internal carryover state
is referred to as ,internal carryover combination.right brkt-bot..
In addition, in the followings, a state including any one of the BB
gaming state and RB gaming state is referred to as .left
brkt-top.bonus gaming state.right brkt-bot..
[0305] The BB gaming state is a gaming state structured by the RB
gaming state. In addition, basically, the BB gaming state is a
gaming state structured by a game in which .left brkt-top.a
continuous operation device of single bonus relating to a first
type special single bonus.right brkt-bot. operates. Specifically,
for example, in case that Red 7 is internally won and corresponding
symbols are matched, the BB gaming state is made and the RB gaming
state continuously occurs. The BB gaming state is over, on
condition that a predetermined number of medals (for example, 360
or 460 pieces) is paid out.
[0306] The RB gaming state is a gaming state structured by a game
in which .left brkt-top.the first type special single bonus.right
brkt-bot. operates. When BAR is internally won and corresponding
symbols are matched, the RB gaming state is made.
[0307] The internal carryover state is a gaming state in which it
is allowed a state, in which a combination of symbols corresponding
to BB or RB can be arranged along the display line (BB or RB is
made), over one or several games. In other words, the internal
carryover state is a gaming state in which a winning combination
for reel-stop becomes RR or RB, on condition that an internal
winning combination is the losing. In the embodiment 3, BB or RB
includes Red 7 BB (BB1), Blue 7 (BB2) and BAR RB, and the internal
carryover state includes Red 7 BB (BB1), Blue 7 (BB2) internal
carryover state and BAR RB carryover state.
[0308] The winning combination for reel-stop is information used
for the stop control of the reels 3L, 3C, 3R. In case that the
winning combination for reel-stop has been determined, the reels
3L, 3C, 3R are stop-controlled under state that a stop mode of
symbols or symbol combination corresponding to the combination is
allowed to be stopped in the symbol display areas 21L, 21C, 21R. In
addition, the stop control is carried out under state that symbols
or symbol combination corresponding to a combination except the
winning combination for reel-stop is not allowed. Basically, a
combination determined as an internal winning combination becomes a
winning combination for reel-stop. However, in the internal
carryover state, BB or RB becomes a winning combination for
reel-stop when there is no internal winning combination (i.e.,
losing).
[0309] As shown in FIG. 35, an occurrence condition of a bonus
gaming state is an achievement of BB or RB. If a predetermined
number of games (for example 12 games) is over or it is made a
predetermined number of achievements (for example, 8 times), a
shift condition is satisfied and a gaming state is shifted to the
normal gaming state.
[0310] An occurrence condition of the internal carryover state is
an internal winning of BB or RB. If BB or RB is made, a shift
condition is satisfied, a gaming state is shifted to the bonus
gaming state and one or plural times of RB game are possible.
[0311] [Symbol Combination Table of Pachi-Slot Machine 1]
[0312] In the followings, it is described a symbol combination
table adopted in the pachi-slot machine 1 according to the
embodiment 3, with reference to FIG. 36. FIG. 36 is a view showing
an example of a symbol combination table adopted in the pachi-slot
machine according to the embodiment 3. As shown in FIG. 36, the
symbol combination table includes information about a display
combination corresponding to a combination of symbols which are
stopped at each of the three symbol stop positions on one of the
activated lines 8a to 8e (see FIG. 3), and the payout number
corresponding to the display combination with regard to the
insertion number (BET number: 1 or 3). In addition, the symbol
combination table is referred to when the payout number is
determined in accordance with the combination of symbols which are
displayed along the activated line after the reels 3L, 3C, 3R have
been stopped. In addition, in the followings, it is described a
case that the insertion number is 3 and it is omitted the
description of the payout number when the insertion number is
1.
[0313] If .left brkt-top.Replay-Replay-Replay.right brkt-bot. is
arranged along the activated line, the display combination becomes
Replay and a winning is thus achieved, so that a medal is
automatically inserted. In other words, Replay is a combination
capable of playing a game irrespective of the insertion of the game
value (for example, medal), if a winning thereof is achieved. In
addition, if .left brkt-top.Monster-Bell-Bell.right brkt-bot. is
arranged along the activated line, the display combination becomes
the specialty 1 and a winning is thus achieved, so that 15 medals
are paid out. In addition, if .left
brkt-top.Monster-Monster-Bell.right brkt-bot. is arranged along the
activated line, the display combination becomes the specialty 2 and
a winning is thus achieved, so that 15 medals are paid out. In
addition, if .left brkt-top.Monster-Monster-Monster.right brkt-bot.
is arranged along the activated line, the display combination
becomes the specialty 3 and a winning is thus achieved, so that 15
medals are paid out.
[0314] In addition, if .left brkt-top.BAR-BAR-BAR.right brkt-bot.
is arranged along the activated line, the display combination
becomes RB and a winning is thus achieved. If .left brkt-top.Red
7-Red 7-Red 7.right brkt-bot. is arranged along the activated line,
the display combination becomes BB1 and a winning is thus achieved.
If .left brkt-top.Blue 7-Blue 7-Blue 7.right brkt-bot. is arranged
along the activated line, the display combination becomes BB2 and a
winning is thus achieved. In the above cases, the medal is not paid
out. In addition, the combinations of symbols in which it is
achieved a winning of .left brkt-top.Small Win of Bell.right
brkt-bot. and .left brkt-top.Small Win of Cherry.right brkt-bot.,
and the payout number of medals are as shown in FIG. 36. .left
brkt-top.ANY.right brkt-bot. shows any symbol.
[0315] .left brkt-top.Stop Table of Pachi-Slot Machine 1.right
brkt-bot.
[0316] In the followings, it is described a stop table adopted in
the pachi-slot machine 1 according to the embodiment 3, with
reference to FIGS. 37 and 38. FIG. 37 is a view showing a structure
of a stop table adopted in the pachi-slot machine 1 according to
the embodiment 3, and FIG. 38 is a view showing a structure of a
stop table adopted in the pachi-slot machine 1 according to the
embodiment 3. In addition, FIG. 37 shows an example of a BB (Red 7)
stop table and a specialty combination 1 stop table adapted to stop
the combinations of symbols corresponding to BB and the specialty
combination 1 (.left brkt-top.Red 7-Red 7-Red 7.right brkt-bot. and
.left brkt-top.Monster-Bell-Bell.right brkt-bot.) on the central
line, respectively. FIG. 38 shows an example of a specialty
combination 2 stop table and a specialty combination 3 adapted to
stop the combinations of symbols corresponding to the specialty
combination 2 and the specialty combination 3 (.left
brkt-top.Monster-Monster-Bell.right brkt-bot. and .left
brkt-top.Monster-Monster-Monster.right brkt-bot.) on the central
line, respectively.
[0317] Basically, the stop table is structured such that
combination of symbols predetermined (symbol combination of a
corresponding combination) can be arranged along a predetermined
display line (activated line). However, the stop table
corresponding to the losing is structured such that a symbol
combination corresponding to a combination cannot be arranged along
a predetermined display line.
[0318] The stop table stores a stop operation position representing
a code number of a symbol located at a position at which a player
has actually carried out the stop operation, correspondingly to a
code number of a symbol controlling the symbol to be stopped, with
regard to each of the left reel 3L, the center reel 3C and the
right reel 3R, respectively. Herein, the stop operation position
shows a code number of a symbol which is located at the center line
(specifically, a symbol whose center is located above the center
line and adjacent to the center line) when the stop buttons 7L, 7C,
7R mounted to correspond to each of the left reel 3L, the center
reel 3C and the right reel 3R has been manipulated. In addition,
the stop control position shows a code number of a symbol which is
stopped at a position of the center line when the reel for which
the stop operation has been carried out is stopped.
[0319] In addition, in the embodiment 3, so-called number of
sliding symbols is set to be 4 symbols. For example, it is briefly
described with reference to BB (Red 7) stop table. As shown in FIG.
37, in case that the stop button 7R is pushed when .left
brkt-top.Cherry.right brkt-bot. having code number .left
brkt-top.19.right brkt-bot. (see FIG. 34) have reached the position
of the center line while the right reel 3R is being rotated, a
so-called .left brkt-top.attraction-in.right brkt-bot. is carried
out to control the stop of the right reel 3R so that .left
brkt-top.Red 7.right brkt-bot. having code number .left
brkt-top.15.right brkt-bot. is stopped at the position of the
center line.
[0320] The .left brkt-top.attraction-in.right brkt-bot. is meant by
stopping a reel (reel corresponding to the stop operation), which
is a stop control target, so as to display a symbol (hereinafter,
referred to as .left brkt-top.attraction-in target symbol.right
brkt-bot.) constituting a symbol combination corresponding to an
attraction-in target combination (internal winning combination) at
a symbol stop position (hereinafter, .left brkt-top.active symbol
stop position.right brkt-bot.) connected by the activated line,
under condition of the maximum number of sliding symbols (four).
However, in case that the .left brkt-top.attraction-in.right
brkt-bot. cannot be achieved within a range of the maximum number
of sliding symbols (four) even though the .left
brkt-top.attraction-in.right brkt-bot. has been tried, a stop table
corresponding to an internal winning combination is set and the
stop control of the reel corresponding to the stop operation is
carried out.
[0321] [Probability Sortition Table of Pachi-Slot Machine 1]
[0322] In the followings, it is described an example of a
probability sortition table adopted in the pachi-slot machine 1 of
the embodiment 3, with reference to FIG. 39. FIG. 39 is a view
showing an example of a probability sortition table (BET number:
one or three) adopted in the pachi-slot machine 1 according to the
embodiment 3.
[0323] FIG. 39A shows a probability sortition table for a normal
gaming state. The probability sortition table for a normal gaming
state stores information about the lowest and upper limits of a
numerical range corresponding to an internal winning combination.
In addition, in the normal gaming state, BB1 (Red 7), BB2 (Blue 7),
RABRB, Specialty combinations 1 to 3, Replay, Small Win of Bell and
Small Win of Cherry may be internally won.
[0324] Herein, it is specifically described a probability sortition
table when the BET number is three. A numerical range corresponding
to BB1 (numerical range corresponding to a predetermined second
combination) is .left brkt-top.0.about.23.right brkt-bot.. In other
words, the lowest limit of the numerical range in which it is made
an internal winning of BB is .left brkt-top.0.right brkt-bot. and
the upper limit thereof is .left brkt-top.23.right brkt-bot.. In
addition, numerical ranges corresponding to specialty combinations
1 to 3 (numerical ranges of predetermined first combinations) are
.left brkt-top.0.about.46.right brkt-bot., .left
brkt-top.0.about.30.right brkt-bot. and .left
brkt-top.0.about.12.right brkt-bot.. In other words, the lowest
limit of the numerical range in which it is made an internal
winning of the specialty combination 1 is .left brkt-top.0.right
brkt-bot. and the upper limit thereof is .left brkt-top.46.right
brkt-bot., the lowest limit of the numerical range in which it is
made an internal winning of the specialty combination 2 is .left
brkt-top.0.right brkt-bot. and the upper limit thereof is .left
brkt-top.30.right brkt-bot. and the lowest limit of the numerical
range in which it is made an internal winning of the specialty
combination 3 is .left brkt-top.0.right brkt-bot. and the upper
limit thereof is .left brkt-top.12.right brkt-bot..
[0325] For example, the table stores the information about the
numerical ranges corresponding to the specialty combinations 1 to 3
in different ratios, with regard to the numerical range
corresponding to BB1. In case that a random number value drawn by a
one random number lottery is included in the numerical range of
.left brkt-top.0.about.12.right brkt-bot., BB1 and the specialty
combinations 1 to 3 become an internal winning combination. In
addition, in case that it is included in the numerical range of
.left brkt-top.12.about.231.right brkt-bot., BB1 and the specialty
combinations 1 to 2 become an internal winning combination. In case
that it is included in the numerical range of .left
brkt-top.24.about.30.right brkt-bot., the specialty combinations 1
to 2 become an internal winning combination. In case that it is
included in the numerical range of .left
brkt-top.31.about.461.right brkt-bot., BB1 and the specialty
combination 1 becomes an internal winning combination. In addition,
in case that BB1 and one of the specialty combinations 1 to 3
become an internal winning combination, BB is carried over and at
the same time a benefit relating to any one of the specialty
combinations 1 to 3 stopped on the activated line is awarded to a
player.
[0326] FIG. 39B shows a probability sortition table for a carryover
gaming state. In the carryover gaming state, specialty combinations
1 to 3, Replay, and Small Win of Bell and Cherry may be won, and
BB1, BB2 and RB are not won.
[0327] FIG. 39C shows a probability sortition table for BB1, BB2
and RB gaming states. In the BB1, BB2 and RB gaming states, Small
Win of Bell and Cherry may be won.
[0328] [Table of the Number of Lotteries of Pachi-Slot Machine
1]
[0329] In the followings, it is described an example of a table of
the number of lotteries adopted in the pachi-slot machine 1 of the
embodiment 3, with reference to FIG. 40. FIG. 40 is a view showing
an example of a table of the number of lotteries adopted in the
pachi-slot machine 1 according to the embodiment 3.
[0330] As shown in FIG. 40, the table for determining the number of
lotteries stores the number of lotteries in correspondence with
each of the gaming states (normal gaming state, internal carryover
state, BB1, BB2, and RB normal gaming state). Herein, the internal
carryover state is meant by a state that although BB1, BB2 or RB
has been internally won, BB1, BB2 or RB has not been achieved yet
because .left brkt-top.Red 7-Red 7-Red 7.right brkt-bot., .left
brkt-top.Red 7-Red 7-Red 7.right brkt-bot. or .left
brkt-top.BAR-BAR-BAR.right brkt-bot. has not matched. In addition,
the BB1, BB2 or RB gaming state is meant by a state that BB1, BB2
or RB has been achieved, respectively. The normal gaming state is
meant by a state except the three gaming states. In addition, the
number of lotteries is meant by the number of operations of
determining whether a random number value has been drawn or not
with reference to the probability sortition table in a probability
sortition process. A method of using the number of lotteries will
be described in a probability sortition process which will be
described later.
[0331] [Priority Attraction-In Ranking Table of Pachi-Slot Machine
1]
[0332] In the followings, it is described an example of a priority
attraction-in ranking table adopted in the pachi-slot machine 1 of
the embodiment 3, with reference to FIG. 41. FIG. 41 is a view
showing an example of a priority attraction-in ranking table
adopted in the pachi-slot machine 1 according to the embodiment
3.
[0333] As shown in FIG. 41, the priority attraction-in ranking
table stores information about a priority ranking of a combination
of symbols to be attracted-in on the activated line, when there are
two or more internal winning combinations, or when there are an
internal winning combination and an internal carryover combination.
The priority attraction-in ranking is higher in order of Replay,
BB1, BB2 and RB, Bell, Cherry and specialty combinations 1 to 3.
For example, in case that there are an internal winning combination
and an internal carryover combination, and the internal winning
combination is the specialty combination 1 and the internal
carryover combination is BB1, it is carried out the stop control of
the reels 3L, 3C, 3R so that BB1 is preferentially attracted-in on
the basis of the stop table (see FIG. 37) corresponding to BB1.
[0334] [Internal Winning Combination Determining Table of
Pachi-Slot Machine 1]
[0335] In the followings, it is described an example of an internal
winning combination determining table of the pachi-slot machine 1
of the embodiment 3, with reference to FIG. 42. FIG. 42 is a view
showing an example of an internal winning combination determining
table adopted in the pachi-slot machine 1 according to the
embodiment 3.
[0336] As shown in FIG. 42, the internal winning combination
determining table stores contents of an internal winning
combination and data of a binary number which is information
identifying an internal winning combination, correspondingly to a
winning number, in accordance with each of the gaming states. The
data of binary number is referred to as flag and consists of 1
byte.
[0337] Referring to the normal gaming state, for example, in case
that a winning number is 0 and the information identifying an
internal winning combination, which is stored in the internal
winning combination 2, is .left brkt-top.00000000.right brkt-bot.,
the internal winning combination is the losing. Likewise, in case
that a winning number is 1 and the information identifying an
internal winning combination, which is stored in the internal
winning combination 2, is .left brkt-top.00000001.right brkt-bot.,
the internal winning combination is Bell. In addition, in case that
a winning number is 2 and the information identifying an internal
winning combination, which is stored in the internal winning
combination 2, is 0000010.right brkt-bot., the internal winning
combination is Cherry. In addition, in case that a winning number
is 3 and the information identifying an internal winning
combination, which is stored in the internal winning combination 2,
is .left brkt-top.00000100.right brkt-bot., the internal winning
combination is the specialty combination 2. Additionally, in case
that a winning number is 4 and the information identifying an
internal winning combination, which is stored in the internal
winning combination 2, is .left brkt-top.00000000.right brkt-bot.,
the internal winning combination is the specialty combination 2. In
addition, in case that a winning number is 5 and the information
identifying an internal winning combination, which is stored in the
internal winning combination 2, is .left brkt-top.00010000.right
brkt-bot., the internal winning combination is the specialty
combination 3. Further, in case that a winning number is 6 and the
information identifying an internal winning combination, which is
stored in the internal winning combination 1, is .left
brkt-top.0000000.right brkt-bot., the internal winning combination
is Replay. In addition, in case that a winning number is 7 and the
information identifying an internal winning combination, which is
stored in the internal winning combination 1, is .left
brkt-top.00001000.right brkt-bot., the internal winning combination
is RB. Additionally, in case that a winning number is 8 and the
information identifying an internal winning combination, which is
stored in the internal winning combination 1, is .left
brkt-top.00000010.right brkt-bot., the internal winning combination
is BB1. Further, in case that a winning number is 9 and the
information identifying an internal winning combination, which is
stored in the internal winning combination 1, is .left
brkt-top.00000100.right brkt-bot., the internal winning combination
is BB2.
[0338] [Storing Areas of Pachi-Slot Machine 1]
[0339] In the followings, it is described an example of areas for
storing an internal winning combination 1, an internal winning
combination 2, an internal carryover combination and a random
number adopted in the pachi-slot machine 1 of the embodiment 3,
with reference to FIG. 43. FIG. 43 is a view showing an example of
areas for storing an internal winning combination 1, an internal
winning combination 2, an internal carryover combination and a
random number adopted in the pachi-slot machine 1 according to the
embodiment 3.
[0340] FIG. 43A shows an internal winning combination 1 storing
area. The internal winning combination 1 storing area stores
information (data) of the internal winning combination, which
consists of 1 byte. In the internal winning combination 1 storing
area, a bit 0 (first bit), a bit 1 (second bit), a bit 2 (third
bit) and a bit 3 (fourth bit) correspond to Replay, BB1, BB2, and
RB, respectively. In addition, bits 4 to 7 (fifth to eighth bits)
are unused storing areas. If the data is stored in the internal
winning combination 1 storing area, the data column becomes 1 and
one corresponding to the bit becomes an internal winning
combination. For example, if .left brkt-top.00000001.right
brkt-bot. is stored in the internal winning combination 1 storing
area, the data column of the bit 0 becomes 1 and Replay
corresponding to the bit 0 becomes an internal winning
combination.
[0341] FIG.43B shows an internal winning combination 2 storing
area. In the internal winning combination 2 storing area, a bit 0
(first bit), a bit 1 (second bit), a bit 2 (third bit), a bit 3
(fourth bit) and a bit 4 (fifth bit) correspond to Bell, Cherry,
specialty combination 1, specialty combination 2, and specialty
combination 3, respectively. In addition, bits 5 to 7 (sixth to
eighth bits) are unused storing areas.
[0342] FIG. 43C shows an internal carryover combination storing
area. In the internal carryover combination storing area, a bit 1
(second bit), a bit 2 (third bit) and a bit 3 (fourth bit)
correspond to BB1, BB2 and RB, respectively, and a bit 0 (first
bit) and a bit 4 (fifth bit) to a bit 7 (eighth bit) are unused
storing areas. When the data (.left brkt-top.00000010.right
brkt-bot., see FIG. 42) of BB1, which is an internal carryover
combination, is stored in the internal carryover combination
storing area, the data column of the bit 1 becomes 1 and BB1
corresponding to the bit 1 becomes an internal carryover
combination.
[0343] FIG. 43D shows a random number storing area. The random
number storing area stores a random number value (one of
0.about.16383) drawn through a random number lottery in the
probability sortition process which will be described later.
[0344] [Process of Main Control Circuit in Pachi-Slot Machine
1]
[0345] In the followings, it is described a process of a main
control circuit in the pachi-slot machine 1 of the embodiment 3,
with reference to FIG. 44. FIG. 44 is a flow chart showing a
process of a main control unit of the pachi-slot machine 3
according to the embodiment 3.
[0346] As shown in FIG. 44, in the main control circuit 17, the CPU
31 carries out an initialization process (initialization of memory
contents in RAM 33, initialization of communication data, etc.)
when a game starts (step T1). Then, the CPU 31 erases the memory
contents (for example, memory contents in the memory area
memorizing the internal winning combination) of the RAM 33 when a
game is over (step T2). Specifically, the CPU erases the data of
the writable area of the RAM 33 used in a previous game, writes a
parameter necessary for a next game into the writable area of the
RAM 33 and indicates a start address of a sequence program for the
next game, etc.
[0347] After that, the CPU 31 carries out a medal insertion start
checking process (which will be described with reference to FIG.
45) such as update of the BET number based on the inputs from the
start switch 6S, medal sensor 22S or BET switch 13S (T3) and
samples a random number for lottery used in the probability
sortition process (which will be described with reference to FIGS.
47 and 48) (T4).
[0348] Then, the CPU 31 carries out a gaming status supervisory
process (see FIG. 46) of supervising whether it is under bonus
gaming state (BB gaming state or RB gaming state), internal
carryover state or normal gaming state (T5) and executes a
probability sortition process of determining an internal winning
combination in the bonus gaming state, internal carryover state or
normal gaming state on the basis of the probability sortition table
(T6).
[0349] Continuously, the CPU 31 carries out a reel stop
initialization process (see FIG. 49) (T7), and transmits a start
command including the information about the gaming state, the
internal winning combination, the stop table determined in the
initialization process and the like to the sub-control circuit 72
(T8). Then, the CPU 31 determines whether .left brkt-top.4.1
seconds.right brkt-bot. or more have lapsed from after the previous
reel has started to rotate (T9). If .left brkt-top.4.1 seconds
or.right brkt-bot. more have not lapsed (T9, NO), the CPU 31
consumes a game start waiting time (waits) (T10). On the contrary,
if .left brkt-top.4.1 seconds.right brkt-bot. or more have lapsed
(T9, YES), the CPU 31 proceeds to a step T11. In other words, the
CPU annuls 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 lapsed.
[0350] After that, the CPU 31 sets a game supervisory timer
including an automatic stop timer for automatically stopping the
reels 3L, 3C, 3R irrespective of the stop operations of the stop
buttons 7L, 7C, 7R by the player (T11), and requests the rotation
start of the reels 3L, 3C, 3R (T12).
[0351] Continuously, the CPU 31 transmits a reel stop signal (T13)
and carries out a reel stop control process (see FIG. 24) (T14).
Then, the CPU 31 carries out a display combination specifying
process (see FIG. 51) (T15) and an error checking process (T16) and
then transmits a display combination command (T17). Continuously,
the CPU 31 carries out a medal payout process (T18), updates a
bonus end number counter based on the payout number and transmits a
payout completion command (T19). When the bonus completion number
counter is 1 or more, the corresponding counter is subtracted in
correspondence with the payout number of medals.
[0352] Then, the CPU 31 determines whether a flag under RB
operation or a flag under BB operation is ON or not (T20). As a
result of the determination, if the flag under RB operation or the
flag under BB operation is not ON (T20, NO), the CPU 31 carries out
a bonus operation checking process (see FIG. 29) (T21) and returns
to the step T3. On the contrary, if the flag under RB operation or
the flag under BB operation is ON (T20, YES), the CPU 31 carries
out a bonus end checking process (see FIG. 30) (T22) and returns to
the step T3.
[0353] [Gaming Status Supervisory Process of Pachi-Slot Machine
1]
[0354] In the followings, it is described a gaming status
supervisory process of the pachi-slot machine 1 according to the
embodiment 3, with reference to FIG. 46. FIG. 46 is a flow chart
showing a gaming status supervisory process of the pachi-slot
machine 1 according to the embodiment 3.
[0355] As shown in FIG. 46, the CPU 31 of the pachi-slot machine 1
determines whether the flag under BB operation or the flag under RB
operation is ON or not (T35). As a result of that, if the flag
under BB operation or the flag under RB operation is ON (T35, YES),
the CPU 31 sets a RB gaming state (T36), and returns to the step T6
in FIG. 44 to carry out the probability sortition process. To the
contrary, if the flag under BB operation or the flag under RB
operation is not ON (T35, NO), the CPU determines whether an
internal carryover combination has been set or not (T37). As a
result of that, if an internal carryover combination has been set
(T37, YES), the CPU 31 sets an internal carryover state (T38) and
returns to the step T6 in FIG. 44 to carry out the probability
sortition process. To the contrary, if an internal carryover
combination has not been set (T37, NO), the CPU 31 sets a normal
gaming state (T39), and returns to the step T6 in FIG. 44 to carry
out the probability sortition process.
[0356] [Probability Sortition Process of Pachi-Slot Machine 1]
[0357] In the followings, it is described a probability sortition
process of the pachi-slot machine 1 according to the embodiment 3,
with reference to FIGS. 47 and 48. FIG. 47 is a flow chart 1
showing a probability sortition process of the pachi-slot machine 1
according to the embodiment 3 and FIG. 48 is a flow chart 2 showing
a probability sortition process of the pachi-slot machine 1
according to the embodiment 3.
[0358] As shown in FIG. 47, the CPU 31 of the pachi-slot machine 1
determines the number of lotteries depending on the gaming states
based on the table of the number of lotteries (see FIG. 40) (T40)
and then determines whether the data stored in the internal
carryover combination storing area (see FIG. 43C) is 0 or not
(i.e., whether there is an internal carryover combination or not)
(T41). As a result of that, if the data stored in the internal
carryover combination storing area is not 0 (T41, NO), the CPU 31
changes the number of lotteries in correspondence with the gaming
states (T42). In this case, since it is under internal carryover
gaming state, the CPU 31 changes the number of lotteries into 6
based on the table of the number of lotteries. To the contrary, if
the data stored in the internal carryover combination storing area
is 0 (T41, YES), the CPU 31 adopts the number of lotteries
determined in the step T40 as it is, without changing the number of
lotteries.
[0359] Next, the CPU 31 sets the same value (i.e., 6) as the number
of lotteries in a register (T43), as a winning number.
Continuously, the CPU 31 refers to the probability sortition table
(see FIG. 39) corresponding to the gaming state to obtain the
lowest limit (L) of the random number value based on the winning
number and the insertion number (T44), and subtracts the lowest
limit (L) from the random number value (R) stored in the random
number storing area (see FIG. 43D) of the RAM 33 (i.e., R-L)
(T45).
[0360] Next, the CPU 31 determines whether an underflow has been
carried out (T46). Specifically, the CPU determines whether the
calculation result of R-L is negative or not. Herein, in case that
the random number value (R) is smaller than the lowest limit (L)
(L>R), the calculation result of R-L is negative, and in case
that the random number value (R) is larger or same as the lowest
limit (L) (L R), the calculation result of R-L is not negative. If
the calculation result is not negative (T46, NO), the CPU 41 again
refers to the probability sortition table to obtain the upper limit
(U) of the random number value based on the winning number and the
insertion number (T47), and subtracts the upper limit (U) from the
random number value (R) stored in the random number storing area of
the RAM 33 (i.e., R-U) (T48). To the contrary, the calculation
result is negative (T46, YES), the CPU 31 proceeds to a step T55
which will be described later.
[0361] Continuously, the CPU 31 whether the value obtained from the
subtraction, i.e., the calculation result of R-L is .left
brkt-top.0.right brkt-bot. or not (T49). Herein, in case that the
random number value (R) is same as the upper limit (U) (R=U), the
calculation result of R-U is .left brkt-top.0.right brkt-bot. and
in case that the random number value (R) is not same as the upper
limit (U) (R U), the calculation result of R-U is not .left
brkt-top.0.right brkt-bot.. If the calculation result is not .left
brkt-top.0.right brkt-bot.(T49, NO), the CPU 31 determines whether
the underflow has been carried out or not (T50). Specifically, the
CPU determines whether the calculation result of R-U is negative or
not, likewise the step T46. Herein, in case that the random number
value (R) is below the upper limit (U) (R<U), the calculation
result of R-U is negative, and in case that the random number value
(R) is above the upper limit (U) (R>U), the calculation result
of R-U is not negative. If the calculation result is negative (T50,
YES), the CPU 31 stores the winning number in an internal lottery
result information storing area of the RAM 33 (T51). If the
calculation result is not negative (T50, NO), the CPU 31 proceeds
to a step S55. Herein, back to the description of the step T49, if
the calculation result of R-U is .left brkt-top.0.right brkt-bot.
(T49, YES), the CPU 31 proceeds to the step T51, likewise the
result of determination (YES) in the step T50.
[0362] Next, the CPU 31 refers to the internal winning combination
determining table (see FIG. 42) to determine internal winning
combinations 1 and 2 based on the winning number stored in the
internal lottery result information storing area (T52).
Continuously, the CPU 31 takes a logical sum of the determined
internal winning combination 2 and the internal winning combination
2 storing area in the internal winning combination 2 storing area
(T53). Then, the CPU 31 takes a logical product of the internal
winning combination 1 and the bonus check data and stores a logical
sum with the internal carryover combination storing area (see FIG.
43C) in the internal carryover combination storing area (T54).
Next, the CPU 31 stores a logical sum of the internal winning
combination 1 and the internal carryover combination storing area
in the internal winning combination 1 storing area (see FIG. 43A)
(T55). Continuously, the CPU 31 subtracts 1 from the number of
lotteries (T56) and determines whether the number of lotteries is 0
or not (T57). In case that the number of operations of determining
whether the random number value (R) is included in the numerical
range defined by the upper limit (U) and the lowest limit (L) is 9
times in the normal gaming state, 6 times in the internal carryover
state, and 2 times in the BB1, BB2 and RB gaming state (see FIG.
40), the number of lotteries is 0. In case that the number of
determinations in each of the gaming states is under the
predetermined times, the number of lotteries is not 0.
[0363] As a result of that, if the number of lotteries is 0 (T57,
YES), the CPU 31 refers to the internal winning combination
determining table to determine an internal winning combinations 1
and 2 based on the winning number (T58). Continuously, the CPU 31
stores a logical sum of the determined internal winning combination
2 and the internal winning combination 2 storing area in the
internal winning combination 2 storing area (T59). Next, the CPU 31
takes a logical product of the internal winning combination 1 and
the bonus check data and stores a logical sum with the internal
carryover combination storing area in the internal carryover
combination storing area (T60). Continuously, the CPU 31 stores a
logical sum of the internal winning combination 1 and the internal
carryover combination storing area in the internal winning
combination 1 storing area (T61), and returns to the step T7 in
FIG. 44 to carry out the reel stop initialization process. Herein,
back to the description of the step T57, if the number of lotteries
is not 0 (T57, NO), the CPU 31 returns to the step T43. In
addition, in case that there is no internal winning combination,
the CPU 31 sets a winning number as 0.
[0364] [Reel Stop Initialization Process of Pachi-Slot Machine
1]
[0365] In the followings, it is described a reel stop
initialization process of the pachi-slot machine 1 according to the
embodiment 3, with reference to FIG. 49. FIG. 49 is a flow chart
showing a reel stop initialization process of the pachi-slot
machine 1 according to the embodiment 3.
[0366] As shown in FIG. 49, the CPU 31 of the pachi-slot machine 1
obtains a winning number from the internal lottery result
information storing area of the RAM 33 (T62), compares the data of
the internal winning combination 2 storing area with the check data
of the specialty combinations 1 to 3 (data of checking whether the
flag of the specialty combination has been set) (T63), and
determines whether the data of the internal winning combination 2
storing area is same one or more as the check data of the specialty
combination (T64). As a result of the determination, if they are
same one or more (T64, YES), the CPU 31 determines whether one of
the data of the internal winning combination 1 storing areas is 1
or not (T65). As a result of that, if any one is 1 (T65, YES), the
CPU 31 numbers the internal winning combination 1 storing areas,
adds 5 to the winning number, also numbers the internal winning
combination 2 storing area, temporarily stores each of them in the
select counter for stop (see FIG. 16) (T66) and proceeds to a step
T73. To the contrary, if any one is not 1 (T65, NO), the CPU 31
numbers and stores the internal winning combination 2 storing areas
in the select counter for stop (T67), and proceeds to a step T73
likewise the result (YES) in the step T65.
[0367] Back to the description of the step T64, if the data of the
internal winning combination 2 storing area and the check data of
the specialty combinations 1 to 3 is not same one or more (T64,
NO), the CPU 31 determines whether the winning number is 0 or not
(T68). As a result of that, if the winning number is 0 (T68, YES),
the CPU 31 takes a logical product of the data of the internal
winning combination 1 storing area and operation combination check
data (data of checking whether bonus flag has been set) (T69), and
determines whether the logical product is 0 or not (T70). As a
result of that, if the logical product is 0 (T70, YES), the CPU 31
stores the winning number in accordance with the internal winning
combination in the select counter for stop (T71) and proceeds to
the step T73. To the contrary, if the logical product is not 0
(T70, NO), the CPU 31 numbers the data of the internal winning
combination 1 storing areas, adds 6 depending on the bonus, and
stores it in the select counter for stop (T72). Again, back to the
description of the step T68, if the winning number is not 0 (T68,
NO), the CPU 31 proceeds to the step T71, as it is.
[0368] The CPU 31 determines and stores a stop table based on the
reel stop initialization table (see FIG. 16) (T73) and proceeds to
the step T8 in FIG. 44 to transmit the start command.
[0369] [Sliding-Symbol-Number Deciding Process for Bonus+Small Win
of Pachi-Slot Machine 1]
[0370] In the followings, it is described a sliding-symbol-number
deciding process for bonus+Small Win of the pachi-slot machine 1
according to the embodiment 3, with reference to FIG. 50. FIG. 50
is a flow chart showing a sliding-symbol-number deciding process
for bonus+Small Win of the pachi-slot machine 1 according to the
embodiment 3.
[0371] As shown in FIG. 50, the CPU 31 of the pachi-slot machine 1
determines whether the table control flag is ON or not (T92). As a
result of that, if the table control flag is ON (T92, YES), the CPU
31 decides and sets the number of sliding symbols based on the stop
operation position of the player (T93) and proceeds to the step T80
in FIG. 24 to transmit the reel stop command.
[0372] To the contrary, if the table control flag is not ON (T92,
NO), the CPU 31 determines whether the attraction-in target symbol
can be displayed with the number of sliding symbols 0 (T94). As a
result of that, if it cannot be displayed (T94, NO), the CPU 31
determines whether the attraction-in target symbol can be displayed
with the number of sliding symbols 1 (T95). As a result, if it
cannot be displayed (T95, NO), the CPU 31 determines whether the
attraction-in target symbol can be displayed with the number of
sliding symbols 2 (T96). As a result, if it cannot be displayed
(T96, NO), the CPU 31 determines whether the attraction-in target
symbol can be displayed with the number of sliding symbols 3 (T97).
As a result, if it cannot be displayed (T97, NO), the CPU 31
determines whether the attraction-in target symbol can be displayed
with the number of sliding symbols 4 (T98). As a result, if it
cannot be displayed (T98, NO), the CPU 31 sets a stop table
corresponding to the internal winning combination (T99). Then, the
CPU 31 makes the table control flag ON (T100), decides and sets the
number of sliding symbols based on the stop operation position of
the player (T101) and proceeds to the step T80 in FIG. 24 to
transmit the reel stop command.
[0373] Back to the description of the step T94, if the
attraction-in target symbol can be displayed with the number of
sliding symbols 0 (T94,YES), the CPU 31 sets the number of sliding
symbols corresponding (T102), and proceeds to the step T80 in FIG.
24 to transmit the reel stop command. In addition, back to the
description of the step T95, if the attraction-in target symbol can
be displayed with the number of sliding symbols 1 (T95,YES), the
CPU 31 sets the number of sliding symbols corresponding (T102), and
proceeds to the step T80 in FIG. 24 to transmit the reel stop
command. In addition, back to the description of the step T96, if
the attraction-in target symbol can be displayed with the number of
sliding symbols 2 (T96,YES), the CPU 31 sets the number of sliding
symbols corresponding (T102), and proceeds to the step T80 in FIG.
24 to transmit the reel stop command. In addition, back to the
description of the step T97, if the attraction-in target symbol can
be displayed with the number of sliding symbols 3 (T97,YES), the
CPU 31 sets the number of sliding symbols corresponding (T102), and
proceeds to the step T80 in FIG. 24 to transmit the reel stop
command. Further, back to the description of the step T98, if the
attraction-in target symbol can be displayed with the number of
sliding symbols 4 (T98,YES), the CPU 31 sets the number of sliding
symbols corresponding (T102), and proceeds to the step T80 in FIG.
24 to transmit the reel stop command.
[0374] [Display Combination Specifying Process of Pachi-Slot
Machine 1]
[0375] In the followings, it is described a display combination
specifying process of the pachi-slot machine 1 according to the
embodiment 3, with reference to FIG. 51. FIG. 51 is a flow chart
showing a display combination specifying process of the pachi-slot
machine 1 according to the embodiment 3.
[0376] As shown in FIG. 51, the CPU 31 of the pachi-slot machine 1
obtains a leading address of the symbol storing area (T103). Then,
the CPU 31 determines whether the activated line counter is 0 or
not (T104). As a result, if the activated line counter is 0 (T104,
YES), the CPU 31 returns to the step T16 in FIG. 44 to carry out
the error checking process. To the contrary, if the activated line
counter is not 0 (T104, NO), the CPU 31 specifies a display
combination and a payout number based on the combination of symbols
stored in the corresponding address and the display combination
specifying table (T105). Continuously, the CPU 31 subtracts 1 from
the activated line counter (T106) and returns to the step T104.
Effects of the Embodiment 3
[0377] As described above, according to the pachi-slot machine 1 of
the embodiment 3, with regard to each of the plural first
combinations, the ratio that the second combination is
simultaneously won is different. In addition, even though the
combination of symbols corresponding to the first combination has
been stopped, if the first and second combinations have been won at
the same time, the benefit in accordance with the first combination
is paid out to the player while carrying over the second
combination as the internal winning combination. Accordingly, in
case that the combination of symbols corresponding to the first
combination is stopped, the player can expect the benefit in
accordance with the second combination in different ratios,
depending on which of the plural first combinations the combination
of symbols stopped corresponds to. Thereby, it is possible to
provide an attractive game feature for the player. In addition,
according to the invention, among the combinations of symbols
corresponding to each of the plural first combinations, the
combination of symbols corresponding the first combination having
the higher ratio of overlapping the second combination much
includes the predetermined same symbol (for example, monster
symbol). Accordingly, in case that a combination of symbols
corresponding to one of the plural first combinations is stopped,
the player can easily expect a benefit in accordance with the
second combination in different ratios, through the number of the
predetermined same symbols (for example, monster symbol) included
in the combination of symbols stopped. Thereby, it is possible to
provide an attractive game feature for the player.
[0378] In addition, according to the embodiment 3, since the bonus
gaming state in which a bonus game is carried out is awarded as the
benefit in accordance with the second combination, the player may
expect the bonus gaming state which is a great privilege not
corresponding to the first combination, in different ratios,
depending on which of the plural first combinations the combination
of symbols stopped corresponds to. Thereby, it is possible to
provide a much more attractive game feature for the player.
[0379] In addition, according to the pachi-slot machine 1 of the
embodiment 3, in case that the first and second combinations are
determined as the internal winning combination (simultaneously
won), the information representing the result is notified to the
player through sound, image, lamp and the like. Accordingly, the
player can positively perceive that the first and second
combinations have been determined as the internal winning
combination. Also, even under state that the combination of symbols
corresponding to one of the plural first combinations has been
stopped, the player can definitely expect the benefit in accordance
with the second combination. Therefore, from the effect point of
view, it is possible to provide a game feature attractive to the
player.
[0380] Further, in the claims, the .left brkt-top.numerical range
information storing means.right brkt-bot. corresponds to the ROM 32
in FIG. 5, the .left brkt-top.internal winning combination
determination means.right brkt-bot. corresponds to the probability
sortition process in FIG. 21, the .left brkt-top.means for awarding
the benefit.right brkt-bot. corresponds to the medal payout process
in FIG. 17, and the .left brkt-top.notifying means.right brkt-bot.
corresponds to the sub-control process in FIG. 31 and the game
effect control process in FIG. 32.
Embodiment 4
[0381] The invention may be embodied in various forms besides to
the embodiment 3. Accordingly, hereinafter, another example
included in the invention will be described.
[0382] (1) Internal Winning Combination to be Carried Over
[0383] In the embodiment 3, it has been described that if the first
combination and the second combination are determined as the
internal winning combination in the unit game, the benefit in
accordance with the first combination is awarded to the player and
at the same time BB is adopted as the second combination to be
carried over. However, the invention is not limited thereto. For
example, RB may be adopted as the second combination to be carried
over. Thereby, the game features can be diversified, so that it is
possible to provide a game feature attractive to the player.
[0384] (2) Numerical Range
[0385] In the embodiment 3, it has been described that the
numerical ranges matched to each of the plural combinations consist
of plural continuous values. However, the invention is not limited
thereto. For example, the numerical ranges may be structured with
plural non-continuous values.
[0386] (3) The Subject of the Invention
[0387] In the embodiment 3, while it has been described the case of
applying the invention to the pachi-slot machine 1 using the medal
as the game medium, the invention is not limited thereto. For
example, the invention may be applied to another gaming machine
such as pachinko gaming machine, pachi-lot and the like.
Additionally, the invention can be applied to a game program which
pseudo-executes the game of the pachi-slot machine 1 described in
the embodiment 3 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. In addition, the game program
may be downloaded via a network.
[0388] While this invention has been described in conjunction with
the specific embodiments outlined above, it is evident that many
alternatives, modifications and variations will be apparent to
those skilled in the art. Accordingly, the preferred embodiments of
the invention as set forth above are intended to be illustrative,
not limiting. Various changes may be made without departing from
the spirit and scope of the invention as defined in the following
claims.
* * * * *