U.S. patent application number 11/384867 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 | 20070123332 11/384867 |
Document ID | / |
Family ID | 38088235 |
Filed Date | 2007-05-31 |
United States Patent
Application |
20070123332 |
Kind Code |
A1 |
Hishinuma; Takaaki ; et
al. |
May 31, 2007 |
Gaming machine
Abstract
Disclosed is a gaming machine. The main control circuit of the
gaming machine carries out a stop control for stopping "Red 7"
constituting a symbol combination corresponding to the bonus at the
symbol stop position, on condition that "Replay" constituting a
symbol combination corresponding to Replay is not allowed to be
stopped at a symbol position predetermined for each of the symbol
display areas, when Replay and bonus are determined as an internal
winning combination. In addition, the sub-control circuit
determines the effect information to be effected in the liquid
crystal panel, based on whether the main control circuit determines
Replay as an internal winning combination, and controls the liquid
crystal panel based on the determination result.
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: |
38088235 |
Appl. No.: |
11/384867 |
Filed: |
March 21, 2006 |
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/34 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Nov 30, 2005 |
JP |
2005-346363 |
Nov 30, 2005 |
JP |
2005-346365 |
Claims
1. A gaming machine comprising: means for storing information of a
game value; means for detecting a start operation of a unit game by
a player; symbol display means for displaying symbols in plural
rows, on condition that the start operation detection means detects
the start operation and the information of the game value is stored
in the game value information storing means; means for determining
a combination corresponding to a numerical range including a random
number value sampled by a random number lottery as an internal
winning combination, based on internal winning combination
determining information having information of numerical ranges
corresponding to each of plural combinations preset, on condition
that the start operation detection means detects the start
operation; symbol varying means for varying symbols to be displayed
in the plural rows by the symbol display means, on condition that
the start operation detection means detects the start operation;
means for detecting a stop operation by the player; stop control
means for carrying out a stop control of the symbol variation
carried out by the symbol varying means, based on the detection of
the stop operation carried out by the stop operation detection
means and an internal winning combination determined by the
internal winning combination determining means; automatic storing
means for storing information of a specific game value in the game
value information storing means, on condition that the internal
winning combination determining means determines a specific
combination as an internal winning combination and a symbol
combination corresponding to the specific combination is displayed
by the symbol display means; means for operating an advantage state
which is relatively advantageous to a player, on condition that the
internal winning combination determining means determines the
predetermined combination as an internal winning combination and a
symbol combination corresponding to the predetermined combination
is displayed by the symbol display means; effect means for carrying
out an effect; identification information determining means for
determining, among plural identification information,
identification information to be effected by the effect means,
based on whether the internal winning combination determining means
determines the predetermined combination as an internal winning
combination or not, on condition that the start operation is
detected by the start operation detection means; and effect control
means for controlling the effect means, based on a determination
result of the identification information determining means, wherein
the stop control means stops the variable display of the symbols
carried out by the symbol varying means, based on a first stop
control for stopping a symbol constituting a symbol combination
corresponding to the specific combination at a symbol stop position
predetermined for each row of the symbol display means, when the
internal winning combination determining means determines the
specific combination and the predetermined combination as an
internal winning combination, and stops the variable display of the
symbol carried out by the symbol display means, based on a second
stop control for stopping a symbol constituting a symbol
combination corresponding to the predetermined combination at the
symbol stop position, on condition that the first stop control is
selected and the symbol constituting the symbol combination
corresponding to the specific combination is not allowed to be
stopped at the symbol stop positions.
2. The gaming machine according to claim 1, wherein when the
internal winning combination determining means determines the
predetermined combination as an internal winning combination, a
probability that the identification information determining means
will determine predetermined identification information included in
the plural identification information as the identification
information to be effected by the effect means is higher than a
probability that the identification information determining means
will determine the predetermined identification information as the
identification information to be effected by the effect means when
the internal winning combination determining means does not
determine the predetermined combination as an internal winning
combination.
3. A gaming machine comprising: symbol display means for displaying
symbols in plural rows; means for detecting a start operation by a
player; changing means for changing internal winning combination
determining information having information of numerical ranges
corresponding to each of plural combinations preset; internal
winning combination determining means for determining a combination
corresponding to a numerical range including a random number value
sampled by a random number lottery as an internal winning
combination, based on the internal winning combination determining
information changed by the changing means, on condition that the
start operation is detected by the start operation detection means;
symbol varying means for varying symbols to be displayed in the
plural rows by the symbol display means, on condition that the
start operation is detected by the start operation detection means;
means for detecting a stop operation by the player; stop control
means for carrying out a stop control of the symbol variation
carried out by the symbol varying means, based on the detection of
the stop operation carried out by the stop operation detection
means and an internal winning combination determined by the
internal winning combination determining means; and means for
awarding a corresponding predetermined payout or specific payout to
the player, on condition that a symbol combination corresponding to
a predetermined combination or specific combination is displayed by
the symbol display means, wherein the changing means comprises
means for changing the internal winning combination determining
information from first internal winning combination determining
information to second internal winning combination determining
information different from the first internal winning combination
determining information, wherein the first internal winning
combination determining information includes information of a first
numerical range corresponding to the predetermined combination and
information of a second numerical range corresponding to the
specific combination and not comprising the numerical range
constituting the first numerical range, and wherein the second
internal winning combination determining information includes
information of a third numerical range corresponding to the
predetermined combination and information of a fourth numerical
range corresponding to the specific combination and comprising all
or a part of the numerical range constituting the third numerical
range.
4. The gaming machine according to claim 3, wherein it is provided
means for storing information of a game value, the symbol display
means displays the symbols in the plural rows, on condition that
the start operation detection means detects the start operation and
the information of the game value is stored in the game value
information storing means, the awarding means comprises automatic
storing means for storing information of a specific game value, on
condition that a symbol combination corresponding to a
predetermined specific combination is displayed by the symbol
display means, and the information of the fourth numerical range is
structured such that the numerical range thereof is greater than
the numerical range constituting the second numerical range.
5. The gaming machine according to claim 4, wherein it is provided
internal winning combination determining information storing means
for storing the first internal winning combination determining
information and the second internal winning combination determining
information in advance, and the information of the third numerical
range is structured so that the numerical range constituting the
third numerical range is same as the numerical range constituting
the first numerical range.
6. The gaming machine according to claim 3, wherein the awarding
means comprises means for operating an advantage state which is
relatively advantageous to the player, on condition that the symbol
combination corresponding to the predetermined combination is
displayed by the symbol display means, and carryover means for
carrying over the predetermined combination as an internal winning
combination during a period of until the symbol combination
corresponding to the predetermined combination is displayed by the
symbol display means, on condition that the internal winning
combination determining means determines the predetermined
combination as an internal winning combination.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application is based upon the prior Japanese Patent
Applications No. 2005-346363 filed on Nov. 30, 2005 and No.
2005-346365 filed on Nov. 30, 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] A slot machine, so-called pachi-slot machine having a stop
button comprises a variable display device having plural mechanical
rotation reels for displaying symbols in a front display window, or
an electrical variable display device for displaying symbols
arranged on a reel on a screen. Control means drives the variable
display device in accordance with a start operation of a player to
rotate each of the reels, thereby variably displaying the symbols.
After a predetermined time period, the control means sequentially
stops the rotations of the reels automatically or in accordance
with a stop operation of the player. At this time, when the symbols
of the respective reels displayed in the display window form a
specific combination (winning symbols), a game medium such as coin,
medal, etc. is paid out to award a payout the player.
[0006] At present, the machine forming a mainstream has plural
types of winning modes. In particular, when a winning of a
predetermined combination is made (determined), a gaming state is
provided in which a condition is better than a base state during a
predetermined time period, in addition to the payout of the coin of
one time. As the combination, there are a combination allowing a
game, in which a relatively large payout is awarded to a player, to
be carried out for the predetermined number of times (which is
referred to as "big bonus" and abbreviated to "BB"), and a
combination allowing a game, in which a relatively small payout is
awarded to a player, to be carried out for the predetermined number
of games (which is referred to as "regular bonus" and abbreviated
to "RB").
[0007] In addition, in the machine forming a mainstream, it is
required that a winning of a combination should be determined
(hereinafter, referred to as "internal winning") by an internal
lottery process (hereinafter, referred to as "internal lottery")
and a player should carry out a stop operation at a timing at which
a combination of symbols representing a winning establishment of
the combination internally won (hereinafter, referred to as
"internal winning combination") can be stopped on an activated pay
line (hereinafter, referred to as "activated line") so that a
combination of predetermined symbols is arranged along the
activated line and a winning enabling a coin, medal and the like to
be paid out is made. Accordingly, even though the internal winning
is determined, a winning cannot be made unless the player carries
out the stop operation at the proper timing. In other words, in the
gaming machine forming a mainstream, it is required an experienced
skill with regard to the timing of the stop operation (i.e., it is
high a portion of a technique intervention characteristic called as
an "observation push").
[0008] Regarding the above machine, it has been suggested a gaming
machine wherein the control device 20 comprises combination lottery
means 110 for carrying out a lottery determining whether a winning
of a combination is made or not, stop control means 180 for
carrying out a stop control of a rotating reel, based on a lottery
result of the combination lottery means 110 and means 200 for
determining whether a winning is made or not, through a stop
position of a symbol at the time when all rotating reels 40 are
stopped and the combination lottery means 110 is structured such
that plural combinations can be won in one game (for example, a
Japanese Unexamined Patent Publication No. 2004-113292). According
to this gaming machine, the plural combinations can be won in one
game. As a result, types of the combination can be diversified, so
that the game is not monotonous, thereby increasing a player's
interest in the game.
[0009] However, according to the above gaming machine, since the
plural combinations are won just in the one game, the player
derives little pleasure from the game.
SUMMARY OF THE INVENTION
[0010] An object of the invention is to provide a gaming machine
capable of increasing an interest in the game through expectations
that a winning of a predetermined combination will be made.
[0011] In order to achieve the above object, there is provided a
gaming machine wherein the stop control means selects a first stop
control so that a symbol constituting a symbol combination
corresponding to a specific combination is stopped at a symbol stop
position predetermined for each row of the symbol display means and
stops a variable display of a symbol carried out by the symbol
display means, based on a second stop control for stopping a symbol
constituting a symbol combination corresponding to a predetermined
combination at the symbol stop position, on condition that the
symbol constituting the symbol combination corresponding to the
specific combination is not allowed to be stopped at the symbol
stop position, when the internal winning combination determining
means determines the specific combination and the predetermined
combination as an internal winning combination; the identification
information determining means determines, among the plural
identification information, the identification information to be
effected by the effect means, based on whether the internal winning
combination determining means determines the predetermined
combination as an internal winning combination or not; the
automatic storing means stores the information of a specific game
value in the game value information storing means, on condition
that the internal winning combination determining means determines
the specific combination as an internal winning combination and the
symbol combination corresponding to the specific combination is
displayed by the symbol display means; the means for operating an
advantage state operates an advantage state which is relatively
advantageous to a player, on condition that the internal winning
combination determining means determines the predetermined
combination as an internal winning combination and the symbol
combination corresponding to the predetermined combination is
displayed by the symbol display means; and the effect control means
controls the effect means, based on a determination result of the
corresponding identification information determining means.
[0012] More specifically, the invention provides the following
gaming machines.
[0013] (1) There is provided a gaming machine comprising: means
(for example, means for updating a bet number, main control circuit
71) for storing information (for example, a bet number and the
like) of a game value (for example, medal); means (for example,
start switch 6S, main control circuit 71) for detecting a start
operation (for example, start operation, operation of a start lever
6) of a unit game (for example, one game) by a player; symbol
display means (for example, reels 3L, 3C, 3R, symbol display areas
21L, 21C, 21R) for displaying symbols in plural rows (for example,
three rows), on condition that the start operation detection means
detects the start operation and the information of the game value
is stored in the game value information storing means; means (for
example, means for carrying out an internal lottery process, main
control circuit 71) for determining a combination corresponding to
a numerical range including a random number value sampled by a
random number lottery (for example, random number value sampled in
a process of a step S5 in FIG. 23) as an internal winning
combination (for example, an internal carryover combination), based
on internal winning combination determining information (for
example, internal lottery table) having information (for example,
the lowest limit "0" corresponding to a winning number "1", the
upper limit "1023" corresponding to a winning number "1") of
numerical ranges (for example, a numerical range expressed by the
lowest and upper limits) corresponding to each of plural
combinations preset (for example, BB1, BB2, Replay, Cherry, Bell,
Watermelon, Small Win of Red 7, Small Win of Blue 7, etc.), on
condition that the start operation detection means detects the
start operation; symbol varying means (for example, stepping motors
49L, 49C, 49R, main control circuit 71) for varying (for example,
variably displaying) symbols to be displayed in the plural rows by
the symbol display means, on condition that the start operation
detection means detects the start operation; means (for example,
stop switches 7LS, 7CS, 7RS) for detecting a stop operation (for
example, operation of stop buttons 7L, 7C, 7R) by the player; stop
control means (for example, means for carrying out processes of
steps S16.about.S19 in FIG. 24, main control circuit 71) for
carrying out a stop control of the symbol variation carried out by
the symbol varying means, based on the detection of the stop
operation carried out by the stop operation detection means and an
internal winning combination determined by the internal winning
combination determining means; automatic storing means (for
example, means for carrying out a process of a step S102 in FIG.
31) for storing information (for example, insertion number of a
game value inserted to play this game) of a specific game value in
the game value information storing means, on condition that the
internal winning combination determining means determines a
specific combination (for example, Replay) as an internal winning
combination and a symbol combination (for example,
"Replay-Replay-Replay") corresponding to the specific combination
is displayed by the symbol display means; means (for example, means
for carrying out a bonus operation checking process) for operating
an advantage state (for example, RB gaming state) which is
relatively advantageous to a player, on condition that the internal
winning combination determining means determines the predetermined
combination (for example, BB1, BB2 and the like) as an internal
winning combination and a symbol combination (for example, "Red
7-Red 7-Red 7" or "Blue 7-Blue 7-Blue 7") corresponding to the
predetermined combination is displayed by the symbol display means;
effect means (for example, liquid crystal panel 134) for carrying
out an effect; identification information determining means (for
example, means for determining a display mode (effect identifier)
in a liquid crystal panel 134 at the time of the start operation,
based on an effect determining table for a base section and an
effect determining table for a carryover section, means for
carrying out a step S135 in FIG. 34, sub-control circuit 72) for
determining, among plural identification information (for example,
an enemy character 203 comes down or a hero character 202 comes
down), identification information to be effected by the effect
means, based on whether the internal winning combination
determining means determines the predetermined combination as an
internal winning combination or not, on condition that the start
operation is detected by the start operation detection means; and
effect control means (for example, sub-control circuit 72) for
controlling the effect means, based on a determination result of
the identification information determining means (for example,
based on an effect identifier), wherein the stop control means
stops the variable display of the symbols carried out by the symbol
varying means, based on a first stop control for stopping a symbol
constituting a symbol combination (for example,
"Replay-Replay-Replay") corresponding to the specific combination
at a symbol stop position predetermined for each row of the symbol
display means, when the internal winning combination determining
means determines the specific combination (for example, Replay) and
the predetermined combination (for example, BB1, BB2, etc.) as an
internal winning combination (for example, when one of a step S63
and step S68 in FIG. 28 is carried out, when Replay and BB1 are
determined as an internal winning combination), and stops the
variable display of the symbol carried out by the symbol display
means, based on a second stop control for stopping a symbol
constituting a symbol combination (for example, "Red 7-Red 7-Red
7," "Blue 7-Blue 7-Blue 7") corresponding to the predetermined
combination (for example, BB1, BB2, etc.) at the symbol stop
position, on condition that the first stop control is selected and
the symbol constituting the symbol combination corresponding to the
specific combination is not allowed to be stopped at the symbol
stop position (for example, in case of referring to a priority
attraction-in ranking table in a step S17 of FIG. 24, the symbol
constituting a symbol combination "Replay-Replay-Replay"
corresponding to Replay is not allowed to be stopped at the symbol
stop position when referring to a priority ranking 1).
[0014] According to the gaming machine described in the above (1),
when the internal winning combination determining means determines
a specific combination and a predetermined combination as an
internal winning combination, the stop control means selects a
first stop control for stopping the symbol constituting a symbol
combination corresponding to the specific combination at the symbol
stop position predetermined for each row of the symbol display
means, and stops the variable display of the symbol carried out by
the symbol display means, based on a second stop control for
stopping the symbol constituting a symbol combination corresponding
to the predetermined combination at the symbol stop position, on
condition that the symbol constituting the symbol combination
corresponding to the specific combination is not allowed to be
stopped at the symbol stop positions.
[0015] Herein, the automatic storing means stores the information
of a specific game value in the game value information storing
means, on condition that the internal winning combination
determining means determines a specific combination as an internal
winning combination and a symbol combination corresponding to the
specific combination is displayed by the symbol display means, and
the advantage state operating means operates an advantage state
which is relatively advantageous to a player, on condition that the
internal winning combination determining means determines a
predetermined combination as an internal winning combination and a
symbol combination corresponding to the predetermined combination
is displayed by the symbol display means.
[0016] In addition, the identification information determining
means determines, among the plural identification information, the
identification information to be effected by the effect means,
based on whether the internal winning combination determining means
determines the predetermined combination as an internal winning
combination or not, and the effect control means controls the
effect means, based on a determination result of the identification
information determining means.
[0017] Thereby, in a unit game at the time when the internal
winning combination determining means determines both the
predetermined combination and the specific combination as an
internal winning combination, it is awarded a payout that the
information of the specific game value is stored in the game value
information storing means, and the symbol combination corresponding
to the predetermined combination cannot be displayed by the symbol
display means.
[0018] Accordingly, in a next unit game of the game in which both
the predetermined combination and the specific combination are
determined as an internal winning combination, it is positively
carried out an effect relating to the identification information
which is determined on the basis of whether or not the
predetermined combination is determined as an internal winning
combination. Therefore, since it is possible to surely provide the
effect capable of increasing the expectations that a winning of a
predetermined combination will be made and an advantage state,
which is relatively advantageous to the player, will be operated
while awarding the payout that the information of the specific game
value is stored in the game value information storing means, it is
possible to a gaming machine capable of increasing the interest in
the game.
[0019] (2) In the gaming machine described in the above (1), when
the internal winning combination determining means determines the
predetermined combination (for example, BB1, BB2, etc.) as an
internal winning combination, a probability (for example, a
probability that one of "11," "16," "21," "26" and "31" will be
selected as an effect identifier) that the identification
information determining means will determine predetermined
identification information (for example, an effect of displaying
that an enemy character 203 comes down) included in the plural
identification information as the identification information to be
effected by the effect means may be higher than a probability that
the identification information determining means will determine the
predetermined identification information as the identification
information to be effected by the effect means when the internal
winning combination determining means does not determine the
predetermined combination as an internal winning combination.
[0020] According to the gaming machine described in the above (2),
the probability that the predetermined identification information
will be determined as the identification information to be effected
by the effect means is higher in the case where the predetermined
combination is determined as an internal winning combination, as
compared to the case where the predetermined combination is not
determined as an internal winning combination. When it is carried
out an effect in accordance with the predetermined identification
information, the player can play the game while expecting that the
predetermined combination will be an internal winning combination.
In the mean time, even though it is carried out an effect in
accordance with the predetermined identification information, the
predetermined combination may not be an internal winning
combination. Otherwise, even though it is not carried out an effect
in accordance with the predetermined identification information,
the predetermined combination may be an internal winning
combination. Like this, since the various effects can be positively
provided, it is possible to provide a gaming machine capable of
increasing the interest in the game.
[0021] In addition, the gaming machine of the invention comprises
changing means for changing the internal winning combination
determining information from first internal winning combination
determining information to second internal winning combination
determining information and internal winning combination
determining means for determining a combination corresponding to a
numerical range including a random number value sampled by a random
number lottery as an internal winning combination, based on the
internal winning combination determining information changed by the
changing means, wherein the first internal winning combination
determining information includes information of a first numerical
range corresponding to the predetermined combination and
information of a second numerical range corresponding to the
specific combination and not comprising the numerical range
constituting the first numerical range, and the second internal
winning combination determining information includes information of
a third numerical range corresponding to the predetermined
combination and information of a fourth numerical range
corresponding to the specific combination and comprising all or a
part of the numerical range constituting the third numerical
range.
[0022] More specifically, the invention provides the following
gaming machines.
[0023] (1) There is provided a gaming machine comprising: symbol
display means (for example, reels 3L, 3C, 3R, symbol display areas
21L, 21C, 21R) for displaying symbols in plural rows (for example,
three rows); means (for example, start switch 6S, main control
circuit 71) for detecting a start operation (for example, start
operation, operation of a start lever 6) by a player; changing
means (for example, CPU 31, main control circuit 71, etc.) for
changing internal winning combination determining information (for
example, internal lottery table, etc.) having information (for
example, the lowest limit "0" corresponding to a winning number
"1", the upper limit "1023" corresponding to a winning number "1",
etc.) of numerical ranges (for example, numerical ranges expressed
by the lowest and upper limits) corresponding to each of plural
combinations preset (for example, BB1, BB2, Replay, Cherry, Bell,
Watermelon, Small Win of Red 7, Small Win of Blue 7, etc.);
internal winning combination determining means (for example, means
for carrying out an internal lottery process, main control circuit
71, etc.) for determining a combination corresponding to a
numerical range including a random number value sampled by a random
number lottery (for example, random number value sampled in a
process of a step S5 in FIG. 15, etc.) as an internal winning
combination (for example, internal carryover combination, etc.),
based on the internal winning combination determining information
changed by the changing means, on condition that the start
operation is detected by the start operation detection means;
symbol varying means (for example, stepping motors 49L, 49C, 49R,
main control circuit 71, etc.) for varying (for example, variably
displaying) symbols to be displayed in the plural rows by the
symbol display means, on condition that the start operation is
detected by the start operation detection means; means (for
example, stop switches 7LS, 7CS, 7RS) for detecting a stop
operation (for example, operation of stop buttons 7L, 7C, 7R, etc.)
by the player; stop control means (for example, means for carrying
out processes of steps S16.about.S19 in FIG. 16, main control
circuit 71, etc.) for carrying out a stop control of the symbol
variation carried out by the symbol varying means, based on the
detection of the stop operation carried out by the stop operation
detection means and an internal winning combination determined by
the internal winning combination determining means; and means (for
example, main control circuit 71, means for carrying out a process
of a step S22 in FIG. 16, means for carrying out processes of steps
S102 and S104 in FIG. 23, etc.) for awarding a corresponding
predetermined payout (for example, payout of a medal, shift to an
advantage gaming state, etc.) or specific payout (for example,
automatic insertion of a medal, etc.) to the player, on condition
that a symbol combination corresponding to a predetermined
combination (for example, BB1, BB2, etc.) or specific combination
(for example, Replay) is displayed by the symbol display means,
wherein the changing means comprises means for changing the
internal winning combination determining information from first
internal winning combination determining information (for example,
an internal lottery table for a normal gaming state of when a RT
game-number counter is 0) to second internal winning combination
determining information (for example, an internal lottery table for
a normal gaming state of when a RT game-number counter is 1 or
more) different from the first internal winning combination
determining information, wherein the first internal winning
combination determining information includes information of a first
numerical range (for example, a numerical range expressed by the
lowest limit "16000" and the upper limit "16095" corresponding to a
winning number "7", a numerical range expressed by the lowest limit
"16096" and the upper limit "16191" corresponding to a winning
number "8") corresponding to the predetermined combination (for
example, BB1, BB2, etc.) and information of a second numerical
range (for example, a numerical range expressed by the lowest limit
"6049" and the upper limit "15028" corresponding to a winning
number "6") corresponding to the specific combination (for example,
Replay) and not comprising the numerical range constituting the
first numerical range, and wherein the second internal winning
combination determining information includes information of a third
numerical range (for example, a numerical range expressed by the
lowest limit "16000" and the upper limit "16095" corresponding to a
winning number "7", a numerical range expressed by the lowest limit
"16096" and the upper limit "16191" corresponding to a winning
number "8", etc.) corresponding to the predetermined combination
and information of a fourth numerical range (for example, a
numerical range expressed by the lowest limit "6049" and the upper
limit "65535" corresponding to a winning number "6") corresponding
to the specific combination and comprising all or a part of the
numerical range constituting the third numerical range.
[0024] According to the gaming machine described in the above (1),
the changing means changes the internal winning combination
determining information from the first internal winning combination
determining information to the second internal winning combination
determining information, and the internal winning combination
determining means determines a combination corresponding to the
numerical range including a random number value sampled by a random
number lottery as an internal winning combination, based on the
internal winning combination determining information changed by the
changing means. The first internal winning combination determining
information includes the information of a first numerical range
corresponding to the predetermined combination and the information
of a second numerical range corresponding to the specific
combination and not comprising the numerical range constituting the
first numerical range. In addition, the second internal winning
combination determining information includes the information of a
third numerical range corresponding to the predetermined
combination and the information of a fourth numerical range
corresponding to the specific combination and comprising all or a
part of the numerical range constituting the third numerical range.
Accordingly, in case that the specific combination is an internal
winning combination when the internal winning combination
determining information is the first internal winning combination
determining information, there is no case where the predetermined
combination is determined as an internal winning combination.
Regarding this, in case that specific combination is an internal
winning combination when the internal winning combination
determining information is changed into the second internal winning
combination determining information by the changing means, there
may be a case where the predetermined combination is determined as
an internal winning combination. Thereby, since it is possible to
make a difference between the player's expectations that the
predetermined combination will be an internal winning combination
when a symbol combination corresponding to the specific combination
is displayed, the interest in the game can be increased.
[0025] (2) In the gaming machine described in the above (1), it is
provided means (for example, means for updating a bet number, main
control circuit 71, etc.) for storing information (for example, bet
number, etc.) of a game value (for example, medal), the symbol
display means displays the symbols in the plural rows, on condition
that the start operation detection means detects the start
operation and the information of the game value is stored in the
game value information storing means, the awarding means comprises
automatic storing means (for example, means for carrying out a
process of a step S102 in FIG. 23) for storing information (for
example, insertion number of medals inserted to play this game) of
a specific game value, on condition that a symbol combination (for
example, "Replay-Replay-Replay") corresponding to a predetermined
specific combination (for example, Replay) is displayed by the
symbol display means, and the information of the fourth numerical
range (for example, a numerical range expressed by thy lowest limit
"6049" and the upper limit "65535" corresponding to a winning
number "6") is structured such that the numerical range thereof is
greater than the numerical range (for example, a numerical range
expressed by thy lowest limit "6049" and the upper limit "15028"
corresponding to a winning number "6") constituting the second
numerical range.
[0026] According to the gaming machine described in the above (1),
the awarding means comprises automatic storing the means for
storing the information of a specific game value, on condition that
a symbol combination corresponding to a predetermined specific
combination is displayed by the symbol display means. In addition,
the information of the fourth numerical range is structured such
that the numerical range thereof is greater than the numerical
range constituting the second numerical range
[0027] Accordingly, a probability that a symbol combination
corresponding to a specific combination will be displayed by the
symbol display means and the information of a specific game value
will be stored in the game value information storing means is
different depending on whether or not the internal winning
combination determining information is changed into the second
internal winning combination determining information by the
changing means. At this time, although the symbol combination
corresponding to the specific combination is displayed by the
symbol display means and the information of a specific game value
is stored in the game value information storing means, in a state
that the corresponding probability is low, there is no case where
the predetermined combination is determined as an internal winning
combination.
[0028] To the contrary, when the symbol combination corresponding
to the specific combination is displayed by the symbol display
means and the information of a specific game value is stored in the
game value information storing means, in a state that the
corresponding probability is high, there may be a case where the
predetermined combination is determined as an internal winning
combination. Thereby, when the symbol combination corresponding to
the specific combination is displayed in a state that the
corresponding probability is high, it is possible to increase the
player's expectations that the predetermined combination will be an
internal winning combination, as well as to obtain a payout that
the information of a specific game value is stored in the game
value information storing means. Accordingly, it is possible to
increase an attractiveness of a game having a high probability that
the information of a specific game value will be stored in the game
value information storing means, thereby increasing an interest in
the game.
[0029] (3) In the gaming machine described in the above (2), it is
provided internal winning combination determining information
storing means (for example, ROM 32, RAM 33, main control circuit
71, etc.) for storing the first internal winning combination
determining information and the second internal winning combination
determining information in advance, and the information of the
third numerical range (for example, a numerical range expressed by
the lowest limit "16000" and the upper limit "16095" corresponding
to a winning number "7", a numerical range expressed by the lowest
limit "16096" and the upper limit "16191" corresponding to a
winning number "8", etc.) is structured so that the numerical range
constituting the third numerical range is same as the numerical
range constituting the first numerical range (for example, a
numerical range expressed by the lowest limit "16000" and the upper
limit "16095" corresponding to a winning number "7", a numerical
range expressed by the lowest limit "16096" and the upper limit
"16191" corresponding to a winning number "8", etc.).
[0030] According to the gaming machine described in the above (3),
the fourth numerical range is structured such that the numerical
range thereof is greater than the numerical range constituting the
second numerical range. Accordingly, it is possible to obtain the
effects described in the above (2), even though the information of
the numerical range corresponding to the predetermined combination
is not changed. As a consequence, as compared to a case where both
the information of the numerical range corresponding to the
specific combination and the information of the numerical range
corresponding to the predetermined combination are stored in
advance, it is possible to reduce a load relating to the internal
winning combination determining information storing means, thereby
improving an efficiency of the gaming machine.
[0031] (4) In the gaming machine described in one of the above (1)
to (3), the awarding means comprises means (for example, means for
carrying out a bonus operation checking process) for operating an
advantage state (for example, RB gaming state) which is relatively
advantageous to the player, on condition that the symbol
combination (for example, "Red 7-Red 7-Red 7" or :Blue 7-Blue
7-Blue 7") corresponding to the predetermined combination is
displayed by the symbol display means, and carryover means (for
example, means for carrying out processes of steps S64.about.S65 in
FIG. 20, means for carrying out processes of steps S69.about.S70 in
FIG. 20, main control circuit 71, etc.) for carrying over the
predetermined combination as an internal winning combination during
a period of until the symbol combination corresponding to the
predetermined combination is displayed by the symbol display means,
on condition that the internal winning combination determining
means determines the predetermined combination as an internal
winning combination.
[0032] According to the gaming machine described in the above (4),
in case that the specific combination is an internal winning
combination when the internal winning combination determining
information is the first internal winning combination determining
information, there is no case where the predetermined combination
is carried over by the carryover means. To the contrary, in case
that the specific combination is an internal winning combination
when the internal winning combination determining information is
changed into the second internal winning combination determining
information by the changing means, there may be a case where the
predetermined combination is carried over by the carryover means.
Thereby, since it is possible to make a difference between the
player's expectations that the predetermined combination will be
carried over by the carryover means when the symbol combination
corresponding to the specific combination is displayed, depending
on whether or not the internal winning combination determining
information is changed into the second internal winning combination
determining information by the changing means, the interest in the
game can be increased. Accordingly, since there is a difference
between the expectations that the predetermined combination will be
carried over and the symbol combination corresponding to the
predetermined combination will be displayed by the symbol display
means, so that the advantage state will be operated, the player can
sufficiently enjoy the game.
BRIEF DESCRIPTION OF THE DRAWINGS
[0033] 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:
[0034] FIG. 1 is a perspective view showing an external appearance
of a gaming machine according to an embodiment of the
invention;
[0035] FIG. 2 shows a panel display unit, a liquid crystal display
unit and a fixed display unit of a liquid crystal display
device;
[0036] FIG. 3 is a perspective view showing a schematic structure
of a liquid crystal display device;
[0037] FIG. 4 is a view showing an example of symbols arranged on
reels;
[0038] FIG. 5 is a block diagram of an electric circuit;
[0039] FIG. 6 is a block diagram of a sub-control circuit according
to an embodiment of the invention;
[0040] FIG. 7A shows a display example of a display screen;
[0041] FIG. 7B shows a display example of a display screen;
[0042] FIG. 8 shows a symbol arrangement table;
[0043] FIG. 9 shows a symbol combination table;
[0044] FIG. 10 shows an internal lottery table determining
table;
[0045] FIG. 11A shows an internal lottery table;
[0046] FIG. 11B shows an internal lottery table;
[0047] FIG. 12 shows an internal winning combination determining
table;
[0048] FIG. 13 shows a reel stop beginning determination table;
[0049] FIG. 14 shows a stop table;
[0050] FIG. 15 shows a priority attraction-in ranking table;
[0051] FIG. 16 shows a table on bonus operation;
[0052] FIG. 17A shows various storing areas;
[0053] FIG. 17B shows various storing areas;
[0054] FIG. 17C shows various storing areas;
[0055] FIG. 18 shows an effect determining table on game start;
[0056] FIG. 19 shows an effect table;
[0057] FIG. 20 shows an effect determining table for a base
section;
[0058] FIG. 21 shows an effect determining table for a carryover
section;
[0059] FIG. 22 shows an effect table;
[0060] FIG. 23 is a main flow chart of a main control circuit;
[0061] FIG. 24 is a flow chart following FIG. 23;
[0062] FIG. 25 is a flow chart showing a bonus operation
supervisory process;
[0063] FIG. 26 is a flow chart showing a gaming status supervisory
process;
[0064] FIG. 27 is a flow chart showing an internal lottery
process;
[0065] FIG. 28 is a flow chart following FIG. 27;
[0066] FIG. 29 is a flow chart showing a reel stop initialization
process;
[0067] FIG. 30 is a flow chart showing a bonus end checking
process;
[0068] FIG. 31 is a flow chart showing a bonus operation checking
process;
[0069] FIG. 32 is a flow chart showing a RESET-intervention process
for gSub;
[0070] FIG. 33 is a flow chart showing a command input process of a
sub-control circuit;
[0071] FIG. 34 is a flow chart showing a game start process of a
sub-control circuit;
[0072] FIG. 35A shows an internal lottery table;
[0073] FIG. 35B shows an internal lottery table;
[0074] FIG. 36 is a main flow chart of a main control circuit;
[0075] FIG. 37 is a flow chart following FIG. 36;
[0076] FIG. 38 is a flow chart showing a RT ending process; and
[0077] FIG. 39 is a flow chart showing a RT operation process.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
Embodiment 1
[0078] FIG. 1 is a perspective view showing an external appearance
of a gaming machine 1 according to an embodiment of the invention.
The gaming machine 1 is a so-called pachi-slot machine. The gaming
machine 1 is a gaming machine which is played with a game medium
such as coin, medal, gaming ball, token, and card memorizing the
information about a game value awarded or to be awarded to a
player. In the followings, it is described that a medal is used to
play the game.
[0079] A front door 2 is provided at a front surface thereof with a
panel display unit 2a having an approximate vertical surface, a
liquid crystal display unit 2b and a fixed display unit 2c. In
addition, three reels 3L, 3C, 3R having plural symbols drawn on
peripheries thereof are rotatably mounted horizontally in a row at
the rear of the front door 2. Each of the reels 3L, 3C, 3R is
rotated at a constant speed (for example, 80 revolutions/min).
[0080] A base portion 4 having an approximate horizontal surface is
provided below the panel display unit 2a, the liquid crystal
display unit 2b and the fixed display unit 2c. A medal insertion
slot 10 for inserting a medal is formed at a right side of the base
portion 4. The inserted medal is credited or bet per a game. The
base portion 4 is provided at a left side thereof with a 1-BET
switch 11, a 2-BET switch 12 and a MAX-BET switch 13 for betting
medals credited through a push operation.
[0081] When the 1-BET switch 11 is pushed one time, 1 piece of
medals credited is bet per a game, when the 2-BET switch 12 is
pushed one time, 2 pieces of medals credited is bet per a game, and
when the MAX-BET switch 13 is pushed one time, the maximum medals
which can be bet per a game are bet.
[0082] When the BET-switches 11 to 13 are pushed, a display line is
activated (which will be specifically described later).
Hereinafter, the operation of the BET-switches 11 to 13 and an
operation of inserting a medal into the medal insertion slot 10
(operation of inserting a medal so as to play a game) are referred
to as "bet operation." An operating unit 17 is mounted above the
BET switches 11 to 13. The operating unit 17 is manipulated so as
to display the information such as game history on a liquid crystal
display device 131 (see FIG. 3).
[0083] The base portion 4 is provided at the frontal left side with
a C/P switch 14 for switching credits/payouts of medals, which are
obtained by a player in the game, through the push operation of a
button. When the C/P switch 14 is operated, the medals are paid out
from a medal payout slot 15 at a frontal lower side and the paid
out medals are stacked in a medal tray 5. Speakers 9L, 9R for
producing an effect sound regarding the game effect are provided at
the upper left and right sides of the medal tray 5.
[0084] A start lever 6 for rotating the reels to variably display
the symbols in symbol display areas 21L, 21C, 21R by a manipulation
of the player is mounted at the right side of the C/P switch 14 to
be rotatable within a predetermined range of angles.
[0085] Three stop buttons 7L, 7C, 7R for stopping the rotation of
the reels 3L, 3C, 3R are provided at the right side of the start
lever 6 in the frontal center of the base portion 4. In addition,
in one embodiment, a one game (unit game) is basically started by
the operation of the start lever 6 and is over when all the reels
3L, 3C, 3R are stopped.
[0086] Herein, in one embodiment, a stop operation of the reel
(i.e., operation of the stop button) carried out while all the
reels are being rotated is referred to as a first stop operation, a
stop operation which is carried out following the first stop
operation is referred to as a second stop operation, and a stop
operation which is carried out following the second stop operation
is referred to as a third stop operation. In addition, stop
switches 7LS, 7CS, 7RS are arranged at the rear of the stop buttons
7L, 7C, 7R, which will be described with reference to FIG. 5. The
stop switches detect the operations (i.e., stop operations) of the
corresponding stop buttons.
[0087] Hereinafter, the panel display unit 2a, the liquid crystal
display unit 2b and the fixed display unit 2c are described with
reference to FIG. 2.
[0088] The panel display unit 2a consists of a bonus game
information display unit 16, BET lamps 17a to 17c, a payout display
unit 18 and a credit display unit 19. The bonus game information
display unit 16 consists of 7 segment LEDs and displays the game
information under bonus game. The 1-BET lamp 17a, the 2-BET lamp
17b and the MAX-BET lamp 17c are turned on in accordance with the
number of medals bet so as to play a one game (hereinafter,
referred to as "bet number").
[0089] The 1-BET lamp 17a is turned on when the bet number is 1.
The 2-BET lamp 17b is turned on when the bet number is 2. The
MAX-BET lamp 17c is turned on when the bet number is 3. The payout
display unit 18 and the credit display unit 19 consist of 7 segment
LEDs, respectively, and display the payout number of medals at the
time when a winning is made and the number of medals credited.
[0090] The liquid crystal display unit 2b consists of 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 adapted to vary in accordance with the
rotation and stop modes of the reels 3L, 3C, 3R and an operation of
the liquid crystal display device 131 which will be described
later.
[0091] Each of the symbol display areas 21L, 21C, 21R is provided
to correspond to each of the reels 3L, 3C, 3R and carries out the
display of symbols arranged on the reels 3L, 3C, 3R or various
displays for effects.
[0092] The symbol display areas 21L, 21C, 21R are provided with
display lines, i.e., top line 8b, center line 8c and bottom line 8d
which are horizontally directed and cross-up line 8a and cross-down
line 8e which are diagonally directed. When the player pushes the
BET-switches 11 to 13 or inserts medals into the medal insertion
slot 10, these display lines are activated (hereinafter, activated
display line is referred to as "activated line"). Each of the
display lines 8a to 8e is activated when the bet number is 1 or
more, irrespective of the bet number.
[0093] Herein, each of the symbol display areas 21L, 21C, 21R is
provided with symbol stop positions at three (upper, central,
lower) places in a longitudinal direction (vertical direction).
When the variable display (moving display) of the symbols in the
respective symbol display areas 21L, 21C, 21R is stopped, the
symbols are stopped at each of the symbol stop positions provided
to the respective symbol display areas 21L, 21C, 21R. Each of the
display lines connects the symbol stop positions in the respective
symbol display areas 21L, 21C, 21R.
[0094] 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, at least when the corresponding reels 3L, 3C, 3R
are being rotated and when the corresponding stop buttons 7L, 7C,
7R can be pushed.
[0095] The frame display areas 22L, 22C, 22R are provided to
surround each of the symbol display areas 21L, 21C, 21R, and
display the frames of the symbol display areas 21L, 21C, 21R
arranged on the front of the reels 3L, 3C, 3R.
[0096] 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 fixed display unit
2c is an area in which a predetermined figure, picture and the like
are drawn. It may be such structured that the figure, picture and
the like drawn on the fixed display unit 2c and the image displayed
on the effect display area 23 are correlated to display one still
image or moving image.
[0097] FIG. 3 is a perspective view of schematically showing a
structure of the liquid crystal display device 131. First, an
inside structure of the reels 3L, 3C, 3R is described. In the reels
3L, 3C, 3R, LED receiving circuit boards are mounted at the rear of
the three rows of symbols (i.e., 9 symbols) which are displayed in
each of the symbol display areas 21L, 21C, 21R when the rotation of
reels 3L, 3C, 3R are stopped. The LED receiving circuit boards
include three LED receiving units (i.e., total nine), respectively,
and plural LED lamps are mounted therein.
[0098] The LED lamps illuminate rear surfaces of reel sheets
mounted along the peripheries of the reels 3L, 3C, 3R with a white
light. More specifically, they illuminate areas corresponding to
the symbol display areas 21L, 21C, 21R. The reel sheet is
structured to have a transparent property and the lights emitted
from the LED lamps pass through the front surface of the reel
sheet.
[0099] In addition, the left reel 3L consists of a cylindrical
frame structure formed by spacing two ring-shaped frames having a
same shape at a predetermined interval (for example, reel width)
and connecting them with plural connection members, and a transfer
member for transferring a driving force of a stepping motor 49L
mounted at a center of the frame structure to the ring-shaped
frames. In addition, the reel sheet is mounted along the periphery
of the left reel 3L.
[0100] The LED receiving circuit board arranged in the reel 3L
includes three LED receiving units for receiving plural LED lamps.
The LED receiving circuit board is mounted in such a way that the
LED receiving units are respectively located at the rears of
symbols (total 3 symbols) that a player can see through the symbol
display area 21L. In addition, the center reel 3C and the right
reel 3R have also the same structure as the left reel 3L and
comprise the LED receiving circuit boards therein,
respectively.
[0101] Next, the transmissive liquid crystal display device 131 is
described. The liquid crystal display device 131 consists of a
protecting glass 132, a display plate 133, a liquid crystal panel
134, a light guide plate 135, a reflecting film 136, fluorescent
lamps 137a, 137b, 138a, 138b which are white light sources (for
example, means for generating all wavelengths of lights, with a
proportion that a specific color is unnoticeable), lamp holders
139a.about.139h and a flexible board (not shown) consisting of a
table carrier package having an IC for driving the liquid crystal
panel mounted thereon and connected to a terminal unit of the
liquid crystal panel 134.
[0102] The liquid crystal display device 131 is mounted at the
front (i.e., in front of a display surface) of the display areas of
the reels 3L, 3C, 3R, viewing from the front face. In addition, the
reels 3L, 3C, 3R and the liquid crystal display device 131 are
separately (for example, at an interval) mounted.
[0103] The protecting glass 132 and the display plate 133 are made
of transmissive members. The protecting glass 132 is provided to
protect the liquid crystal panel 134. In the display plate 133, a
figure, a picture and the like are drawn on areas corresponding to
the panel display unit 2a and the fixed display unit 2c (see FIG.
2).
[0104] Herein, in FIG. 3, it is not shown an electric circuit
provided to operate the various display units (the bonus game
information display unit 16, the payout display unit 18, the credit
display unit 19) and the BET lamps 17a to 17c arranged at the rear
of the area of the display plate 133 corresponding to the panel
display unit 2a.
[0105] In the liquid crystal panel 134, liquid crystals are
sealingly injected in a gap between a transparent board such as
glass plate having a thin film transistor layer formed thereon and
a transparent board opposite to the board. A display mode of the
liquid crystal panel 134 is set as a normally white. The normally
white is such a structure that it becomes a white display under
state that the liquid crystal is not driven (i.e., state that a
voltage is not applied to the liquid crystal panel 134). In other
words, the light travels to the display surface, so that the
transmitted light is visible from the outside.
[0106] Accordingly, by adopting the liquid crystal panel 134
structured with the normally white, even when there occurs a state
at which the liquid crystal cannot be driven, it is possible to see
the symbols arranged on the reels 3L, 3C, 3R through the symbol
display areas 21L, 21C, 21R and to continuously play the game. In
other words, even when there occurs such state that the liquid
crystal cannot be driven, it is possible to play the game in
relation to the rotation and stop of the reels 3L, 3C, 3R.
[0107] The light guide plate 135 is provided at the rear of the
liquid crystal panel 54 so as to guide the light from the
fluorescent lamps 137a, 137b into the liquid crystal panel 134
(i.e., to illuminate the liquid crystal panel 134) and consists of
a transmissive member (i.e., a member having a light guide
function) such as acryl-based resin having about 2 cm thickness,
for example.
[0108] For the reflecting film 136, it is possible to use a
material having silver deposition film formed on a white polyester
film or aluminum thin film, for example. The reflecting film
reflects the light, which is introduced into the light guide plate
135, toward the front. Thereby, the liquid crystal panel 134 is
illuminated. The reflecting film 136 consists of a reflecting area
136A and non-reflecting areas (i.e., transmissive areas) 136BL,
136BC, 136BR. The non-reflecting areas 136BL, 136BC, 136BR are
formed as light-transmitting units which are made of transparent
materials, so that they transmit the incident light without
reflecting it.
[0109] In addition, the non-reflecting areas 136BL, 136BC, 136BR
are provided at front positions of the symbols which are displayed
when the rotation of reels 3L, 3C, 3R is stopped. In the mean time,
sizes and positions of the non-reflecting areas 136BL, 136BC, 136BR
are structured to be matched to the symbol display areas 21L, 21C,
21R (see FIG. 2). Further, in the reflecting film 136, an area
except the non-reflecting areas 136BL, 136BC, 136BR is the
reflecting area 136A which reflects the light introduced to the
light guide plate 135 toward the front.
[0110] The fluorescent lamps 137a, 137b are arranged along upper
and lower ends of the light guide plate 135 and supported at their
both ends by the lamp holders 139a, 139b, 139g, 139h. The
fluorescent lamps 137a, 137b generate the light to be introduced
into the light guide plate 135.
[0111] The fluorescent lamps 138a, 138b are arranged at upper and
lower parts of the rear of the reflecting film 136. The lights
generated from the fluorescent lamps 138a, 138b are reflected at
the surfaces of the reels 3L, 3C, 3R and then incident on the
non-reflecting area 136BL, 136BC, 136BR. The incident lights pass
through the non-reflecting area 136BL, 136BC, 136BR to illuminate
the liquid crystal panel 134.
[0112] Hereinafter, functions of the LED lamps and the fluorescent
lamps 137a, 137b, 138a, 138b are described.
[0113] First, it is described a function of each lamp when the
liquid crystals of the symbol display areas 21L, 21C, 21R are not
driven (i.e., voltage is not applied to places corresponding to the
symbol display areas 21L, 21C, 21R of the liquid crystal panel
134).
[0114] Some of the lights emitted from the fluorescent lamps 138a,
138b are reflected by the reel sheet. In addition, some of the
lights emitted from the LED lamps mounted at the LED receiving
circuit board transmit the reel sheet. Since these lights transmit
the non-reflecting areas 136BL, 136BC, 136BR, and the light guide
plate 135 and the liquid crystal panel 135 which constitute the
liquid crystal display device 131, the player can see the symbols
arranged on the reels.
[0115] In addition, the lights, which are emitted from the
fluorescent lamps 137a, 137b and introduced toward the light guide
plate 135, pass through the liquid crystal panel 134 and are
incident to the player's eyes. In other words, the areas of the
liquid crystal panel 134 corresponding to the frame display areas
22L, 22C, 22R and the effect display area 23 are illuminated by the
fluorescent lamps 137a, 137b.
[0116] Next, it is described a function of each lamp when the
liquid crystals of the symbol display areas 21L, 21C, 21R are
driven (i.e., voltage is applied to the places corresponding to the
symbol display areas 21L, 21C, 21R of the liquid crystal panel
134).
[0117] Some of the lights emitted from the fluorescent lamps 138a,
138b are reflected by the reel sheet. In addition, some of the
lights emitted from the LED lamps transmit the reel sheet. Since
some of these lights are reflected, absorbed or transmitted in the
liquid crystal driven area of the areas of the liquid crystal panel
134, the player can see an effect image and the like displayed in
the symbol display areas 21L, 21C, 21R.
[0118] FIG. 4 shows symbol rows displayed on the reels 3L, 3C, 3R,
in each of which 21 symbols are arranged. Each of the symbols is
given with code numbers of "00".about."20", and stored (memorized)
as a data table in a ROM 32 (see FIG. 5) which will be described
later. Each of the reels 3L, 3C, 3R is arranged with the symbol row
consisting of "Red 7 (symbol 91)", "Blue 7 (symbol 92)", "BAR
(symbol 93)", "Bell (symbol 94)", "Watermelon (symbol (95)", "Red
Cherry (symbol 96)", "Replay (symbol 97)" and "Blue Cherry (symbol
98)". Each of the reels 3L, 3C, 3R is rotated so that the symbol
rows are moved in an arrow direction of FIG. 4.
[0119] "Blank" is a symbol which is not directly related to
establishment of a combination. In other words, even though "Blank"
is displayed along one activated line, the payout such as payout of
a medal, automatic insertion of a medal, shift of gaming state,
etc. is not awarded to the player
[0120] Herein, in one embodiment, BB1, BB2, Cherry, Bell,
Watermelon, Small Win of Red 7, Small Win of Blue 7 and Replay are
provided as a combination. In addition, BB is a single
bonus-continuous operation device relating to a first type special
single bonus. Additionally, BB1 and BB2 are collectively referred
to as "bonus." BB1 and BB2 are collectively referred to as "BB."
The symbols constituting a symbol combination corresponding to BB,
i.e., "Red 7" or "Blue 7" are collectively referred to as "7."
[0121] The combination (combination data) is the control
information in which a payout to be awarded to the player is
matched to a symbol combination in advance, and is used for the
stop control of the reels 3L, 3C, 3R, the switch (shift) of the
gaming state, the award of the game value and the like. In a
complex combination, plural combinations of a payout to be awarded
to the player and a symbol combination are matched (i.e., it is a
set of plural combinations). A symbol combination to be displayed
(payout to be awarded to a player) is determined in accordance with
an operation timing of the stop buttons 7L, 7C, 7R by the
player.
[0122] In addition, in one embodiment, the gaming state includes a
normal gaming state, a RB gaming state and a challenge bonus gaming
state (hereinafter, abbreviated to "CB gaming state"). Basically,
the gaming state can be identified by a kind of an internal lottery
table used to determine an internal winning combination and a mode
of the stop control of the reel (so-called "the maximum number of
sliding symbols"). Specifically, the gaming state can be identified
by a kind of a combination which may be internally won, a
probability that an internal winning will be made, the maximum
number of sliding symbols and the like.
[0123] The normal gaming state consists of a base section having no
internal carryover combination and a carryover section having an
internal carryover combination. In the carryover section, there is
no case where an internal winning of the bonus is made. In the base
section, an internal winning of the bonus may be made.
[0124] Accordingly, the base section and the carryover section are
gaming states different from each other. The internal carryover
combination is a combination which permits a corresponding symbol
combination to be arranged along the activated line over one or
more games (i.e., it is a combination to be permitted depending on
the internal winning combination). The internal carryover
combination is included in the internal winning combination.
[0125] It is possible to determine whether or not it is under
carryover section, depending on whether or not there is the
internal carryover combination. In case that there is an internal
carryover combination, it is under carryover section. In case that
there is no internal carryover combination, it is under base
section.
[0126] The RB gaming state is a gaming state consisting of a game
in which "the first type special single bonus" operates and is a
gaming state which is relatively advantageous as compared to the
normal gaming state. The RB gaming state can be identified,
depending on whether a flag under RB operation is ON or OFF. The
flag under RB operation is the information for identifying whether
or not a gaming state is the RB gaming state. When a flag under BB
operation is ON, the flag under RB operation is updated to ON.
[0127] When a possible game-number is 0, when a possible
winning-number is 0 or when the flag under BB operation is updated
to OFF, the flag under RB operation is updated to OFF. The possible
game-number is the number of unit games which can be carried out in
the RB gaming state. The possible winning-number is the number of
cases where a winning can be made in the RB gaming state.
[0128] The flag under BB operation is the information for
identifying whether or not it is under advantage state which occurs
when BB is made. With regard to a unit game value (for example, 1
medal bet per a game) used to play a game in the advantage state,
an expected value of a game value to be awarded to a player is
relatively higher than in the normal gaming state (i.e., the extent
of advantage is relatively higher). When BB is made, the flag under
BB operation is updated to ON. When the number of medals paid out
exceeds a possible payout-number (i.e., when bonus ending-number
counter becomes 0), the flag under BB operation is updated to OFF.
The possible payout-number is the number of medals which can be
paid out in a game from after the flag under BB operation is
updated to ON until the flag under BB operation is updated to OFF.
When BB is made, 350 is set as an initial value of the bonus
ending-number counter.
[0129] Herein, it is described a relationship of the flag under RB
operation and the flag under BB operation from after the flag under
BB operation is updated to ON until it is updated to OFF. When BB
is made, the flag under BB operation is updated to ON. As the flag
under BB operation is updated to ON, the flag under RB operation is
updated to ON. Then, when the possible game-number becomes 0 or
when the possible winning-number becomes 0, the flag under RB
operation is updated to OFF. If the flag under BB operation is ON
the flag under RB operation is again updated to ON.
[0130] If the condition that the flag under BB operation is updated
to OFF is satisfied, the flag under BB operation is updated to OFF.
At this time, with the flag under BB operation being updated to
OFF, the flag under RB operation is updated to OFF. Accordingly,
when the flag under BB operation is ON, the flag under RB operation
is updated to ON. In other words, after BB is made, the RB gaming
state is maintained until the flag under BB operation is updated to
OFF.
[0131] FIG. 5 shows a circuit structure comprising a main control
circuit 71 controlling a game process operation of the gaming
machine 1, a peripheral device (i.e., actuator) electrically
connected to the main control circuit 71, and a sub-control circuit
72 controlling the liquid crystal display device 131, the speakers
9L, 9R, the LED 100a and the lamp 100b on the basis of control
commands transmitted from the main control circuit 71. In addition,
a sound volume of the speakers 9L, 9R can be adjusted by a
manipulation of a sound volume adjusting unit 103.
[0132] 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 for carrying out the control
operations in accordance with preset programs (see FIGS. 23 to 31),
and a ROM 32 and a RAM 33 which are memory means.
[0133] To the CPU 31 is connected a clock pulse generating circuit
34 and a frequency divider 35 for generating a reference clock
pulse, and a random number generator 36 and a sampling circuit 37
for generating a random number to be sampled. In the mean time, as
means for the random number sampling, it may be structured such
that the random number sampling is carried out in the micro
computer 30, i.e., on an operating program of the CPU 31. In this
case, the random number generator 36 and the sampling circuit 37
may be omitted. Alternatively, they may be also held for a backup
of the random number sampling operation.
[0134] The ROM 32 of the micro computer 30 stores an internal
lottery table (see FIG. 11) used to determine the random number
sampling which is carried out whenever the start lever 6 is
operated (the start operation is carried out), a stop table group
for determining a stop mode of the reel in accordance with the
operation of the stop button, and the like. In addition, various
control commands for being transmitted to the sub-control circuit
72 and the like are stored therein. In the mean time, a command,
information and the like are not transmitted from the sub-control
circuit 72 to the main control circuit 71. In other words, it is
carried out a one-way communication from the main control circuit
71 to the sub-control circuit 72. Various information is stored in
the RAM 33 which is provided with various storage areas. The RAM 33
stores an internal winning combination, an internal carryover
combination, the information about a current gaming state, and the
like.
[0135] In the circuit shown in FIG. 5, main actuators controlled by
control signals from the micro computer 30 include display units
such as BET lamps (1-BET lamp 17a, 2-BET lamp 17b, MAX-BET lamp
17c), bonus game information display unit 16, payout display unit
18, credit display unit 19 and the like, a hopper 40 (including a
driving unit for payout) receiving a medal and paying out the
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.
[0136] In addition, to the outputs of the CPU 31 are connected a
motor driving circuit 39 for controlling the stepping motors 49L,
49C, 49R, the hopper driving circuit 41 for controlling the hopper
40, a lamp driving circuit 45 for controlling the BET lamps 17a,
17b, 17c and a display unit driving circuit 48 for controlling 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 the control signals outputted from the CPU
31 to control the operations of the actuators, respectively.
[0137] In addition, as means for generating an input signal
required so that the micro computer 30 generates a control signal,
there are provided the start switch 6S, the stop switches 7LS, 7CS,
7RS, the 1-BET switch 11, the 2-BET switch 12, the MAX-BET switch
13, the C/P switch 14, a medal sensor 10S, a reel position
detection circuit 50 and a payout completion signal circuit 51.
[0138] The start switch 6S detects a manipulation of the start
lever 6 and outputs a game start command signal (signal for
commanding a game start). The medal sensor 10S detects a medal
inserted into the medal insertion slot 10S. The stop switches 7LS,
7CS, 7RS generate a stop command signal (signal for commanding a
stop of the symbol variation) in accordance with the operations of
the corresponding stop buttons 7L, 7C, 7R. The reel position
detection circuit 50 receives a pulse signal from reel rotating
sensors and supplies a signal for detecting a position of the
respective reels 3L, 3C, 3R to the CPU 31. The payout completion
signal circuit 51 generates a signal for detecting a payout
completion of the medal when a value counted by a medal detection
unit 40S (i.e., the number of medals paid out from the hopper 40)
reaches the data of a predetermined value.
[0139] In the circuit of FIG. 5, the random number generator 36
generates random numbers within a predetermined range, and the
sampling circuit 37 samples one random number at an appropriate
timing after the start lever 6 is manipulated. The random number
value sampled is used to determine an internal winning combination
and the like on the basis of the internal lottery table (see FIG.
11) stored in the ROM 32, for example. The internal winning
combination (internal winning combination data) is the information
for identifying a mode of the stop control or identifying a
combination which can be a display combination (a combination which
can be allowed as a display combination). It can be said that an
internal winning combination is indirectly matched to a
corresponding symbol combination and a payout to be awarded to the
player, through a mode of stop control corresponding to the
internal winning combination.
[0140] After the reels 3L, 3C, 3R start to rotate, it is counted
the number of driving pulses supplied to the respective stepping
motors 49L, 49C, 49R and the counted value is written in a
predetermined area of the RAM 33. In the mean time, a reset pulse
is obtained from the reels 3L, 3C, 3R every one revolution and then
inputted to the CPU 31 through the reel position detection circuit
50. The counted value of the driving pulses stored in the RAM 33 is
cleared to "0" by the reset pulse obtained. Thereby, the counted
value corresponding to a rotating position within a range of one
revolution is stored in the RAM 33, with regard to each of the
reels 3L, 3C, 3R.
[0141] 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 arrangement table (see FIG. 8) is stored in the ROM 32. In
this symbol table, on the basis of the rotating positions generated
by the reset pulse, code numbers sequentially given every rotation
pitch of the respective reels 3L, 3C, 3R are matched to symbol
codes representing symbols provided to correspond to each of the
code numbers.
[0142] In addition, a symbol combination table (see FIG. 9) is
stored in the ROM 32. In the symbol combination table, it is
matched a combination of symbols (a combination of symbols
corresponding to a display combination) in which a combination is
made (winning), the payout number of medals corresponding to a
display combination and a winning determining code (establishment
determining code) (not shown) representing that the winning is
made. The symbol combination table is referred to when it is
carried out the stop control of the left reels 3L, the center reel
3C and the right reel 3R, when it is carried out a winning
confirmation (confirmation of a display combination) after all the
reels 3L, 3C, 3R are stopped and when it is carried out a
determination of the payout number. The display combination
(display combination data) is a combination (establishment
combination) corresponding to a symbol combination arranged along
the activated line. A payout corresponding to the display
combination is awarded to the player.
[0143] In case that an internal winning combination is determined
by a lottery process (for example, internal lottery process) 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 signals
transmitted from the stop switches 7LS, 7CS, 7RS at the timing at
which the player operates the stop buttons 7C, 7L, 7R and the
determined stop table.
[0144] When it is made a stop mode (winning mode) representing a
winning of a determined combination, the CPU 31 supplies a payout
command signal to the hopper driving circuit 41 to pay out the
predetermined number of medals from the hopper 40. At this time,
the medal detection unit 40S counts the number of medals paid out
from the hopper 40, and the medal payout completion signal is
inputted to the CPU 31 when the counted value reaches a
predetermined value. Thereby, the CPU 31 stops the driving of the
hopper 40 through the hopper driving circuit 41 and ends the medal
payout process.
[0145] FIG. 6 is a block diagram showing a structure of a
sub-control circuit 72. 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.
[0146] The communication between the main control circuit 71 and
the image control circuit (gSub) 72a is carried out in a one-way
manner, from the main control circuit 71 to the image control
circuit (gSub) 72a. In other words, a control command or
information is not transmitted to the main control circuit 71 from
the image control circuit (gSub) 72a. In addition, the
communication between the image control circuit (gSub) 72a and the
sound 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, a control command or
information is not transmitted to the image control circuit (gSub)
72a from the sound lamp control circuit (mSub) 72b.
[0147] 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.
[0148] The image control MICOM 81 comprises a CPU, an intervention
controller and an I/O port (serial port is shown). The CPU provided
to the image control MICOM 81 executes various processes in
accordance with control programs stored in the program ROM 83,
based on the control command transmitted from the main control
circuit 71. In the mean time, 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 on an operating
program of the image control MICOM 81.
[0149] 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 control programs to be executed in the
image control MICOM 81 (for example, FIGS. 32 to 34 in a second
embodiment which will be described later).
[0150] The work RAM 84 is used as means for temporarily memorizing
the information used when the image control MICOM 81 executes the
control program. Various information is stored in the work RAM
84.
[0151] The calendar IC 85 memorizes date data. The image control
MICOM 81 is connected with the operating unit 17. In one
embodiment, an employee in a game arcade operates the operating
unit 17 to set a date. The image control MICOM 81 memorizes the set
date information in the calendar IC 85 based on the input signal
transmitted from the operating unit 17. The date memorized in the
calendar IC 85 is backed up.
[0152] In addition, the work RAM 84 and the calendar IC 85 are
backup targets. In other words, even though the power supplied to
the image control MICOM 81 is cutoff, the power is continuously
supplied to them, so that the memorized information is not
erased.
[0153] The image control IC 86 produces and outputs an image
corresponding to contents of effect determined by the image control
MICOM 81 to the liquid crystal display device 131 (see FIG. 7).
[0154] 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.
[0155] The image control IC 86 is connected with the liquid crystal
display device 131, the image ROM 88 and the video RAM 89. In the
mean time, the image ROM 88 may be connected to the image control
MICOM 81. In this case, such structure may be effective in
processing mass image data such as three dimensional image data,
etc. The image ROM 88 stores image data, dot data for producing an
image and the like. The video RAM 89 serves as temporary memory
means when the image control IC 86 produces an image. In addition,
the image control IC 86 transmits a signal to the image control
MICOM 81 whenever the data transmission of the video RAM 89 to the
liquid crystal display device 131 is completed.
[0156] In addition, in the image control circuit (gSub) 72a, the
image control MICOM 81 carries out the control of the effects of
the sound lamp, too. The image control MICOM 81 determines a type
and output timing of the sound lamp, based on the effect
determined. The image control MICOM 81 transmits a command to the
sound lamp control circuit (mSub) 72b via the serial port 82 every
timing predetermined. The sound lamp control circuit (mSub) 72b
mainly carries out only the output of the sound lamp in accordance
with the command transmitted from the image control circuit (gSub)
72a (except the control for adjusting the sound volume).
[0157] The sound lamp control circuit (mSub) 72b comprises a sound
lamp control MICOM 111, a serial port 112, a program ROM 113, a
work RAM 114, a sound source IC 115, a power AMP 116 and a sound
source ROM 117.
[0158] The sound lamp control MICOM 111 comprises a CPU, an
intervention controller and an I/O port (serial port is shown). The
CPU in the sound lamp control MICOM 111 executes a process of
controlling the output of the sound lamp in accordance with control
programs stored in the program ROM 113, based on the command
transmitted from the image control circuit (gSub) 72a. In addition,
the sound lamp control MICOM 111 is connected with the LED 100a and
the lamp 100b. The sound lamp control MICOM 111 transmits an output
signal to the LED 100a and the lamp 100b, in accordance with the
command transmitted from the image control circuit (gSub) 72a at
the timing predetermined. Thereby, the LED 100a and the lamp 100b
emit lights with a predetermined mode in correspondence with the
effects.
[0159] The serial port 112 receives the command and the like
transmitted from the image control circuit (gSub) 72a. The program
ROM 113 stores the program to be executed in the sound lamp control
MICOM 111 and the like. The work RAM 94 is means for temporarily
memorizing the information when the sound lamp control MICOM 111
executes the program described above.
[0160] The sound source IC 115 produces a sound source based on the
command transmitted from the image control circuit (gSub) 72a, and
outputs the produced sound source to the power AMP 116. The power
AMP 116 is an amplifier and connected with the speakers 9L, 9R. The
power AMP 116 amplifies the sound source outputted from the sound
source IC 115, and outputs the amplified sound source from the
speakers 9L, 9R. The sound source ROM 117 stores sound source data
(phrase) for producing the sound source.
[0161] To the sound lamp control MICOM 111 is also connected a
sound volume adjusting unit 103. The sound volume adjusting unit
103 is such structured that it can be manipulated by an employee in
a game arcade, and adjusts the sound volume to be outputted from
the speakers 9L, 9R. Based on the input signal transmitted from the
sound volume adjusting unit 103, the sound lamp control MICOM 111
carries out the control for adjusting the sound outputted from the
speakers 9L, 9R to the inputted sound volume in accordance with the
transmitted input signal.
[0162] In the followings, it is described a display example of the
liquid crystal display unit 2b (see FIG. 2).
[0163] FIG. 7A shows a display example when a game section is a
normal game section and an effect identifier is 15. In this display
example, it is shown that an enemy character 203 kicks a hero
character 202 who in turn comes down due to the kick.
[0164] FIG. 7B shows a display example when a game section is a
carryover section and an effect identifier is 31. In this display
example, it is shown that the hero character 202 deals the enemy
character 203 a deadly blow (continuous kicks) and the enemy
character 203 comes down due to the deadly blow.
[0165] Like this, the effect mode is changed by the game section,
so that the player can expect a game section from the effect mode.
In particular, when it is carried out the effect display that the
hero character 202 is superior to the enemy character 203, it is
possible to increase the player's expectations that the game
section will be a carryover section. As a consequence, the interest
in the game is increased.
[0166] In the followings, it is described a symbol arrangement
table with reference to FIG. 8.
[0167] The symbol arrangement table includes the information about
the symbols arranged on the reel peripheries corresponding to the
symbol positions (code numbers) of the reels 3L, 3C, 3R. Based on
the symbol arrangement table and a symbol combination table which
will be described later, it is possible to perceive the
combinations of symbols arranged along the respective activated
lines.
[0168] In the followings, it is described a symbol combination
table with reference to FIG. 9.
[0169] The symbol combination table includes the information about
a display combination corresponding to a combination of symbols
stopped at each of the three symbol stop positions connected by the
one activated line and the information about the payout number for
each of the insertion numbers (bet numbers) corresponding to the
display combination. The symbol combination table is referred to
when the payout number is determined in accordance with the
combination of symbols displayed along the activated line after all
the reels 3L, 3C, 3R are stopped.
[0170] When a winning number, which will be described later, is 1
(Cherry), Cherry may be a display combination. Cherry comprises a
corner cherry and an inner cherry. One of the corner cherry and the
inner cherry becomes a display combination, depending on the
operation timing of the left stop button 7L. When a so-called
"reckless push operation" for "Cherry" is carried out at the center
line 8c, the inner cherry becomes a display combination.
[0171] When "Cherry (corner)-Any-Any" are arranged along the
activated line, the corner cherry becomes a display combination. At
this time, when the insertion number is 1 or 2, 15 medals are paid
out, and when the insertion number is 3, 8 medals are paid out.
"Cherry (corner)" represents "Cherry" which is stopped at the upper
or lower position of the left symbol display area 21L. "Any"
represents any symbol.
[0172] When "Cherry (inner)-Any-Any" are arranged along the
activated line, the inner cherry becomes a display combination. At
this time, when the insertion number is 1 or 2, 15 medals are paid
out, and when the insertion number is 3, 4 medals are paid out.
"Cherry (inner)" represents "Cherry" which is stopped at the
central position of the left symbol display area 21L.
[0173] When "Bell-Bell-Bell" are arranged along the activated line,
Bell becomes a display combination. At this time, when the
insertion number is 1 or 2, 15 medals are paid out, and when the
insertion number is 3, 10 medals are paid out. When
"Watermelon-Watermelon-Watermelon" are arranged along the activated
line, Watermelon becomes a display combination and 8 medals are
paid out irrespective of the insertion number.
[0174] When "BAR-Red 7-Red 7" are arranged along the activated
line, Small Win of Red 7 becomes a display combination, and 1 medal
is paid out irrespective of the insertion number. When "BAR-Blue
7-Blue 7" are arranged along the activated line, Small Win of Blue
7 becomes a display combination, and 1 medal is paid out
irrespective of the insertion number. When "Replay-Replay-Replay"
are arranged along the activated line, Replay becomes a display
combination and medals are automatically inserted.
[0175] When "Red 7-Red 7-Red 7" are arranged along the activated
line, BB1 becomes a display combination and the flag under BB
operation becomes ON, so that the gaming state is shifted to the RB
gaming state. When "Blue 7-Blue 7-Blue 7" are arranged along the
activated line, BB2 becomes a display combination and the flag
under BB operation becomes ON, so that the gaming state is shifted
to the RB gaming state.
[0176] In the followings, it is described an internal lottery table
determining table with reference to FIG. 10.
[0177] The internal lottery table determining table includes the
information about an internal lottery table (see FIG. 11) and the
number of lotteries corresponding to the gaming state.
[0178] Herein, in case of the normal gaming state, an internal
lottery table for a normal gaming state (see FIG. 11A) is selected
and 8 is basically determined as the number of lotteries (see a
step S51 of FIG. 27). The number of lotteries indicates the number
of processes carried out to determine an internal winning
combination. Specifically, the number of lotteries is the (maximum)
number of calculations of "random number value (R)-lower limit (L)"
and "random number value (R)-upper limit (U)". However, in the case
of the carryover section, the number of lotteries determined to be
8 is updated to 6 (see a step S53 of FIG. 27). In addition, in case
of the RB gaming state, an internal lottery table (see FIG. 11B)
for a RB gaming state is selected and 5 is determined as the number
of lotteries (see S51 in FIG. 51).
[0179] In the followings, it is described an internal lottery table
with reference to FIG. 11. The internal lottery table is provided
every gaming state and includes the information about the numerical
range expressed by the lowest and upper limits corresponding to a
winning number, for each of the insertion numbers. FIG. 11A shows
an internal lottery table for a normal gaming state. FIG. 11B shows
an internal lottery table for a RB gaming state.
[0180] In the determination (lottery) of a winning number based on
the internal lottery table, it is determined whether a random
number value is within a numerical range expressed by the lowest
and upper limits corresponding to the winning number, from the same
winning number as the number of lotteries determined every gaming
state to the winning number 0, in descending power. When the random
number value is within a numerical range expressed by the lowest
and upper limits, a corresponding winning number is determined. In
addition, the number of cases where it is determined whether the
random number value is within a numerical range expressed by the
lowest and upper limits corresponding to a winning number is same
as the number of lotteries determined in the internal lottery table
determining table of FIG. 10.
[0181] In addition, in case that the random number value is never
within a numerical range expressed by the lowest and upper limits
until the winning number becomes "0," the winning number becomes 0
(i.e., losing). The losing of the internal winning combination
represents that it is not determined a combination matched to a
payout to be awarded to the player in the internal lottery. In
addition, in one embodiment, the losing is not a combination
matched to a game value. Additionally, it may be thought that a
symbol combination corresponding to the losing as an internal
winning combination is any symbol combination different from the
symbol combinations corresponding to the plural combinations
preset. However, in one embodiment, it is such structured that a
symbol combination corresponding to the losing is not provided.
[0182] In addition, it is determined whether or not a winning is
made, from a winning number, in descending power, until the winning
number becomes 0, and it is set that the numerical ranges defined
by the lowest and upper limits corresponding to each of the plural
combinations are duplicated. Accordingly, plural combinations may
be determined as an internal winning combination. An internal
winning combination is determined on the basis of the winning
number determined, the gaming state, the insertion number and an
internal winning combination determining table (see FIG. 12).
[0183] For example, in case that the gaming state is the normal
gaming state, the insertion number is 3 and the random number value
sampled from the range of 0.about.65535 is 7050, "the random number
value (R) (7050)-the lowest limit (L) (7096)" is calculated for the
winning number 8 first of all. The calculation result is less than
0. Accordingly, since the random number value is not within the
numerical range (L R U) expressed by the lowest and upper limits
corresponding to the winning number, when the random number value
sampled is 7050, the winning number 8 is not determined.
[0184] Next, "the random number value (R) (7050)-the lowest limit
(L) (7000)" is calculated for the winning number 7. Then, it is
calculated the random number value (7050)-the upper limit (U)
(7095). Accordingly, since the random number value is within the
numerical range (L R U) expressed by the lowest and upper limits
corresponding to the winning number, when the random number value
sampled is 7050, the winning number 7 is determined. When the
winning number 7 is determined, BB1 corresponding to the winning
number 7 becomes an internal winning combination, based on an
internal winning combination determining table which will be
described later.
[0185] Like this, the calculations of "random number value (R)
(7050)-lowest limit (L)" and "random number value (R) (7050)-upper
limit (U)" are repeated until the winning number becomes 0 so as to
determine whether each of the winning numbers 6.about.1 is
determined or not. As a result, the winning number 6 is also
determined since the upper limit (L) is 6049 and the upper limit
(U) is 15028. However, the winning numbers 1.about.5 are not
determined. Accordingly, in this case, the winning numbers 6 and 7
are determined and both Replay and BB1 are determined as an
internal winning combination, based on an internal winning
combination determining table which will be described later.
[0186] In addition, in the carryover section, since the number of
lotteries is updated to 6 (see a step S53 of FIG. 27), there is no
case where the winning numbers 7 and 8 are determined. Accordingly,
in the carryover section, there is no case where the bonus is
determined as an internal winning combination on the basis of the
internal winning combination determining table which will be
described later.
[0187] In the followings, it is described an internal winning
combination determining table with reference to FIG. 12.
[0188] The internal winning combination determining table includes
the information (data) about an internal winning combination (flag)
corresponding to a winning number. The flag is expressed by a
binary number. An internal winning combination expressed to
correspond to the winning number is the information for identifying
an internal winning combination and consists of 1 byte.
[0189] When the winning number is 0 and the information
representing the internal winning combination is "00000000," the
losing is determined as an internal winning combination. When the
winning number is 1 and the information representing the internal
winning combination is "00000001," an internal winning combination
is Small Win of Cherry. When the winning number is 2 and the
information representing the internal winning combination is
"00000010," an internal winning combination is Small Win of
Bell.
[0190] When the winning number is 3 and the information
representing the internal winning combination is "00000100," an
internal winning combination is Small Win of Watermelon. When the
winning number is 4 and the information representing the internal
winning combination is "00001000," an internal winning combination
is Small Win of Red 7. When the winning number is 5 and the
information representing the internal winning combination is
"00010000," an internal winning combination is Small Win of Blue
7.
[0191] When the winning number is 6 and the information
representing the internal winning combination is "00100000," an
internal winning combination is Replay. When the winning number is
7 and the information representing the internal winning combination
is "01000000," an internal winning combination is RB1. When the
winning number is 8 and the information representing the internal
winning combination is "10000000," an internal winning combination
is BB2.
[0192] The internal winning combination is the information for
identifying a mode of the stop control or identifying a combination
which can be a display combination (a combination which can be
allowed as a display combination). It can be said that an internal
winning combination is indirectly matched to a corresponding symbol
combination and a payout to be awarded to the player, through a
mode of stop control corresponding to the internal winning
combination.
[0193] In the followings, it is described a reel stop beginning
determination table with reference to FIG. 13.
[0194] The reel stop beginning determination table includes the
information of stop tables corresponding to the respective values 0
to 8 of a select counter for stop. The winning numbers are set in
the select counter for stop (see a step S74 in FIG. 29).
[0195] The stop table includes the information defining a mode of
the stop control of the reels 3L, 3C, 3R. Specifically, the stop
table includes the information (for example, information of a stop
position of a symbol, information about the number of sliding
symbols, etc.) of the stop mode of the reels 3L, 3C, 3R
corresponding to the operation timing of the stop buttons 7L, 7C,
7R by the player. Each of the stop tables is structured such that a
corresponding internal winning combination can be made.
[0196] Specifically, the stop table (not shown) 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, the stop table
corresponding to the losing is structured such that a predetermined
symbol combination cannot be arranged along a predetermined display
line.
[0197] In the stop table, it is indicated a stop operation position
and a stop control position of the respective reels 3L, 3C, 3R. The
stop operation position represents a code number of a symbol
located on the center line 8c (specifically, a symbol whose center
is above the center line 8c and nearest at the position of the
center line 8c) when the stop buttons 7L, 7C, 7R mounted to
correspond to the respective reels 3L, 3C, 3R are operated. The
stop control position represents a code number of a symbol stopped
at the position of the center line 8c when the reel for which the
stop operation is carried out is stopped.
[0198] In one embodiment, the number of sliding symbols is set to
be maximum "4 symbols." For example, if the stop button 7R is
operated at the time when "Watermelon" of the code number "09"
reaches the position of the center line 8c while the right reel 3R
is being rotated, it is possible to stop-control the right reel 3R
so that "Cherry" of the code number "13" is stopped at the position
of the center line 8c
[0199] In the followings, it is described an example of a stop
table for Replay which is used when an internal winning combination
is Replay.
[0200] The 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, the stop table corresponding to the
losing is structured such that a predetermined symbol combination
cannot be arranged along a predetermined display line.
[0201] In addition, the five stop tables are provided for each of
the combinations. The five stop tables corresponding to one
combination correspond to the cross-up line 8a, the top line 8b,
the center line 8c, the bottom line 8d and the cross-down line 8e,
respectively.
[0202] In the stop table, it is indicated a stop operation position
and a stop control position of the respective reels 3L, 3C, 3R. The
stop operation position represents a code number of a symbol
located on the center line 8c (specifically, a symbol whose center
is above the center line 8c and nearest at the position of the
center line 8c) when the stop buttons 7L, 7C, 7R mounted to
correspond to the respective reels 3L, 3C, 3R are operated. The
stop control position represents a code number of a symbol stopped
at the position of the center line 8c when the reel for which the
stop operation is carried out is stopped.
[0203] In one embodiment, the number of sliding symbols is set to
be maximum "4 symbols." For example, if the stop button 7C is
operated at the time when "BAR" of the code number "11" reaches the
position of the center line 8c while the center reel 3R is being
rotated, it is possible to stop-control the center reel 3C so that
"Replay" of the code number "14" is stopped at the position of the
center line 8c.
[0204] In FIG. 14, the stop control position of the left reel 3L is
one of the code numbers "03," "06," "11," "15" and "19." In the
symbol arrangement shown in FIG. 4, the symbol corresponding to the
code numbers is "Replay." Accordingly, "Replay" is stopped at the
central symbol stop position of the left symbol display area
21L.
[0205] In FIG. 14, the stop control position of the center reel 3C
is one of the code numbers "02," "05," "09," "14" and "18." In the
symbol arrangement shown in FIG. 4, the symbol corresponding to the
code numbers is "Replay." Accordingly, "Replay" is stopped at the
central symbol stop position of the central symbol display area
21C.
[0206] In FIG. 14, the stop control position of the right reel 3R
is one of the code numbers "01," "05," "10," "14" and "18." In the
symbol arrangement shown in FIG. 4, the symbol corresponding to the
code numbers is "Replay." Accordingly, "Replay" is stopped at the
central symbol stop position of the right symbol display area
21R.
[0207] Like this, in case that an internal winning combination is
Replay, except a case where an automatic stop timer is operated (a
determination result in a S16 of FIG. 24 is YES), the stop table
shown in FIG. 14 is used, so that the symbol combination of
"Replay-Replay-Replay" corresponding to Replay is stopped on the
center line without fail, in any case of the timing (stop operation
position) and the order (for example, sequential push, irregular
push, etc.) of the stop operation by the player.
[0208] In the followings, a priority attraction-in ranking table is
described with reference to FIG. 15.
[0209] The priority attraction-in ranking table includes the
information of the priority ranking in which "attraction-in" of the
symbol combinations corresponding to the combinations (internal
winning combinations) is relative. A priority ranking 1 is Replay.
A priority ranking 2 is BB1 and BB2. A priority ranking 3 is Cherry
and Bell. A priority ranking 4 is Watermelon, Small Win of Red 7
and Small Win of Blue 7.
[0210] The reason that Replay is set to be the priority ranking 1
and the bonus is set to be the priority ranking 2 is to
preferentially attract-in the bonus while preventing the passion
for gambling of the player from being aroused. The reason the
priority ranking of Bell is higher than that of Watermelon is
because the payout number corresponding to Bell is greater than
that of Watermelon. In case that the plural internal winning
combinations are determined, the attraction-in of an internal
winning combination having a higher priority ranking is carried
out. When such attraction-in cannot be carried out, the
attraction-in of an internal winning combination having a next
priority ranking is carried out. In addition, it may be used a
preset stop table for the stop control of the reel.
[0211] In case that the plural internal winning combinations are
determined in one game, the priority rankings of the respective
internal winning combinations are different. For example, although
there is a case where Replay (priority ranking 1) and BB1 (priority
ranking 2) are determined as an internal winning combination, the
priority rankings thereof are different. In addition, in the
carryover section, although both the bonus carried over and a
combination (for example, Replay) determined by the random number
lottery become the internal winning combination, there is no case
where an internal winning of the bonus is determined in the
carryover section. Accordingly, the priority rankings of the
respective internal winning combinations are different in the
carryover section.
[0212] Herein, referring to the internal lottery table (FIG. 11),
when BB is determined as an internal winning combination, Replay is
also determined as an internal winning combination without fail.
Accordingly, in a game (unit game) in which at least BB and Replay
are determined as an internal winning combination, the symbol
combination of "Red 7-Red 7-Red 7" corresponding to BB is not
displayed on the activated line. Therefore, in a next game in which
BB and Replay are determined as an internal winning combination, it
is possible to positively carry out an effect as shown in FIG. 7,
thereby providing a gaming machine capable of increasing an
interest in the game.
[0213] Basically, the "attraction-in" is meant by a control for
stopping the rotation of reel (i.e., a reel corresponding to a stop
operation), which is a target of the stop operation, so that a
symbol (hereinafter, referred to as "attraction-in target symbol")
constituting a symbol combination corresponding to an internal
winning combination within a range of the maximum number of sliding
symbols (i.e., 4) is displayed in the symbol stop position
(hereinafter, referred to as "active symbol stop position")
connected by the activated line.
[0214] In case of the second stop operation, the "attraction-in" is
meant as follows: as the first stop operation is carried out, when
the symbol constituting a symbol combination corresponding to the
internal winning combination is displayed in the active symbol stop
position together with the attraction-in target symbol in the
second stop operation, the attraction-in target symbol is displayed
at an active symbol stop position in the symbol display areas 21L,
21C, 21R corresponding to the second stop operation, which are
connected by the activated line connecting the active symbol stop
positions.
[0215] In case of the third stop operation, the "attraction-in" is
meant as follows: when the attraction-in target symbol is arranged
along the one activated line in the two symbol display areas 21L,
21C, 21R corresponding to the first and second stop operations
(when it is the "Check"), the attraction-in target symbol is
displayed at the active symbol stop positions connected by the
activated line.
[0216] In the followings, it is described a table on bonus
operation with reference to FIG. 16.
[0217] The table on bonus operation includes the information of a
flag under operation to be updated to ON, a value to be set in the
bonus ending-number counter, the possible game-number and the
possible winning-number, for each of display combinations. The
table on bonus operation is referred to in a process of a S33 in
FIG. 25, and a process of a S104 in FIG. 31 which will be described
later.
[0218] The flag under operation is the information for identifying
a gaming state being operated (i.e., current gaming state). The
flag under operation includes a flag under BB operation and a flag
under RB operation in correspondence with a display
combination.
[0219] The bonus ending-number counter is a counter for counting
the number of medals paid out in a game from after the flag under
BB operation is updated to ON until it is updated to OFF.
[0220] In the followings, it is described areas (memory areas) for
storing an internal winning combination, an internal carryover
combination and a random number value, with reference to FIG.
17.
[0221] FIG. 17A shows an internal winning combination storing area.
The information (data) of an internal winning combination is stored
(memorized) in the internal winning combination storing area
consisting of 1 byte. In the internal winning combination storing
area, a bit 0 (first bit) is a storing area corresponding to
Cherry. A bit 1 (second bit) is a storing area corresponding to
Bell.
[0222] A bit 2 (third bit) is a storing area corresponding to
Watermelon. A bit 3 (fourth bit) is a storing area corresponding to
Small Win of Red 7. A bit 4 (fifth bit) is a storing area
corresponding to Small Win of Blue 7. A bit 5 (sixth bit) is a
storing area corresponding to Replay. A bit 6 (seventh bit) is a
storing area corresponding to BB1. A bit 7 (eighth bit) is a
storing area corresponding to BB2. In the internal winning
combination storing area, a combination corresponding to a bit
which is 1 is an internal winning combination. For example, when
"00000010" is stored in the internal winning combination storing
area (i.e., when the bit 1 (second bit) is 1), an internal winning
combination is Bell.
[0223] FIG. 17B shows an internal carryover combination storing
area. The information of an internal carryover combination is
stored in the internal carryover combination storing area
consisting of 1 byte. In the internal carryover combination storing
area, a bit 6 (seventh bit) is a storing area (memory area)
corresponding to BB1 and a bit 7 (eighth bit) is a storing area
(memory area) corresponding to BB2. A bit 0 (first bit) to a bit 5
(sixth bit) are unused storing areas. When there is an internal
carryover combination (when it is under carryover section), 1 is
stored in the bit 6 (seventh bit) or the bit 7 (eighth bit)
corresponding to BB1 or BB2 of the internal carryover combination
storing area ("01000000," or "10000000" is stored in the internal
carryover combination storing area).
[0224] FIG. 17C shows a random number value storing area (memory
area). The random number value storing area is provided in the RAM
33. In the random number value storing area, it is stored the
numerical information about the random number for lottery which is
sampled in a step S5 of FIG. 23. In a step S5 of FIG. 23, it is
sampled the numerical information of one of 0.about.65535 as a
random number for lottery and the sampled numerical information is
stored in the random number value storing area.
[0225] In the followings, it is described an effect determining
table on game start with reference to FIG. 18.
[0226] The table shown in FIG. 18 is used when it is not shown in
the liquid crystal display unit 2b that the hero character 202
fights with the enemy character 203 (when a fight flag is OFF). In
addition, the table shown in FIG. 18 is used when it is shown in
the liquid crystal display unit 2b that the hero character 202
fights with the enemy character 203 (when a fight flag is ON).
[0227] The effect determining table on game start includes the
information about a lottery value corresponding to an effect
identifier for each of the fight flags. The fight flag is the
information for identifying whether or not it is shown in the
liquid crystal display unit 2b that the hero character 202 fights
with the enemy character 203. The effect identifier is the
information for directly defining the contents of effect. The
effect identifier is matched to the effect data one to one.
[0228] In addition, the lottery value is a value which is
subtracted from the random number value sampled. When a value
obtained by subtracting the lottery value from the random number
value is negative, the information corresponding to the lottery
value is selected. For example, in case that the random number
value, which is sampled when the fight flag is OFF, is "350," the
lottery value "200" corresponding to the effect identifier 1 is
subtracted from "350." The value resulting from the subtraction is
"150 (positive value)." Next, the lottery value "200" corresponding
to the effect identifier 2 is subtracted from "150." The value
resulting from the subtraction is negative. Accordingly, 2 is
selected (determined) as an effect identifier.
[0229] Herein, when the fight flag is OFF, a probability that 3
will be selected as an effect identifier is higher, as compared to
a probability that 1 or 2 will be selected as an effect identifier.
To the contrary, when the fight flag is ON, 1 or 2 is selected as
an effect identifier without fail. In other words, there is no case
where 3 is selected as an effect identifier.
[0230] In the followings, it is described an effect table A with
reference to FIG. 19.
[0231] The effect table A is provided with the contents
(information) of the effect data corresponding to the effect
identifier. The effect data corresponding to the respective effect
identifier, which is selected in the effect determining table on
game start used when a game is started, can be basically identified
by a main body that gets ready for an attack at the time of a start
operation. More specifically, when 1 is selected as an effect
identifier, it is shown in the liquid crystal display unit 2b that
the hero character 202 gets ready for an attack against the enemy
character 203, as the player manipulates the start lever 6. When 2
is selected as an effect identifier, it is shown in the liquid
crystal display unit 2b that the enemy character 203 gets ready for
an attack against the hero character 203, as the player manipulates
the start lever 6. When 3 is selected as an effect identifier, it
is not shown in the liquid crystal display unit 2b that the attack
is ready, as the player manipulates the start lever 6.
[0232] In the followings, it is described an effect determining
table for a base section with reference to FIG. 20. This table is
used, in case that the game section is the base section when it is
carried out a game start process in FIG. 34.
[0233] The effect determining table for a base section includes the
information of lottery values corresponding to each of the effect
identifiers 1, 2 and 3, for each of current effect identifiers (it
is not shown the cases where the effect identifier is 2 and 3). The
current effect identifier represents an effect identifier which is
selected at the current time. In addition, the current effect
identifier represents an effect identifier which is selected in a
step S131 of FIG. 34.
[0234] According to the effect determining table for a base
section, when the current effect identifier is 1, 11.about.30 are
selected as the effect identifier and 31 is not selected as the
effect identifier. In addition, as compared a probability that 11,
16, 21 and 26 will be selected as the effect identifier, it is
higher a probability that the other effect identifiers
(12.about.15, 17.about.20, 22.about.25, 27.about.30) will be
selected.
[0235] FIG. 21 shows an effect determining table for a carryover
section. This table is used, in case that the game section is the
carryover section when it is carried out a game start process in
FIG. 34.
[0236] The effect determining table for a carryover section
includes the information of lottery values corresponding to each of
the effect identifiers 1, 2 and 3 (it is not shown the cases where
the effect identifier is 2 and 3). Regarding this, it is same as
the effect determining table for a base section. In the mean time,
in the effect determining table for a carryover section, when the
current effect identifier is 1, 11.about.31 are selected as the
effect identifier. This is different from the effect determining
table for a base section in which 31 is not selected as an effect
identifier. In addition, it is different from the effect
determining table for a base section, in that it is higher a
probability that the effect identifiers 11, 16, 21 and 26 will be
selected, as compared a probability that 12.about.15, 17.about.20,
22.about.25, 27.about.30 will be selected as the effect
identifier.
[0237] In the followings, it is described an effect table B with
reference to FIG. 22.
[0238] The effect table B includes the information about the effect
data corresponding to the effect identifier. The effect data
corresponding to the respective effect identifier, which is
selected in the effect determining table for a base section (see
FIG. 20) or the effect determining table for a carryover section
(see FIG. 21), can be basically identified by the contents
displayed in the liquid crystal display unit 2b at the time of the
first to third stop operations. More specifically, when 11 is
selected as an effect identifier, it is shown in the liquid crystal
display unit 2b that the hero character 202 takes a punch at the
enemy character 203 and the enemy character 203 gets the punch, as
the player conducts the first stop operation. In addition, it is
shown in the liquid crystal display unit 2b that the hero character
202 takes a punch at the enemy character 203 and the enemy
character 203 gets the punch, as the player conducts the second and
third stop operations. In addition, in accordance with the third
stop operation, after it is shown that the enemy character 203 gets
the punch of the hero character 202, it is shown that the enemy
character 203 comes down and it is shifted to a definite screen.
The definite screen is a screen for definitely notifying that the
bonus (RB) can be made.
[0239] Accordingly, according to the tables shown in FIGS. 20 to
22, it is possible to display the different effects in the liquid
crystal display unit 2b, based on the types of the game section.
Specifically, when the game section is the carryover section, it is
shown in the liquid crystal display unit 2b that the hero character
202 knocks down the enemy character 203, after the third stop
operation. In the mean time, when the game section is the base
section, it is not shown that the hero character 202 knocks down
the enemy character 203. As a result, when it is shown in the
liquid crystal display unit 2b that the hero character 202 knocks
down the enemy character 203, the player can conduct the
observation push so that the symbol combination corresponding to
"Red 7-Red 7-Red 7" is arranged along the activated line, while
expecting that the game section is the carryover section.
Accordingly, viewing from the player's point, since the decision
criterion for acquiring the payout is increased, the interest in
the game is correspondingly increased.
[0240] In the followings, it is described a control operation of
the main control circuit 71, with reference to flow charts shown in
FIGS. 23 and 24.
[0241] First, the CPU 31 carries out an initialization process
(step S1). Specifically, the CPU initializes the memory contents
and communication data of the RAM 33, and then proceeds to a step
S2. In the step S2, the CPU erases (clears) predetermined memory
contents of the RAM 33. 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.
[0242] In a step S3, the CPU carries out a bonus operation
supervisory process which will be described with reference to FIG.
25, and then proceeds to a step S4. In this process, in case that
the flag under BB operation is ON, the CPU carries out a process of
updating the flag under RB operation to ON so that the RB gaming
state is continued even though the RB gaming state is over. In the
step S4, the CPU carries out a medal insertion start checking
process, and then proceeds to a step S5. In this process, the CPU
updates the bet number, based on the inputs from the start switch
6S, the medal sensor 10S or the BET switches 11 to 13. In addition,
the information of the bet number is stored in a predetermined
memory area of the RAM 33 (game value information storing means).
Herein, in the step S4, when Replay is made in the previous game,
the bet number same as the bet number in the previous game is
automatically stored.
[0243] In the step S5, the CPU samples a random number value for
lottery, and proceeds to a step S6. The random number value sampled
in this process is used for an internal lottery process which will
be described later. In the step S6, the CPU carries out a gaming
status supervisory process which will be described with reference
to FIG. 26, and then proceeds to a step S7. In the step S7, the CPU
carries out an internal lottery process which will be described
with reference to FIGS. 27 and 28, and then proceeds to a step S8.
In the step S8, the CPU carries out a reel stop initialization
process which will be described with reference to FIG. 29, and then
proceeds to a step S9.
[0244] In the step S9, the CPU transmits a start command and then
proceeds to a step S10. The start command contains the information
of a gaming state, an internal winning combination, etc., and is
transmitted to the sub-control circuit 72. In the step S10, the CPU
determines whether "4.1 seconds" have elapsed after the reel has
started to rotate in the previous game. When a result of the
determination is YES, the CPU proceeds to a step S12, otherwise
proceeds to a step S11. In the step S11, the CPU consumes a game
start waiting time (waiting process) and then proceeds to a step
S12. Specifically, the CPU annuls an input related to a game start
operation by a player during the period from after the previous
game has started until a predetermined time (for example, 4.1
seconds) has elapsed.
[0245] In the step S12, the CPU sets a game supervisory timer in
the register of CPU 31 and then proceeds to a step S13. The game
supervisory timer includes an automatic stop timer for stopping the
reels 3L, 3C, 3R without relying on the stop operation of the stop
buttons 7L, 7C, 7R by the player. In the step S13, the CPU requests
the rotation start of all reels, and then proceeds to a step S14.
In the step S14, the CPU sets a reel stop permission command to the
register of the CPU 31, and then proceeds to a step S15 of FIG.
24.
[0246] In the step S15 of FIG. 24, the CPU determines whether the
stop switch is "ON" or not, i.e., whether any one of the stop
buttons 7L, 7C, 7R is pushed or not. When a result of the
determination is YES, the CPU proceeds to a step S17, otherwise
proceeds to a step S16. In the step S16, the CPU determines whether
a value of the automatic stop timer is "0" or not. When a result of
the determination is YES, the CPU proceeds to a step S17, otherwise
proceeds to the step S15.
[0247] In the step S17, the CPU carries out a sliding-symbol-number
deciding process, and then proceeds to a step S18. In this process,
based on the stop operation order (how many stop operations is it?)
and the stop operation position, the CPU refers to the priority
attraction-in table ranking table and the stop table stored in the
RAM 33 in a step S86 of FIG. 30 to determine and set the number of
sliding symbols in the register of the CPU 31. In the step S18, the
CPU waits for the reels 3L, 3C, 3R, which corresponds to the stop
buttons 7L, 7C, 7R for which the stop operation is carried out, to
rotate as the number of sliding symbols determined in the step S17,
and then proceeds to a step S19.
[0248] In the step S19, the CPU transmits a reel stop command for
requesting the rotation stop of any one of the reels 3L, 3C, 3R
corresponding to the any one of the pushed stop buttons 7L, 7C, 7R
to the motor driving circuit 39, and then proceeds to a step S20.
The motor driving circuit 39 stops the corresponding reels 3L, 3C,
3R, based on the reel stop command transmitted from the CPU 31. In
the step S20, the CPU determines whether or not all the reels are
stopped. When a result of the determination is YES, the CPU
proceeds to a step S21, otherwise proceeds to the step S15.
[0249] In the step S21, the CPU carries out a display combination
retrieving process and then proceeds to a step S22. In this
process, the CPU sets a flag for identifying a display combination
(established combination), based on the stop mode of the symbols in
the symbol display areas 21L, 21C, 21R.
[0250] In the step S22, the CPU carries out a medal payout process,
and then proceeds to a step S23. In this process, the CPU refers to
the symbol combination table, based on the flag which is set in the
register of the CPU 31 in the display combination retrieving
process, and deposits (credits) or pays out the medals of the
corresponding payout number. In the step S23, the CPU updates the
bonus ending-number counter, based on the corresponding payout
number, and then proceeds to a step S24. Herein, when the bonus
ending-number counter is 1 or more, the CPU subtracts the counter
depending on the payout number of the medal.
[0251] In the step S24, the CPU determines whether the flag under
RB operation or the flag under BB operation is ON or not. When a
result of the determination is YES, the CPU proceeds to a step S25,
otherwise proceeds to a step S26. In the step S25, the CPU carries
out a bonus end checking process which will be described with
reference to FIG. 30, and then proceeds to a step S26. In the step
S26, the CPU carries out a bonus operation checking process which
will be described with reference to FIG. 31, and then proceeds to
the step S2 in FIG. 23.
[0252] In the followings, it is described a bonus operation
supervisory process with reference to FIG. 25.
[0253] First, the CPU 31 determines whether the flag under BB
operation is ON or not (step S31). When a result of the
determination is YES, the CPU proceeds to a step S32, otherwise
proceeds to the step S4 in FIG. 23. In the step S32, the CPU
determines whether the flag under RB operation is ON or not. When a
result of the determination is YES, the CPU proceeds to the step S4
in FIG. 23, otherwise proceeds to a step S33.
[0254] In the step S33, the CPU carries out a process on RB
operation, based on the table on bonus operation (see FIG. 16), and
then proceeds to the step S4 in FIG. 23. Specifically, the CPU
updates the flag under RB operation to ON, and stores the possible
game-number and the possible winning-number in the RAM 33.
[0255] In the followings, it is described a gaming status
supervisory process with reference to FIG. 26.
[0256] First, the CPU 31 determines whether the flag under RB
operation is ON or not (step S41). When a result of the
determination is YES, the CPU proceeds to a step S42, otherwise
proceeds to a step S43. In the step S42, the CPU stores an
identifier of the RB gaming state and then proceeds to the step S7
in FIG. 23. In the step S43, the CPU stores an identifier of the
normal gaming state and then proceeds to the step S7 in FIG. 23.
Like this, in the gaming status supervisory process, the CPU
supervises the gaming state, based on the flag under operation
(flag under RB operation), and stores the information for selecting
a type of an internal lottery table determining table relating to
the gaming state in a step S51 of FIG. 27 in the RAM 33 (gaming
state storing area).
[0257] In the followings, it is described an internal lottery
process with reference to FIGS. 27 and 28.
[0258] First, the CPU 31 determines the type of the internal
lottery table (see FIG. 11) and the number of lotteries relating to
the gaming state, based on the internal lottery table determining
table (see FIG. 10) (step S51), and then proceeds to a step S52. In
the step S52, the CPU determines whether the data (information)
stored in the internal carryover combination storing area is 0 or
not (i.e., whether or not there is an internal carryover
combination). When a result of the determination is YES, the CPU
proceeds to a step S54, otherwise proceeds to a step S53. Herein, a
result of the determination in the step S72 is NO in case of the
carryover section. In the step S53, the CPU changes the number of
lotteries into 6, and then proceeds to a step S54.
[0259] In the step S54, the CPU 31 sets a value same as the number
of lotteries in the register of the CPU 31, as a winning number,
and then proceeds to a step S55. Thereby, as the winning number,
"8" is set in case of the base section of the normal gaming state,
"5" is set in case of the RB gaming state and "6" is set in case of
the internal winning state (carryover section). In the step S55,
the CPU refers to the internal lottery table determined in the step
S51 to obtain the lowest limit (U), based on the winning number and
the insertion number, and then proceeds to a step S56. In the step
S56, the CPU subtracts the lowest limit (L) from the random number
value (R) stored in the random number value storing area of the RAM
33 (R-L), and then proceeds to a step S57.
[0260] In the step S57, the CPU determines whether or not it is
carried out an underflow. Specifically, the CPU determines whether
the calculation result of R-L is negative or not. When a result of
the determination is YES, the CPU proceeds to a step S66 in FIG.
28, otherwise proceeds to a step S58. The result of determination
becomes YES when the random number value is smaller than the lowest
limit (L>R). In addition, the result of determination becomes NO
when the random number value is equal to or greater than the lowest
limit (L R).
[0261] In the step S58, the CPU refers to the internal lottery
table determined in the step S51 to obtain the upper limit (U),
based on the winning number and the insertion number, and then
proceeds to a step S59. In the step S59, the CPU subtracts the
upper limit (U) from the random number value (R) stored in the
random number value storing area of the RAM 33 (R-U), and then
proceeds to a step S60.
[0262] In the step S60, the CPU determines whether a value
resulting from the subtraction, i.e., the calculation result of R-U
is "0" or not. When a result of the determination is YES, the CPU
proceeds to a step S62 in FIG. 28, otherwise proceeds to a step
S61. The result of determination becomes YES when the random number
value is equal to the upper limit (R=U). In addition, the result of
determination becomes NO when the random number value is not equal
to the upper limit (L R).
[0263] In the step S61, the CPU determines whether or not it is
carried out an underflow. Specifically, the CPU determines whether
the calculation result of R-U is negative or not. When a result of
the determination is YES, the CPU proceeds to a step S62 in FIG.
28, otherwise proceeds to a step S66 in FIG. 28. The result of
determination becomes YES when the random number value is smaller
than the upper limit (R<U). In addition, the result of
determination becomes NO when the random number value is greater
than the upper limit (R>U).
[0264] In the step S62, the CPU stores the winning number in an
area for storing internal lottery result information of the RAM 33,
and then proceeds to a step S63. In the step S63, the CPU refers to
the internal winning combination determining table to determine
internal winning combination, based on the winning number, and then
proceeds to a step S64.
[0265] In the step S64, the CPU takes a logical product of the
internal winning combination and the bonus check data, stores a
logical sum of a result thereof and the internal carryover
combination storing area in the internal carryover combination
storing area, and then proceeds to a step S65. Thereby, BB1 or BB2
determined is stored in the internal carryover combination storing
area. In addition, the bonus check data is "11000000." In the step
S65, the CPU stores a logical sum of the internal winning
combination and the internal carryover combination storing area in
the internal winning combination storing area, and then proceeds to
a step S66. As a result, the data relating to the type of the
determined internal winning combination is stored in the internal
winning combination storing area.
[0266] In the step S66, the CPU subtracts 1 from the number of
lotteries and then proceeds to a step S67. In the step S67, the CPU
determines whether or not the number of lotteries is 0. When a
result of the determination is YES, the CPU proceeds to a step S68,
otherwise proceeds to the step S54 in FIG. 27. The result of
determination becomes YES when the number of cases where it is
determined whether or not the random number value (R) is within the
numerical range defined by the upper limit (U) and the lowest limit
(L) is 8 times in base section during the normal gaming state, 5
times in the RB gaming state and 6 times in the internal winning
state (carryover section). In the mean time, the result of
determination becomes NO when the number of determination cases is
less than 8 times in the base section, less than 5 times in the RB
gaming state and less than 6 times in the internal winning state
(carryover section).
[0267] In the step S68, the CPU refers to the internal winning
combination determining table to determine the internal winning
combination based on the winning number, and then proceeds to a
step S69. In the step S69, the CPU takes a logical product of the
internal winning combination and the bonus check data, stores a
logical sum of a result thereof and the internal carryover
combination storing area in the internal carryover combination
storing area, and then proceeds to a step S70. Thereby, the
internal carryover combination is stored in the internal carryover
combination storing area. In the step S70, the CPU stores a logical
sum of the internal winning combination and the internal carryover
combination storing area in the internal winning combination
storing area and then proceeds to the step S8 in FIG. 23. As a
result, when the random number value (R) is not within any
numerical ranges of the internal lottery table in FIG. 11 and thus
the processes in the steps S62.about.S65 are not carried out, the
losing or internal carryover combination is stored in the internal
winning combination storing area.
[0268] In the followings, a reel stop initialization process is
described with reference to FIG. 29.
[0269] First, the CPU 31 determines whether or not the winning
number is 0 (step S71). When a result of the determination is YES,
the CPU proceeds to a step S72, otherwise proceeds to a step S74.
In the step S72, the CPU takes a logical product of the data of the
internal winning combination storing area and the operation
combination check data ("11000000"), and then proceeds to a step
S73. In the step S73, the CPU determines whether the logical
product is 0 or not. When a result of the determination is YES
(when there is no internal carryover combination), the CPU proceeds
to a step S74, otherwise (i.e., when there is an internal carryover
combination) proceeds to a step S75.
[0270] In the step S74, the CPU stores the winning number in the
select counter for stop, and then proceeds to a step S76. In the
step S75, the CPU numbers the data of the internal winning
combination storing area, stores it in the select counter for stop
and then proceeds to a step S76. Specifically, when the data of the
internal winning combination storing area represents BB1 or BB2, 7,
and 8 are stored in the select counter for stop, in the respective
cases. In the step S76, the CPU determines a stop table, based on
the reel stop initialization table, stores it in the RAM 33, and
then proceeds to the step S9 in FIG. 23.
[0271] In the followings, a bonus end checking process is described
with reference to FIG. 30.
[0272] First, the CPU 31 determines whether the flag under RB
operation is ON or not (step S81). When a result of the
determination is YES, the CPU proceeds to a step S84, otherwise
proceeds to a step S82. In the step S82, the CPU determines whether
the bonus ending-number counter is 0 or not. When a result of the
determination is YES, the CPU proceeds to a step S83, otherwise
proceeds to the step S26 in FIG. 24. In the step S83, the CPU
carries out a process on bonus ending, and then proceeds to the
step S26 in FIG. 24. Specifically, the CPU clears the flag under RB
operation, the bonus ending-number counter and the like.
[0273] In the step S84, the CPU determines whether or not the
winning is made. When a result of the determination is YES, the CPU
proceeds to a step S85, otherwise proceeds to a step S90. In the
step S85, the CPU determines whether or not the bonus ending-number
counter is 0. When a result of the determination is YES, the CPU
proceeds to a step S86, otherwise proceeds to a step S88. In the
step S86, the CPU carries out a process on RB ending, and then
proceeds to a step S87. Specifically, the CPU clears the flag under
RB operation, the possible winning-number, the possible game-number
and the like. In the step S87, the CPU carries out the process on
bonus ending, and then proceeds to the step S26 in FIG. 24.
[0274] In the step S88, the CPU subtracts 1 from the possible
winning-number, and then proceeds to a step S89. In the step S89,
the CPU determines whether the possible winning-number is 0 or not.
When a result of the determination is YES, the CPU proceeds to a
step S92, otherwise proceeds to a step S90. In the step S90, the
CPU subtracts 1 from the possible game-number, and then proceeds to
a step S91. In the step S91, the CPU determines whether the
possible game-number is 0 or not. When a result of the
determination is YES, the CPU proceeds to a step S92, otherwise
proceeds to the step S26 in FIG. 24. In the step S92, the CPU
carries out the process on RB ending, and then proceeds to the step
S26 in FIG. 24.
[0275] In the followings, a bonus operation checking process is
described with reference to FIG. 31.
[0276] First, the CPU 31 determines whether or not the display
combination is Replay (step S101). When a result of the
determination is YES, the CPU proceeds to a step S102, otherwise
proceeds to a step S103. In the step S102, the CPU copies the
insertion number counter to the automatic insertion counter and
then proceeds to the step S27 in FIG. 24. Specifically, in the step
S102, the CPU sets (automatically inserts) the number same as the
insertion number inserted to play this game to the automatic
insertion counter.
[0277] In the step S103, the CPU determines whether the display
combination is BB1 or BB2. When a result of the determination is
YES, the CPU proceeds to a step S104, otherwise proceeds to the
step S27 in FIG. 24. In the step S104, the CPU carries out a
process on BB operation, based on the table on bonus operation, and
then proceeds to a step S105. In the process on BB operation, the
CPU updates the flag under BB operation to ON, and sets 350 in the
bonus ending-number counter. In the step S105, the CPU clears the
internal carryover combination and then proceeds to the step S27 in
FIG. 24.
[0278] Hereinafter, it is described a control operation of the
image control circuit 72a with reference to flow charts shown in
FIGS. 32 to 34.
[0279] In the followings, it is described a RESET-intervention
process for gSub with reference to FIG. 32.
[0280] First, the image control MICOM 81 is structured to generate
a RESET-intervention and to sequentially carry out a
RESET-intervention process for gSub memorized in the program ROM
83, based on the generated intervention, as the power is inputted
and the voltage is applied to the reset terminal.
[0281] First, the image control MICOM 81 initializes the work RAM
84, the control RAM 87, the video RAM 89 and the like (step S111),
and then proceeds to a step S112. In the step S112, the image
control MICOM carries out an input supervisory process of
supervising whether or not there is an input from the operating
unit 17 and the like, and then proceeds to a step S113. In the step
S113, the MICOM carries out a command receiving process which will
be described with reference to FIG. 33, and then proceeds to a step
S114. In the step S114, the MICOM carries out a command output
process for outputting a command to the sound lamp control circuit
(mSub) (72b) and then proceeds to a step S115. In the step S115,
the MICOM carries out an image control process, and then proceeds
to the step S111.
[0282] In the followings, it is described a command input process
with reference to FIG. 33.
[0283] First, the image control MICOM 81 determines whether or not
there is the data in a command buffer, i.e., whether or not a
command is received (S121). The command buffer is a memory area for
storing the command (for example, start command, etc.) transmitted
from the main control circuit 71. When a result of the
determination is YES, the MICOM proceeds to a step S122, otherwise
proceeds to the step S114 in FIG. 32.
[0284] In the step S122, the MICOM determines whether or not a jump
place is OK. Specifically, the MICOM determines whether a process
of the jump place corresponding to the received command can be
executed or not. When a result of the determination is YES, the
MICOM proceeds to a step S123. When it is received the data which
cannot be processed due to the noise and the like, or when it is
determined that the data is the illegal data, viewing from the
history of the command previously received, a result of the
determination becomes NO, so that the MICOM proceeds to the step
S114 in FIG. 32.
[0285] In the step S123, the MICOM sets a return address and then
proceeds to a step S124. The address set in the step S123 is an
address corresponding to a process of a step S125 which will be
described later. In the step 124, the MICOM jumps to the determined
process. Specifically, the MICOM carries out a process of the jump
place corresponding to the leading data of the received command,
based on a jump table, and then proceeds to a step S125.
Specifically, the MICOM carries out a process of the jump place
corresponding to the leading data of the received command, based on
a jump table (not shown), and then proceeds to a step S125. The
process of the jump place includes a game start process which will
be described with reference to FIG. 34. In the step S125, the MICOM
clears the command buffer and then proceeds to the step S114 in
FIG. 32.
[0286] In the followings, it is described a game start process with
reference to FIG. 34. The game start process is carried out when
the start command is received from the main control circuit 71.
[0287] First, the image control MICOM 81 carries out the lottery
(determination) of the effect identifier, based on the fight flag,
the hero identifier and the effect determining table on game start
(see FIG. 18) (step S131), and then proceeds to as step S132. In
the step S132, the MICOM determines whether or not the fight flag
is ON. When a result of the determination is YES, the MICOM
proceeds to a step S135 because the fight flag has been already
updated to ON, otherwise proceeds to a step S133.
[0288] In the step S133, the MICOM determines whether the effect
identifier is 1 or 2. When a result of the determination is YES,
the MICOM proceeds to a step S134, otherwise proceeds to the step
S125 in FIG. 33. In the step S134, the MICOM updates the fight flag
to ON, and then proceeds to a step S135. In the step S135, the
MICOM carries out the lottery (determination) of the effect
identifier, based on the gaming state (including the game section),
the current effect identifier and the effect determining table
(FIG. 20, 21 and the like), and then proceeds to a step S136. In
the step S136, the MICOM sets the image data, based on the effect
identifier and the effect table (FIGS. 19 and 22), and then
proceeds to the step S125.
[0289] The invention has been described with reference to the
embodiment. However, the invention is not limited thereto.
[0290] In the embodiment, when BB is determined as an internal
winning combination, Replay is also determined without fail.
Thereby, it is not displayed the symbol combination corresponding
to BB in the unit game in which BB and Replay are determined as an
internal winning combination. However, the invention is not limited
thereto. For example, it may be structured as follows: when BB is
determined as an internal winning combination, a predetermined
Small Win is determined without fail and the gaming state is
shifted to a Replay time (a game in which it is higher a
probability that an internal winning of Replay will be made, as
compared to the base section) during the plural games as the
corresponding Small Win is made. As a consequence, since it is
possible to provide the effect as shown in FIG. 7 for a longer time
period, it is possible to increase the player's expectations that
an internal winning of BB will be made. Accordingly, the interest
in the game is increased.
[0291] In the embodiment, when BB is determined as an internal
winning combination, Replay is also determined without fail.
However, the invention is not limited thereto. For example, it may
be structured as follows: when BB1 is determined as an internal
winning combination, Replay is also determined without fail.
However, when BB2 is determined as an internal winning combination,
Replay is not determined.
[0292] In the embodiment, when it is used the internal winning
combination determining information (internal lottery table for a
normal gaming state), the predetermined combination (for example,
BB1, BB2, etc.) and the specific combination (for example, Replay)
are determined as an internal winning combination by the lottery of
one time. However, the invention is not limited thereto. For
example, Small Win such as Cherry and Bell and the specific
combination (for example, Replay) may be determined as an internal
winning combination by the lottery of one time.
[0293] In the embodiment, the random number range (numerical range)
corresponding to the combination consists of the continuous values.
However, the invention is not limited thereto. For example, the
numerical range may include plural non-continuous values.
[0294] In addition, the invention can be applied to another gaming
machine such as pachinko gaming machine, pachi-slot and the like,
in addition to the gaming machine 1 of the above embodiment. In
addition, the invention can be applied to a game program which
pseudo-executes the operations in the gaming machine 1 described
above 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.
[0295] Hereinafter, it is specifically described an embodiment 2 of
the gaming machine according to the invention. In addition, the
same structure and operation as the embodiment 1 will be
omitted.
[0296] The gaming machine 1 of the embodiment 2 is different from
the embodiment 1 with regard to the normal gaming state.
Specifically, the normal gaming state consists of a base section
having no internal carryover combination, a replay time section
(hereinafter, referred to as "RT section") in which a probability
that an internal winning of Replay will be made is higher than in
the base section and a carryover section having an internal
carryover combination. In the carryover section, an internal
winning of the bonus is not made. In the base and RT sections, an
internal winning of the bonus may be made. In the RT section, the
probability that an internal winning of Replay will be made is
higher than in the base and carryover sections.
[0297] Accordingly, the base section, the RT section and the
carryover section are gaming states different from each other. The
internal carryover combination is a combination which permits a
corresponding symbol combination to be arranged along the activated
line over one or more games (i.e., it is a combination to be
permitted depending on the internal winning combination). The
internal carryover combination is included in the internal winning
combination. A game section of the normal gaming state except the
RT section is referred to as "non-RT section."
[0298] It is possible to determine whether or not it is under RT
section, depending on whether or not a RT game-number counter is 1
or more. When it is determined that "Bell-Replay-Replay" are
arranged along the activated line (when it is determined that a
result of determination in a step T122 of FIG. 39 is YES), 100 is
set in the RT game-number counter. The value of the RT game-number
counter is subtracted by 1 in one game (see a step T112 in FIG.
38). In addition, when the process on RB operation is carried out
and the flag under BB operation is updated to ON (when it is
determined that a result of determination in a step T114 of FIG. 38
is YES), the value of the RT game-number counter is updated
(cleared) to 0.
[0299] It is possible to determine whether or not it is under
carryover section, depending on whether or not there is the
internal carryover combination. In case that there is no internal
carryover combination and the value of the RT game-number counter
is 0, it is under base section.
[0300] In addition, the gaming machine 1 of the embodiment 2 is
different from the embodiment 1 with regard to the internal lottery
table. Specifically, the internal lottery table is provided for
each of the gaming states and includes the information about a
numerical range expressed by the lowest and upper limits
corresponding to a winning number every insertion number. FIG. 35A
shows an internal lottery table for a normal gaming state. FIG. 35B
shows an internal lottery table for a RB gaming state.
[0301] In the determination (lottery) of a winning number based on
the internal lottery table, it is determined whether a random
number value is within a numerical range expressed by the lowest
and upper limits corresponding to the winning number, from the same
winning number as the number of lotteries determined every gaming
state to the winning number 0, in descending power. When the random
number value is within a numerical range expressed by the lowest
and upper limits, a corresponding winning number is determined. In
addition, the number of cases where it is determined whether the
random number value is within a numerical range expressed by the
lowest and upper limits corresponding to a winning number is same
as the number of lotteries determined in the internal lottery table
determining table.
[0302] In addition, in case that the random number value is never
within a numerical range expressed by the lowest and upper limits
until the winning number becomes "0," the winning number becomes 0
(i.e., losing). The losing of the internal winning combination
represents that it is not determined a combination matched to a
payout to be awarded to the player in the internal lottery. In
addition, in one embodiment, the losing is not a combination
matched to a game value. Additionally, it may be thought that a
symbol combination corresponding to the losing as an internal
winning combination is any symbol combination different from the
symbol combinations corresponding to the plural combinations
preset. However, in one embodiment, it is such structured that a
symbol combination corresponding to the losing is not provided.
[0303] In addition, it is determined whether or not a winning is
made, from a winning number, in descending power, until the winning
number becomes 0, and it is set that the numerical ranges defined
by the lowest and upper limits corresponding to each of the plural
combinations are duplicated. Accordingly, plural combinations may
be determined as an internal winning combination. An internal
winning combination is determined on the basis of the winning
number determined, the gaming state, the insertion number and an
internal winning combination determining table.
[0304] For example, in case that the gaming state is the base
section of the normal gaming state (the RT game-number is 0), the
insertion number is 3 and the random number value sampled from the
range of 0.about.65535 is 16050, "the random number value (R)
(16050)-the lowest limit (L) (16096)" is calculated for the winning
number 8 first of all. The calculation result is less than 0.
Accordingly, since the random number value is not within the
numerical range (L R U) expressed by the lowest and upper limits
corresponding to the winning number, when the random number value
sampled is 16050, the winning number 8 is not determined.
[0305] Next, "the random number value (R) (16050)-the lowest limit
(L) (16000)" is calculated for the winning number 7. Then, it is
calculated the random number value (16050)-the upper limit (U)
(16095). The calculation result is 0 or less. Accordingly, since
the random number value is within the numerical range (L R U)
expressed by the lowest and upper limits corresponding to the
winning number, when the random number value sampled is 16050, the
winning number 7 is determined. When the winning number 7 is
determined, BB1 corresponding to the winning number 7 becomes an
internal winning combination, based on an internal winning
combination determining table which will be described later.
[0306] Like this, the calculations of "random number value (R)
(16050)-lowest limit (L)" and "random number value (R)
(16050)-upper limit (U)" are repeated until the winning number
becomes 0 so as to determine whether each of the winning numbers
6.about.1 is determined or not. When the gaming state is the base
section of the normal gaming state, the insertion number is 3 and
the random number value is 16050, the winning numbers 1.about.6 are
not determined. Accordingly, in this case, the winning number 7 is
determined, and BB1 is determined as an internal winning
combination, based on an internal winning combination determining
table which will be described later.
[0307] In addition, in case that the gaming state is the RT section
of the normal gaming state (the RT game-number counter is 1 or
more), the insertion number is 3 and the random number value
sampled from the range of 0.about.65535 is 16050, the calculations
of "random number value (R) (16050)-lowest limit (L)" and "random
number value (R) (16050)-upper limit (U)" are repeated until the
winning number becomes 0 so as to determine whether each of the
winning numbers 8.about.1 is determined or not. At this time, the
winning number 7 is determined because the lowest limit (L) is
16000 and the upper limit (U) is 16095. In addition, the winning
number 6 is also determined because the lowest limit (L) is 6049
and the upper limit (U) is 65535 (rather than 15028). However, the
winning numbers 1.about.5 and 8 are not determined. Accordingly,
when the gaming state is the RT section of the normal gaming state,
the insertion number is 3 and the random number value is 16050,
both Replay and BB1 are determined as an internal winning
combination, based on an internal winning combination determining
table which will be described later.
[0308] Like this, the internal lottery table for a normal gaming
state of when the RT game-number counter is 0 is a separate table
from the internal lottery table for a normal gaming state of when
the RT game-number counter is 1 or more. Specifically, when it is
used the internal lottery table for a normal gaming state of when
the RT game-number counter is 0, in case that Replay is the
internal winning combination, BB is not determined as an internal
winning combination. To the contrary, when it is used the internal
lottery table for a normal gaming state of when the RT game-number
counter is 1 or more, in case that Replay is the internal winning
combination, BB may be determined as an internal winning
combination. Thereby, since it is possible to make a difference
between the player's expectations that BB will be an internal
winning combination when the symbol combination corresponding to
Replay is displayed, depending on the types of the internal lottery
table for a normal gaming state (i.e., depending on whether or not
it is the RT section), it is possible to increase the interest in
the game.
[0309] In addition, when it is used the internal lottery table for
a normal gaming state of when the RT game-number counter is 1 or
more, the numerical range corresponding to the winning number 6 is
wider (i.e., the probability that Replay will be determined as an
internal winning combination is higher), as compared to the case
where it is used the internal lottery table for a normal gaming
state of when the RT game-number counter is 0. Accordingly, when
the symbol combination corresponding to "Replay-Replay-Replay" is
displayed in the RT section, it is possible to increase the
player's expectations that BB will be an internal winning
combination as well as to acquire the payout such as automatic
insertion of a medal. Therefore, it is possible to increase an
attractiveness of a game in the RT section, thereby increasing the
interest in the game.
[0310] In addition, the internal lottery table for a normal gaming
state of when the RT game-number counter is 0 is same as the
internal lottery table for a normal gaming state of when the RT
game-number counter is 1 or more, except the numerical range
corresponding to the winning number 6. In addition, the same
effects as described above can be obtained. Accordingly, as
compared to the case where the numerical ranges corresponding to
the plural winning numbers are structured to be different from each
other, it is possible to reduce the load relating to the ROM 32,
the RAM 33, the main control circuit 71 and the like, thereby
improving an efficiency of the gaming machine.
[0311] In addition, in the carryover section, since the number of
lotteries is updated to 6, there is no case where the winning
numbers 7 and 8 are determined. Accordingly, in the carryover
section, there is no case where the bonus is determined as an
internal winning combination, based on the internal winning
combination determining table. In addition, the internal lottery
table for a normal gaming state includes the different information
in case that the RT game-number counter is 0 and in case that the
RT game-number counter is 1 or more. Specifically, it is different
the information of the upper limits corresponding to a case where
the insertion number is 3 and the winning number is 6.
[0312] In the above structure, it is described a control operation
of the main control circuit 71 with reference to main flow charts
shown in FIGS. 36 and 37.
[0313] Similarly to the embodiment 1, the CPU carries out steps
S1.about.S26, a RT ending process which will be described with
reference to FIG. 38 in a step S27 and then proceeds to a step S28.
In the step S28, the CPU carries out a RT operation process which
will be described with reference to FIG. 39, and then proceeds to
the step S2 in FIG. 36.
[0314] In the followings, it is described a RT ending process with
reference to FIG. 38.
[0315] First, the CPU 31 determines whether or not the flag under
RT operation is ON (T111). When a result of the determination is
YES, the CPU proceeds to a step T112, otherwise proceeds to the
step S28 in FIG. 37. In the step T112, the CPU subtracts "1" from
the RT game-number counter, and then proceeds to a step T113. The
RT game-number counter is means for counting the number of cases
where the RT section can be continued.
[0316] In the step T113, the CPU determines whether or not the flag
under BB operation is ON. When a result of the determination is
YES, the CPU proceeds to a step T115, otherwise proceeds to the
step T114. In the step T114, the CPU determines whether or not the
value of the RT game-number counter is "0." When a result of the
determination is YES, the CPU proceeds to a step T115, otherwise
proceeds to the step S28 in FIG. 37. In the step T115, the CPU
updates the flag under RT operation to OFF, and then proceeds to
the step S28 in FIG. 37.
[0317] In the followings, it is described a RT operation process
with reference to FIG. 39.
[0318] First, the CPU 31 determines whether or not an identifier of
the normal gaming state is stored (T121). When a result of the
determination is YES, the CPU proceeds to a step T122, otherwise
proceeds to the step S2 in FIG. 36. In the step T122, the CPU
determines whether or not "Bell-Replay-Replay" are arranged along
the activated line. When a result of the determination is YES, the
CPU proceeds to a step T123, otherwise proceeds to the step S2 in
FIG. 36.
[0319] In the step T123, the CPU stores 100 in the RT game-number
counter, and then proceeds to a step T124. By doing so, it is
possible to shift the gaming state to the RT section when a
predetermined symbol combination is arranged in the normal gaming
state (when "Bell-Replay-Replay" are arranged along the activated
line).
[0320] In the step T124, the CPU determines whether or not the flag
under RT operation is ON. When a result of the determination is
YES, the CPU proceeds to the step S2 in FIG. 36, otherwise proceeds
to a step T125. In the step T125, the CPU updates the flag under RT
operation to ON, and then proceeds to the step S2 in FIG. 36. This
process of the step T125 is carried out when a result of the
determination in the step T124 is NO, i.e., so as to shift the
gaming state to the RT section from a section different from the RT
section.
[0321] The invention has been described with reference to the
embodiment 2. However, the invention is not limited thereto.
[0322] In the embodiment 2, the gaming state is shifted to the RT
section when "Bell-Replay-Replay" are arranged along the activated
line. However, the invention is not limited thereto. For example,
it may be structured such that the gaming state is shifted to the
RT section when the process on bonus ending is carried out. As a
result, when "Replay-Replay-Replay" are arranged along the
activated line even just after the bonus is ended, it is possible
to increase the expectations that BB will be an internal winning
combination, thereby increasing the interest in the game. In
addition, it may be structured such that the gaming state is
shifted to the RT section both when "Bell-Replay-Replay" are
arranged in a line and when the process on bonus ending is carried
out. As a result, since it is increased the opportunity that the
gaming state is shifted to the RT section, it is possible to
increase the interest in the game.
[0323] In addition, in the embodiment 2, in the second internal
winning combination determining information (in the internal
lottery table for a normal gaming state at the time when the RT
game-number counter is 1 or more), the numerical range (for
example, the numerical range expressed by the lowest limit "6049"
and the upper limit "15028" corresponding to the winning number
"6") constituting the fourth numerical range corresponding to the
specific combination (for example, Replay) includes all the third
numerical range (for example, the numerical range expressed by the
lowest limit "16000" and the upper limit "16095" corresponding to
the winning number "7", the numerical range expressed by the lowest
limit "16096" and the upper limit "16191" corresponding to the
winning number "8") corresponding to the predetermined combination
(for example, BB1, BB2). However, the invention is not limited
thereto. For example, in the second internal winning combination
determining information (in the internal lottery table for a normal
gaming state at the time when the RT game-number counter is 1 or
more), it may be structured such that the numerical range (for
example, the numerical range expressed by the lowest limit "6049"
and the upper limit "15028" corresponding to the winning number
"6") constituting the fourth numerical range corresponding to the
specific combination (for example, Replay) includes a part (for
example, a numerical range expressed by the lowest limit "16000"
and the upper limit "16080" in the numerical range expressed by the
lowest limit "16000" and the upper limit "16095" corresponding to
the winning number "7" and the numerical range expressed by the
lowest limit "16096" and the upper limit "16191" corresponding to
the winning number "8") of the third numerical range (for example,
the numerical range expressed by the lowest limit "16000" and the
upper limit "16095" corresponding to the winning number "7", the
numerical range expressed by the lowest limit "16096" and the upper
limit "16191" corresponding to the winning number "8")
corresponding to the predetermined combination (for example, BB1,
BB2). By doing so, since it is possible to make a difference
between the player's expectations that the predetermined
combination will be an internal winning combination, it is possible
to increase the interest in the game.
[0324] 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.
* * * * *