U.S. patent application number 11/604255 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 Kazunobu Sato.
Application Number | 20070123338 11/604255 |
Document ID | / |
Family ID | 38088239 |
Filed Date | 2007-05-31 |
United States Patent
Application |
20070123338 |
Kind Code |
A1 |
Sato; Kazunobu |
May 31, 2007 |
Gaming machine
Abstract
A slot machine in which the slot game runs both a base game and
a battle bonus game. When the battle bonus game is performed, a
special video reel 221 is recomposed using symbols randomly
selected from a plurality of different symbols (except the symbol
scatter 101) comprising a base video reel 100 used for the base
game. The battle bonus game is performed using this recomposed
special video reel 221.
Inventors: |
Sato; Kazunobu; (Tokyo,
JP) |
Correspondence
Address: |
NDQ&M WATCHSTONE LLP
1300 EYE STREET, NW
SUITE 1000 WEST TOWER
WASHINGTON
DC
20005
US
|
Assignee: |
Aruze Corp.
|
Family ID: |
38088239 |
Appl. No.: |
11/604255 |
Filed: |
November 27, 2006 |
Current U.S.
Class: |
463/16 |
Current CPC
Class: |
G07F 17/32 20130101;
G07F 17/3267 20130101 |
Class at
Publication: |
463/016 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Nov 28, 2005 |
JP |
JP2005-342665 |
Claims
1. A gaming machine comprising: a display on which a plurality of
symbols are displayed; and a processor in communication with the
display, wherein the processor is operable to determine a plurality
of symbols used in a game from the plurality of symbols displayed
on the display, and to execute the game using the symbols
determined to be used in the game.
2. The gaming machine according to claim 1, wherein the processor
determines a plurality of symbols displayed on the display as a
result of the game from the plurality of symbols determined to be
used in the game, and if a combination of symbols displayed on the
display as the result of the game is a winning combination, the
processor gives an award according to a kind of the winning
combination.
3. The gaming machine according to claim 1, wherein the processor
is operable to cause the display to display, prior to the
commencement of the game, the plurality of symbols determined to be
used in the game.
4. A gaming machine comprising: a display; a memory; and a
processor in communication with the display and the memory, wherein
the processor is operable to cause the display to display a base
game, to determine whether or not a specified condition arises as
the base game is run, to determine a plurality of symbols used in a
special game from a plurality of different symbols stored in the
memory and used in the base game, and to cause the display to
display the special game using the plurality of symbols determined
to be used in the special game.
5. The gaming machine according to claim 4, wherein the processor
executes the base game using a base video reel comprising the
plurality of different symbols used in the base game and the
special game using a special video reel comprising the symbols
determined to be used in the special game.
6. The gaming machine according to claim 4, wherein the processor
determines a plurality of symbols displayed on the display as a
result of the special game, and if a combination of symbols
displayed on the display as the result of the special game is a
winning combination, the processor gives an award according to a
kind of the winning combination.
7. The gaming machine according to claim 4, wherein the processor
is operable to cause the display to display, prior to the
commencement of the special game, the plurality of symbols
determined to be used in the special game.
8. A gaming machine comprising: a display; a memory; and a
processor in communication with the display and the memory, wherein
the processor is operable to determine a plurality of symbols used
in a second game from a plurality of different symbols stored in
the memory and used in a first game, and to cause the display to
display the second game using the symbol determined to be used in
the second game.
9. The gaming machine according to claim 8, wherein the processor
executes the second game using a video reel comprising the symbol
determined to be used in the second game.
10. The gaming machine according to claim 8, wherein the processor
determines a plurality of symbols displayed on the display as a
result of the second game from the plurality of symbols determined
to be used in the first game, and if a combination of symbols
displayed on the display as the result of the second game is a
winning combination, the processor gives an award according to a
kind of the winning combination.
11. The gaming machine according to claim 8, wherein the processor
is operable to cause the display to display, prior to the
commencement of the second game, the plurality of symbols
determined to be used in the second game.
12. A method of playing a game comprising the steps of: determining
a plurality of symbols used in the game from a plurality of
symbols; and executing the game using the symbols determined to be
used in the game.
13. The method of playing a game according to claim 12, further
comprising the steps of: determining a plurality of symbols
displayed as a result of the game from the plurality of symbols
determined to be used in the game; and giving an award, if a
combination of symbols displayed as the result of the game is a
winning combination, according to a kind of the winning
combination.
14. The method of playing a game according to claim 12, further
comprising the step of: informing, prior to the commencement of the
game, the plurality of symbols determined to be used in the
game.
15. A method of operating a gaming machine having a display, a
processor operably coupled to at least one of the display and a
memory, the method comprising steps of: causing the display to
display a base game; determining whether or not a specified
condition arises as the base game is run; determining a symbol used
in a special game from a plurality of different symbols stored in
the memory and used in the base game; and causing the display to
display the special game using a selected symbol.
16. The method of playing a game according to claim 15, further
comprising the steps of: determining a plurality of symbols
displayed as a result of the special game from the plurality of
symbols determined to be used in the special game; and giving an
award, if a combination of symbols displayed as the result of the
special game is a winning combination, according to a kind of the
winning combination.
17. The method of playing a game according to claim 15, further
comprising the step of: informing, prior to the commencement of the
special game, the plurality of symbols determined to be used in the
special game.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] This application is based upon and claims the benefit of
priority from the prior Japanese Patent Application No. 2005-342665
filed on Nov. 28, 2005 in the Japanese Patent Office; the entire
content of which is incorporated by reference herein for all
purposes.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a gaming machine such as a
slot machine or the like.
[0004] 2. Description of the Related Art
[0005] Conventional gaming machines, such as the slot machine
disclosed in Japanese Unexamined Patent Application Publication No.
2004-57221 for example, provide a free game performed separate from
the base game. When the transition occurs from the base game to the
free game, a game is played to determine the number of free games.
This game to determine the number of free games determines the
number of free games that will be run and the payout rate for a
win.
[0006] The number of free games that are run as well as the payout
rate for each prize change each time a free game is run. The
content of the free game itself however, is the same as that of the
base game.
SUMMARY OF THE INVENTION
[0007] According to a first aspect of the present invention, a
gaming machine (e.g. slot machine 1) has a display on which a
plurality of symbols are displayed; and a processor in
communication with the display, wherein the processor is operable
to determine a plurality of symbols used in a game from the
plurality of symbols displayed on the display, and to execute the
game using the symbols determined to be used in the game.
[0008] According to this first aspect of the present invention,
some of the symbols displayed on the display are used in the game.
The symbols used in the game are selected each time a game is run
from among the symbols displayed on the display.
[0009] According to a second aspect of the present invention, a
gaming machine has a display; a memory; and a processor in
communication with the display and the memory, wherein the
processor is operable to cause the display to display a base game,
to determine whether or not a specified condition arises as the
base game is run, to determine a plurality of symbols used in a
special game from a plurality of different symbols stored in the
memory and used in the base game, and to cause the display to
display the special game using the plurality of symbols determined
to be used in the special game.
[0010] According to this second aspect of the present invention,
when the specified condition arises during the base game, some of
the symbols used in the base game are determined to be used in the
special game.
[0011] According to a third aspect of the present invention, a
gaming machine has a display; a memory; and a processor in
communication with the display and the memory, wherein the
processor is operable to determine a plurality of symbols used in a
second game from a plurality of different symbols stored in the
memory and used in a first game, and to cause the display to
display the second game using the symbol determined to be used in
the second game.
[0012] According to this third aspect of the present invention,
some of the symbols used in the first game are used in the second
game.
[0013] According to a fourth aspect of the present invention, a
method of playing a game has the steps of: determining a plurality
of symbols used in the game from a plurality of symbols; and
executing the game using the symbols determined to be used in the
game.
[0014] According to this fourth aspect of the present invention,
some of the symbols determined from a plurality of symbols are used
in the game.
[0015] According to a fifth aspect of the present invention, a
method of operating a gaming machine having a display, a processor
operably coupled to at least one of the display and a memory, and
the method comprises steps of: causing the display to display a
base game; determining whether or not a specified condition arises
as the base game is run; determining a symbol used in a special
game from a plurality of different symbols stored in the memory and
used in the base game; and causing the display to display the
special game using a selected symbol.
[0016] According to this fifth aspect of the present invention,
when the specified condition arises during the base game, some of
the symbols used in the base game are determined to be used in the
special game.
BRIEF DESCRIPTION OF THE DRAWINGS
[0017] FIG. 1 shows an example of a recomposition of a special
video reel using symbols selected from the base video reel;
[0018] FIG. 2 is a perspective view of a slot machine according to
a first embodiment of the present invention;
[0019] FIG. 3 shows the nine variable display parts of the slot
machine shown in FIG. 2;
[0020] FIG. 4 shows the eight winning lines of the slot machine
shown in FIG. 2;
[0021] FIG. 5 is a block diagram showing an example of the control
system of the slot machine shown in FIG. 2;
[0022] FIG. 6 is a block diagram showing an example of the liquid
crystal driving circuit of the slot machine shown in FIG. 2;
[0023] FIG. 7 shows a symbol line (video reel) that is variably
displayed while each variable display part of FIG. 3 is scrolled
during a game;
[0024] FIG. 8 shows the lottery table for symbols displayed stopped
for when the nine variable display parts of FIG. 3 are used when a
game is played;
[0025] FIG. 9 shows the winning combinations and payouts for when
the nine variable display parts of FIG. 3 are used when a game is
played;
[0026] FIG. 10 is a flowchart of the main process program for the
slot machine shown in FIG. 2;
[0027] FIG. 11 is a flowchart of the start receive process program
of FIG. 10;
[0028] FIG. 12 is a flowchart of the lottery process program of
FIG. 10;
[0029] FIG. 13 is a flowchart of the game process program of FIG.
10;
[0030] FIG. 14 is a flowchart of the other game process program of
FIG. 10;
[0031] FIG. 15 shows an example of each of the scatter symbols
displayed stopped on the three variable display parts of the lower
liquid crystal display;
[0032] FIG. 16 shows the content displayed in the lower liquid
crystal display when the shell chance game is in progress;
[0033] FIG. 17 shows the table used when determining the inside
content of each shell for the shell chance game;
[0034] FIG. 18 shows an example of the display of the inside
content of each shell in the lower liquid crystal display during
the shell chance game;
[0035] FIG. 19 is a flowchart of the battle bonus process program
of FIG. 14;
[0036] FIG. 20 is a flowchart of the symbol selection process
program of FIG. 19;
[0037] FIG. 21 is an example of the table used when a symbol is
selected from the base video reel during the battle bonus game;
[0038] FIG. 22 shows the content of the lower liquid crystal
display when the battle bonus game is in progress;
[0039] FIG. 23 shows the content of the lower liquid crystal
display and the upper liquid crystal display when the battle bonus
game is in progress;
[0040] FIG. 24 shows an outline of the lottery table for the
symbols displayed stopped when, during the battle bonus game, the
game uses the nine variable display parts; and
[0041] FIG. 25 shows an example of the lottery table for the
symbols displayed stopped when, during the battle bonus game, the
game uses the nine variable display parts.
DETAILED DESCRIPTION OF THE INVENTION
[0042] An example of an embodiment of the slot machine according to
the present invention will now be described with reference to the
drawings. Firstly, an outline of the configuration of the slot
machine relating to this embodiment will be described with
reference to FIG. 2 to FIG. 5. FIG. 2 is a perspective view of a
slot machine according to a first embodiment of the present
invention. FIG. 3 shows the nine variable display parts of the slot
machine shown in FIG. 2. FIG. 4 shows the eight winning lines of
the slot machine shown in FIG. 2 and FIG. 5 is a block diagram
showing an example of the control system of the slot machine shown
in FIG. 2.
[0043] In FIG. 2, the slot machine 1 has a cabinet 2 forming the
whole. An upper liquid crystal display 3 is disposed to the front
at the upper part of the cabinet 2. In the frontal, center part of
the cabinet 2, on the inner side of an equipment front panel 20, a
lower liquid crystal display 4 is provided. The upper liquid
crystal display 3 and the lower liquid crystal display 4 are
comprised of ordinary liquid crystal displays. A transparent touch
panel 201 is disposed at the front surface of the lower liquid
crystal display 4. The method of playing the game, the payout table
123 showing the different kinds of winning combinations and the
payouts for those (refer to FIG. 9 following) as well as
information concerning the game such as the different kinds of
effects and the like, are displayed on the upper liquid crystal
display 3. The nine variable display parts 22A-22C, 23A-23C and
24A-24C are displayed in the lower liquid crystal display 4, as
shown in FIG. 3, moreover, as shown in FIG. 4, a maximum of eight
winning lines, L1-L8 are also displayed on the lower liquid crystal
display 4. Each of the symbols comprising the base video reel 100
of FIG. 7 as described subsequently, are variably displayed as they
scroll from the right toward the left, inside each of the variable
display parts 22A-22C, 23A-23C and 24A-24C.
[0044] A control table 5 that protrudes out frontward, is disposed
in the lower part of the lower liquid crystal display 4, and on
this control table 5 starting from the furthest left side are
arranged a change button 6, a payout button 7, and a help button 8
while to the right of the help button 8 a coin insertion part 9 and
bills insertion part 10 are arranged. Arranged from left to right
on that part of the control table 5 closest to a player are a 1-bet
button 11, a spin (spin/repeat bet) button 12, a 3-bet button 13, a
5-bet button 14 and an 8-bet button 15.
[0045] The change button 6 is a button that is pressed when
changing bills inserted into the bills insertion part 10. Coins
issued as change are paid in to a coin receiving part 17 from a
coins payout opening 16 disposed in the lower part of the cabinet
2. A change switch 62, as described subsequently, is installed in
the change button 6. If the change button 6 is pressed a switch
signal is output from the change switch 62 to the CPU 50 (refer
FIG. 5).
[0046] The payout button 7 is a button that is pressed when a game
finishes. Once the payout button 7 is pressed coins acquired during
the game are paid out from the coins payout opening 16 to the coin
receiving part 17. A cashout switch 63 as described subsequently is
installed in the payout button 7. When the payout button 7 is
pressed a switch signal is output from the cashout switch 63 to the
CPU 50 (refer FIG. 5).
[0047] The help button 8 is pressed when a player is unsure about
the method of controlling the game for example. When the help
button 8 is pressed, different kinds of help information are
displayed on the upper liquid crystal display 3. A help switch 64,
as described subsequently, is installed in the help button 8. When
the help button 8 is pressed a switch signal is output from the
help switch 64 to the CPU 50 (refer FIG. 5).
[0048] A coin sensor 65, as described subsequently, is arranged in
the coin insertion part 9. When a coin is inserted in the coin
insertion part 9, a coin detection signal is output via the coin
sensor 65 to the CPU 50 (refer FIG. 5).
[0049] A bill sensor 66, as described subsequently, is arranged in
the bills insertion part 10. When a bill is inserted in the bills
insertion part 10, a bills detection signal is output via the bill
sensor 66 to the CPU 50 (refer FIG. 5).
[0050] Each time the 1-bet button 11 is pressed a single bet is
made. A 1-bet switch 58, as described subsequently, is installed in
the 1-bet button 11. When the 1-bet button 11 is pressed, a switch
signal is output from the 1-bet switch 58 to the CPU 50 (refer FIG.
5).
[0051] When the spin/repeat bet button 12 is pressed, a game
commences with the number of bets at that time, and of each of the
different symbols commences in each of the variable display parts
22A-22C, 23A-23C and 24A-24C in the lower liquid crystal display 4.
A spin switch 57, as described subsequently, is installed in the
spin/repeat bet button 12. When the spin/repeat bet button 12 is
pressed, a switch signal is output from the spin switch 57 to the
CPU 50 (refer FIG. 5). The number of bets that can be placed when
the spin/repeat bet button 12 is pressed is 1, 2, 3, 5 or 8
bets.
[0052] When the 3-bet button 13 is pressed, three bets are placed.
A 3-bet switch 59 as described subsequently, is installed in the
3-bet button 13. When the 3-bet button 13 is pressed, a switch
signal is output from the 3-bet switch 59 to the CPU 50 (refer FIG.
5).
[0053] When the 5-bet button 14 is pressed, five bets are made. A
5-bet switch 60, as described subsequently, is installed in the
5-bet button 14. When the 5-bet button 14 is pressed, a signal is
output from the 5-bet switch 60 to the CPU 50 (refer FIG. 5).
[0054] When the 8-bet button 15 is pressed, eight bets are made. An
8-bet switch 61, as described subsequently, is installed in the
8-bet button 15. When the 8-bet button 15 is pressed, a signal is
output from the 8-bet switch 61 to the CPU 50 (refer FIG. 5).
[0055] The number of bets that can be placed by operating the 1-bet
button 11, the spin/repeat bet button 12, the 3-bet button 13, the
5-bet button 14 and the 8-bet button 15 is 1, 2, 3, 5 and 8
respectively. When the number of bets is 1, the activated pay line
is any one from among lines L1-L8. When the number of bets is two,
the activated pay lines are any two from among the lines L1-L8.
When the number of bets is three, the activated pay lines are any
three from among the lines L1-L8. When the number of bets is five,
the activated pay lines are any five from among the lines L1-L8.
When the number of bets is eight, the activated pay lines are all
from among the lines L1-L8.
[0056] It is also possible to have a machine in which a separate
button is installed that enables all eight lines from among L1-L8
to become the activated pay lines by a single bet.
[0057] Hereinafter, to facilitate a concise explanation, unless
specifically stated otherwise, it is assumed that the game is
proceeding in the condition in which all eight lines L1-L8 are
activated pay lines.
[0058] The coins payout opening 16 and the coin receiving part 17
for receiving coins paid out from the coins payout opening 16 are
disposed in the lower part of the cabinet 2. Inside the coins
payout opening 16 a coins detection part 73, as described
subsequently, that is comprised of a sensor and other parts, is
installed. The coins detection part 73 detects the number of coins
paid out from the coins payout opening 16 (refer FIG. 5).
[0059] The symbols used when a game is played on the slot machine 1
will now be described. FIG. 7 shows symbol lines (video reel) that
are variably displayed while each variable display part 22A-22C,
23A-23C and 24A-24C of the lower liquid crystal display 4 is
scrolled during a game.
[0060] The symbol line consists of 10 symbols comprising the base
video reel 100, these being scatter 101, sea turtle 102, mudskipper
103, seahorse 104, hermit crab 105, blue tang 106, ammonite 107,
clownfish 108, seal 109 and swordfish 110.
[0061] The configuration of the control system of the slot machine
1 will now be described with reference to FIG. 5. FIG. 5 is a block
diagram showing an example of the control system of the slot
machine shown in FIG. 2.
[0062] As shown in FIG. 5, the control system of the slot machine 1
is comprised basically centered around the CPU 50. ROM 51 and RAM
52 are connected to the CPU 50. As described subsequently, the ROM
51 stores the main process program, the start receive process
program, the lottery process program, the game process program, the
lottery tables for selecting the symbols displayed stopped during
the game and other programs required to control the slot machine 1
as well as data tables and the like. The RAM 52 acts as memory for
temporary storage of different kinds of data calculated by the CPU
50.
[0063] Further, a clock pulse generation circuit 53 for generating
reference clock pulse and frequency divider 54 are connected to the
CPU 50, as are a random number generation circuit 55 for generating
random numbers and a random number sampling circuit 56. Random
numbers sampled via the random number sampling circuit 56 are used
for selection of each kind of winning combination etc. Moreover,
the spin switch 57 associated with the spin/repeat bet button 12,
the 1-bet switch 58 associated with the 1-bet button 11, the three
bet switch 59 associated with the 3-bet button 13, the 5-bet switch
60 associated with the 5-bet button 14, the 8-bet switch 61
associated with the 8-bet button 15, the change switch 62
associated with the change button 6, the cashout switch 63
associated with the payout button 7 and the help switch 64
associated with the help button 8 are each connected respectively
to the CPU 50. The CPU 50 exercises control to execute the
different kinds of operation corresponding to each respective
button based on the switch signals output from each of these
switches when the appropriate button is pressed.
[0064] Moreover, the coin sensor 65 arranged in the coin insertion
part 9 and the bill sensor 66 arranged in the bills insertion part
10 are each connected to the CPU 50. The coin sensor 65 detects
coins inserted from the coin insertion part 9. The CPU 50
calculates the number of coins input, based on a coin detection
signal output from the coin sensor 65. The bill sensor 66 detects
the amount and type of bills input from the bills insertion part
10. The CPU 50 acquires the value of bills inserted based on a
bills detection signal output from the bill sensor 66 and
calculates the number of coins equivalent to that value.
[0065] A hopper 71 is connected to the CPU 50 via a hopper driving
circuit 70. When a drive signal is output from the CPU 50 to the
hopper driving circuit 70, the hopper 71 pays out the required
number of coins from the coins payout opening 16.
[0066] Further, the coins detection part 73 is connected to the CPU
50 via a payout complete signal circuit 72. The coins detection
part 73 is disposed inside the coins payout opening 16. Once the
detection has been made that the required number of coins has been
paid out from the coins payout opening 16, a coin payout detected
signal is output from the coins detection part 73 to the payout
complete signal circuit 72. Once the coin payout detected signal
has been output, the payout complete signal circuit 72 outputs a
payout complete signal to the CPU 50. Moreover the upper liquid
crystal display 3 and the lower liquid crystal display 4 are
connected to the random number generation circuit 55 via a liquid
crystal driving circuit 74. The upper liquid crystal display 3 and
the lower liquid crystal display 4 are thus controlled by the CPU
50.
[0067] As shown in FIG. 6, the liquid crystal driving circuit 74
comprises program ROM 81, image ROM 82, an image control CPU 83,
work RAM 84, the video display processor (VDP) 85 and video RAM 86.
The program ROM 81 houses a program for image control for the
display on the upper liquid crystal display 3 and the lower liquid
crystal display 4 as well as all kinds of selection tables. The
image ROM 82 houses for example, dot data required for forming the
images of all the kinds of images required for the demo effects and
the battle bonus game performed on the upper liquid crystal display
3 and the lower liquid crystal display 4, all kinds of help
information and payout tables displayed on the upper liquid crystal
display 3, and the symbols of the base video reel 100 shown in FIG.
7, displayed on the lower liquid crystal display 4 in the variable
display parts 22A-22C, 23A-23C and 24A-24C. The image control CPU
83 determines the images to be displayed on the upper liquid
crystal display 3 and the lower liquid crystal display 4 from among
dot data stored in advance inside the image ROM 82, in conformance
with an image control program stored in advance in the program ROM
81, based on parameters set in the CPU 50. The work RAM 84 is
configured as a temporary storage means operating when the image
control program is run by the image control CPU 83. The VDP 85
forms an image coordinated to the display content determined at the
image control CPU 83 and outputs this to the upper liquid crystal
display 3 or the lower liquid crystal display 4. In this way, each
of the symbols of the base video reel 100 shown in FIG. 7 for
example, can be variably displayed or displayed stopped on the
variable display parts 22A-22C, 23A-23C and 24A-24C on the lower
liquid crystal display 4 (refer FIG. 3). The video RAM 86 is
configured as a temporary storage means that operates when an image
is formed at the VDP 85. For example, as shown in FIG. 1, the video
RAM 86 is used when the special video reel 221 is recomposed from
the base video reel 100.
[0068] When the display of each of the symbols displayed changing
in each of the variable display parts 22A-22C, 23A-23C and 24A-24C
as the base video reel 100 scrolls is stopped, each of symbols is
displayed stopped in the variable display parts 22A-22C, 23A-23C
and 24A-24C. As shown in FIG. 9, each of the winning combinations
is set in advance in relation to each kind of combination of the
symbols. When the combination of symbols corresponding to the
winning combination is displayed stopped over the activated pay
lines L1-L8, coins corresponding to that winning combination are
paid out from the coins payout opening 16. No further explanation
of this is provided here as it is the same on this point as
conventional slot machines.
[0069] As shown in FIG. 5 the transparent touch panel 201 is
connected to the CPU 50 via a touch panel driving circuit 202. The
transparent touch panel 201, as described above, is installed over
the screen of the lower liquid crystal display 4. The CPU 50
receives, via touch panel driving circuit 202, information on the
position of coordinates on that part that is touched by a player,
and, based on this coordinates position information, can determine
where on the transparent touch panel 201 the player has
touched.
[0070] Further, an LED 78 is connected to the CPU 50 via an LED
driving circuit 77. A plurality of these LED 78 are arranged on the
front surface of the slot machine 1 and when each kind of effect is
performed, the flashing of these LED is controlled through the LED
driving circuit 77 based on a drive signal from the CPU 50.
Moreover, a sound output circuit 79 and speakers 80 are connected
to the CPU 50. The speakers 80 generate different kinds of sound
effects, based on a signal output from the sound output circuit 79,
when each kind of effect is performed.
[0071] The lottery tables used when determining the symbols to
display stopped in each of the nine variable display parts 22A-22C,
23A-23C and 24A-24C when a game is played on the slot machine 1
using those variable display parts, will now be described with
reference to FIG. 8. FIG. 8 shows the lottery table for symbols
displayed stopped when the nine variable display parts of FIG. 3
are used when a game is played. The lottery tables shown in FIG. 8
are stored in the ROM 51.
[0072] The symbols displayed stopped in the variable display parts
22A-22C, 23A-23C and 24A-24C, are determined for each of those
variable display parts. Each of code number [0]-[9] is allocated to
each of those symbols comprising the base video reel 100 shown in
FIG. 7, in succession from the left, and the lottery table shown in
FIG. 8 is prepared. Nine random numbers corresponding to each of
those variable display parts 22A-22C, 23A-23C and 24A-24C are
sampled via the random number sampling circuit 56.
[0073] The variable display part 23A will now be described to
provide an example. When the random number value sampled via the
random number sampling circuit 56 is a 0 or 1, the symbol scatter
101 corresponding to the code number of [0] is displayed stopped
over the variable display part 23A, and in the same manner, each of
the code numbers [1]-[9] is utilized in accordance with the lottery
table shown in FIG. 8.
[0074] The other variable display parts 22A-22C, 23B and 23C and
24A-24C are the same as the variable display part 23A described
above).
[0075] The winning combinations and their corresponding payouts
occurring when a game is played on the slot machine 1 utilizing the
variable display parts 22A-22C, 23A-23C and 24A-24C will now be
described with reference to FIG. 9. FIG. 9 shows the winning
combinations and payouts for when the nine variable display parts
are used when a game is played.
[0076] The payout table 123 shown in FIG. 9 is comprised of any
odds payout table 121 and the line odds payout table 122, stored in
the ROM 51.
[0077] The any odds payout table 121 shows the payout provided for
each symbol, in coordination with the number of the same symbol
that are displayed stopped over the activated pay line (refer FIG.
4). For example, when the code numbers for the five variable
display parts on the activated pay line (refer FIG. 4) are any of
[2]-[19], the player wins "Sea turtle any 5" and obtains a payout
of [1] (refer FIG. 9). Here, sea turtle 102 has been displayed
stopped on the five variable display parts on the activated pay
line (refer FIG. 4). In the same manner, each payout for any odds
is performed based on the any odds payout table 121 shown in FIG.
9.
[0078] The line odds payout table 122 shows the payout provided for
each symbol, in coordination with the activated pay line (refer
FIG. 4) for which the same symbol is displayed stopped on all the
variable display parts. For example, if the code numbers for all of
the variable display parts on one of the activated pay lines from
among any of the activated pay lines (refer FIG. 4) are any of
[2]-[19], the winning combination on that activated pay line (refer
FIG. 4) is "sea turtle-sea turtle-sea turtle", and a payout of [5]
is obtained (refer FIG. 9). Here, sea turtle 102 is displayed
stopped (refer FIG. 7) over all of the variable display parts on
that activated pay line. When there are a plurality of activated
pay lines (refer FIG. 4) displaying the combination of "sea
turtle-sea turtle-sea turtle", a payout is obtained of that number
of the activated pay lines multiplied by [5]. In the same manner,
each payout for line odds is performed based on the line odds
payout table 122 shown in FIG. 9.
[0079] When the variable display part code number is [0] or [1],
the symbol scatter 101 (refer FIG. 7) is displayed stopped on that
variable display part. If three or more of the symbol scatter 101
is displayed stopped on the activated pay lines, the shell chance
game commences on the lower liquid crystal display 4.
[0080] FIG. 15 shows an example in which the symbol scatter 101 is
displayed stopped on three variable display parts in the lower
liquid crystal display 4. In this example, when all of the three
scatter 101 symbols are displayed over any of the variable display
lines, the player proceeds to the shell chance game.
[0081] When proceeding to the shell chance game, as shown in FIG.
16, firstly, five shells 211 are displayed in the lower liquid
crystal display 4. Inside of the five shells 211 can be any of [A],
[B], [10], [20] or [30]. For this embodiment, the random number
sampling circuit 56 is used for each of the shells 211, to sample
random number values within the range from 0-127. The content of
each of the shells 211 is determined based on the random numbers
sampled and the table as shown in FIG. 17.
[0082] According to table 17, when the sampled random number value
is anywhere between [0]-[26], [A] is selected as the content of
shell 211. When the sampled random number value is anywhere between
[27]-[53], the content [B] is selected as the content of the shell
211. When the sampled random number value is between [54]-[78], the
content [10] is selected as the content of the shell 211. When the
sampled random number value is between [79]-[104], the content [20]
is selected as the content of the shell 211. When the sampled
random number value is anywhere between [105]-[127], the content
[30] is selected as the content of the shell 211.
[0083] Once the player, using the transparent touch panel 201,
selects one shell from among the five shells 211 displayed on the
lower liquid crystal display 4, one of [A], [B], [10], [20] or [30]
is displayed as the content of the shell 211. At this time, an
arrow appears on the lower liquid crystal display 4 indicating the
shell selected by the player. FIG. 18 shows the example when the
player has selected the shell 211 that is fourth from the left.
[0084] When the content of the shell 211 selected by the player is
[A], the player can proceed to another bonus game. A description of
the content of the other bonus game is not provided here. When the
content of the shell 211 selected by the player is [B], the player
can proceed to the battle bonus game. A description of the content
of the battle bonus game is provided subsequently. When the content
of the shell 211 selected by the player is [10], a payout of [10]
is obtained. When the content of the shell 211 selected by the
player is [20], a payout of [20] is obtained. When the content of
the shell 211 selected by the player is [30], a payout of [30] is
obtained.
[0085] It may be suitable that the system operates so as to
determine the contents of the shells 211 such that [at least one]
of the five shells 211 shown in FIG. 16 contains [A] or [B], in
order to maintain a condition in which the other bonus game or the
battle bonus game can be selected by the player. For example, after
the content of the five shells 211 has been determined using the
table of FIG. 17, the system would investigate to see whether [A]
or [B] is housed in any of the five shells. If [A] or [B] is
contained in any of the five shells 211, the system proceeds to the
next process. If [A] or [B] is not contained in any of the five
shells, the system would select one of the five shells 211 and put
[A] or [B] in the shell thus selected.
[0086] The battle bonus game will now be described. In the battle
bonus game a player does not place bets with coins, rather, in this
embodiment, the game is performed with five games in succession.
The number of games in this succession can be selected by a lottery
at the time of transition to the battle bonus game. In the battle
bonus game, because the probability of obtaining a kind of winning
combination is higher, the special video reel 221 (refer FIG. 1)
recomposition of symbols selected from each of the symbols (except
the symbol scatter 101) of the base video reel 100 is used, and the
varying display and stopped display of the symbols is performed on
each of the variable display parts 22A-22C, 23A-23C and 24A-24C of
the lower liquid crystal display 4. Each of the symbols
constituting the special video reel 221 is selected (refer FIG. 1)
at a lottery probability ratio of 1/2 from each of the symbols
(except scatter 101) of the base video reel 100.
[0087] FIG. 21 is an example of the table used when determining
whether or not to select a symbol from each of the symbols of the
base video reel 100 as a symbol for the special video reel 221.
Each of the symbols (except scatter 101) of the base video reel 100
are selected, in the case of this embodiment, by a lottery
performed via the table of FIG. 21 and the random number sampling
circuit 56 to provide random number values sampled from within the
range 0-127.
[0088] That is to say, when the sampled random number value is any
of [0]-[63] the appropriate symbol is selected and when the value
of the sampled random number is any of [64]-[127] the appropriate
symbol is not selected.
[0089] Then, using each symbol selected by this lottery from among
the symbols (except scatter 101) of the base video reel 100 the
special video reel 221 (refer FIG. 1) is recomposed for use during
the battle bonus game. In the example shown in FIG. 1, the result
of the lottery performed for each symbol of the base video reel 100
is that each of the symbols sea turtle 102, hermit crab 105,
clownfish 108 and swordfish 110 are selected, such that the special
video reel 221 used for the battle bonus game is recomposed using
the four symbols 102, 105, 108 and 110 as selected. Hereafter, for
the sake of convenience of explanation, the symbol 221 may indicate
the special video reel shown in FIG. 1 or simply a special video
reel used in the battle bonus game.
[0090] When the special video reel 221 is recomposed for use in the
battle bonus game, firstly, as shown in FIG. 22, an image
consisting of a collection of each of the symbols (except scatter
101) of the base video reel 100 is shown on the lower liquid
crystal display 4 with a seabed scene as the background. Then, this
image in which each of the symbols (except scatter 101) of the base
video reel 100 is collected against a seabed scene background is
displayed on the upper liquid crystal display 3, instead of the
lower liquid crystal display 4. Thereafter, from the upper liquid
crystal display 3, comic images are displayed of each of these
symbols (except scatter 101) of the base video reel 100 in battle.
Thereafter, as shown in FIG. 23 for example, only symbols selected
by the above described lottery are displayed. On the one hand, on
the lower liquid crystal display 4, in each of the nine variable
display parts 22A-22C, 23A-23C and 24A-24C a single symbol of the
special video reel 221 for the battle bonus game recomposed using
the symbol selected by that lottery, is displayed randomly.
[0091] In this way, the slot game preparations are completed for
the battle bonus game, and, using the special video reel 221, the
same processes are performed as those used for the base game. At
this time the number of symbols comprising the special video reel
221 is smaller than the number of symbols comprising the base video
reel 100. Accordingly, when the symbols displayed stopped on each
of the variable display parts 22A-22C, 23A-23C and 24A-24C are
determined, the lottery table shown in FIG. 24 is used instead of
the lottery table shown in FIG. 8.
[0092] The lottery table shown in FIG. 24 has an arrangement of the
physical structure that is suitable for the case in which the
number of symbols comprising the special video reel 221 is smaller
than the number of symbols comprising the base video reel 100. The
lottery table in FIG. 24 is newly created as the special video reel
221 is recomposed, by allocating a random number starting from 0,
one by one, to each of the symbols of the special video reel 221.
In order to enable a newly created lottery table to be used and the
symbols to be displayed stopped to be determined, the range of
random numbers sampled via the random number sampling circuit 56 is
the range from 0 to the maximum value allocated. For example, when
the four symbols sea turtle 102, hermit crab 105, clown fish 108
and swordfish 110 are selected as the symbols to comprise the
special video reel 221 as shown in FIG. 1, a lottery table as shown
in FIG. 25 is newly created with a random number starting from 0
allocated one by one for each symbol, such that the range of random
numbers sampled by the random number sampling circuit 56 is
0-3.
[0093] The number of symbols comprising the special video reel 221
used in the battle bonus game in general represents a case in which
there is a substantially smaller number than the number of symbols
comprising the base video reel 100 used in the base game, such that
in the case of the battle bonus game, what is called the hit ratio
is substantially higher in comparison to the base game and
therefore a player is more likely to be able to receive a large
number of coins. In the example shown in FIG. 24, as the lottery
probability ratio of each of the symbols comprising the special
video reel 221 is equal, where the symbols comprising the symbol
combination for a winning combination having a high payout (e.g.
swordfish 110, seal 109 etc.) comprise the special video reel 221
there will be a substantial number of cases in which a high payout
winning combination is realized (hit).
[0094] The main process program for running a slot machine 1 will
now be described with reference to FIG. 10. FIG. 10 is a flow chart
of the main process program. In FIG. 10, firstly, at step
(hereinafter "S") 11, the start receive process of FIG. 11,
described subsequently, is performed, which involves receiving
switch signals output from the spin switch 57, the 1-bet switch 58,
the 3-bet switch 59, the 5-bet switch 60 and the 8-bet switch 61
based on operation of the spin/repeat bet button 12, the 1-bet
button 11, the 3-bet button 13, the 5-bet button 14 and the 8-bet
button 15. At the point at which the switch signals output from
each switch are received the game commences.
[0095] At S12, the lottery process of FIG. 12, described
subsequently, is performed based on switch signals output from the
spin switch 57, the 1-bet switch 58, the 3-bet switch 59, the 5-bet
switch 60 and the 8-bet switch 61.
[0096] At S13, the game process of FIG. 13, described subsequently,
is run, and thereafter, at S14, another game process as shown in
FIG. 14, described subsequently, is performed and this main process
program is complete.
[0097] The start receive process program performed on the slot
machine 1 will now be described with reference to FIG. 11. FIG. 11
is a flow chart of the start receive process program. At step 11 of
the main process program of FIG. 10 the start receive process is
run. Firstly, at S21 in FIG. 11, a determination is made on whether
a determined period of time (e.g. 15 seconds) has elapsed. If it is
determined that the period of time has not elapsed (S21: No)
nothing is done and the program proceeds to S23. At S23 a
determination is made as to whether there has been an operation of
the spin/repeat bet button 12, the 1-bet button 11, the 3-bet
button 13, the 5-bet button 14 or the 8-bet button 15. Here, if it
is determined that the 1-bet button 11 has not been operated (S23:
No), the system returns to S21 and reruns the above described
process. On the other hand, if the determination is that the 1-bet
button 11 has been operated (S23: Yes) the demo effect is stopped,
and the determined activated pay lines L1-L8 are displayed on the
lower liquid crystal display 4 and a payout table 123 comprised of
the any odds payout table 121 and the line odds payout table 122
shown in FIG. 9 is displayed on the upper liquid crystal display 3.
Thereafter, the system returns to the main process program shown in
FIG. 10 and proceeds to the lottery process of S12.
[0098] The lottery process program performed by the slot machine 1
will now be described with reference to FIG. 12. FIG. 12 is a flow
chart of the lottery process program. This lottery process is
performed at S12 of the main process program shown in FIG. 10.
Firstly, the system proceeds to S31 of FIG. 12 and runs the symbol
determination process, here, the symbols to be displayed stopped on
each of the variable display parts 22A-22C, 23A-23C and 24A-24C
{during the game} (S42 in FIG. 13 below), are determined for each
of those variable display parts. Basically, as described above,
nine random number values corresponding to each of the variable
display parts 22A-22C, 23A-23C and 24A-24C are sampled from within
the range 0-127 by the random number sampling circuit 56, and based
on the lottery table shown in FIG. 8, the symbols to be displayed
stopped are determined via code numbers. Once those symbols to be
displayed stopped on the respective variable display parts are
determined, at S32 the combination process is performed. At the
combination process, basically, as described above, the winning
combinations in the activated pay lines L1-L8 and payouts are
determined and displayed on the lower liquid crystal display 4,
based on the tables stored in the ROM 51 as the payout table 123 of
FIG. 9, via code numbers in S31.
[0099] Thereafter, the system returns to the main process program
of FIG. 10 and proceeds to the game process of S13.
[0100] The game process program run by the slot machine 1 will now
be described with reference to FIG. 13. FIG. 13 is a flow chart of
the game process program. At S13 of the main process program shown
in FIG. 10 the game process is run. Firstly, at S41 in FIG. 13 a
reel process is run. At this rotation process, basically, each of
the images of the symbols comprising the base video reel 100 are
made to scroll from the rightward direction to the leftward
direction on each of the variable display parts 22A-22C, 23A-23C
and 24A-24C, based on the switch signals output from the spin
switch 57, the 1-bet switch 58, the 3-bet switch 59, the 5-bet
switch 60 and the 8-bet switch 61 received at S11 of FIG. 10.
[0101] At S42 the stop control process is run. Basically, this stop
control process involves stopping the scrolling of the symbol
images of the base video reel 100 on each of the variable display
parts 22A-22C, 23A-23C and 24A-24C, based on the lottery results of
the symbol determining process at S31 in order that each of the
appropriate symbols can be displayed stopped.
[0102] At S43 coins are paid out corresponding to the payout set in
advance in the payout table 123 shown in FIG. 9, in conformance
with the winning combination symbol combinations displayed stopped
on each of the variable display parts 22A-22C, 23A-23C and 24A-24C
of the activated pay lines L1-L8. At this time the payout of each
winning combination is calculated when the winning combinations are
formed over the plurality of activated pay lines L1-L8.
Accordingly, if for example, a plurality of any odds or line odds
are simultaneously formed, coins are paid in an amount equivalent
to the amount derived by calculating the respective payouts, which
involves multiplying by the appropriate multiple of the payout
change information for those odds for which payout change
information is displayed on the upper liquid crystal display 3.
[0103] Thereafter, the system returns to the main process program
of FIG. 10 and proceeds to the other game process of S14.
[0104] The other game process program performed by the slot machine
1 will now be described with reference to FIG. 14. FIG. 14 is a
flow chart of the other game process program. This other process
program is run at S14 of the main process program in FIG. 10.
Firstly, at S51 of FIG. 14 a determination is made as to whether or
not at least the determined number of scatter 100 symbols are
displayed stopped on each of the variable display parts 22A-22C,
23A-23C and 24A-24C of the activated pay lines L1-L8 displayed on
the lower liquid crystal display 4. In the case of this embodiment
that determined number is three (refer FIG. 15).
[0105] If it is determined that at least the determined number of
scatter 100 symbols are not displayed stopped (S51: No) the system
proceeds to the payout process of S59 described subsequently, while
if the determination is that the determined number of scatter 100
symbols are displayed (S51: Yes) the system proceeds to S52.
[0106] At S52 the shell contents determination process is
performed. Basically, as described above, this involves displaying
on the lower liquid crystal display 4, five shells 211 (refer FIG.
16) and then performing a lottery for the contents of each of the
five shells 211 using the table (refer FIG. 17) and the random
numbers sampled by the random number sampling circuit 56 from
within the range 0-127, thereby determining a content for each of
those shells 211 that is one from among [A], [B], [10], [20],
[30].
[0107] At S53, the system waits for the player to select one from
among the five shells 211 displayed on the lower liquid crystal
display 4 (S53: No), the player being able to select one of the
shells by touching the transparent touch panel 201 as described
above.
[0108] Once the player makes a selection of one of the five shells
211 (S53: Yes), the system proceeds to S54 and the content of the
shell 211 thus selected is displayed on the lower liquid crystal
display 4. In the case of this embodiment however, the contents of
all of the shells 211 are displayed and an arrow appears indicating
the shell 211 selected by the player as shown in FIG. 18.
[0109] At S55, a determination is made as to whether or not the
content of the shell 211 selected by the player indicates a bonus
game. In this determination, if the content of the shell 211
selected by the player is [A] or [B], that indicates a bonus game
and if the content of the shell 211 thus selected is any of [10],
[20] or [30] no bonus game results. If the determination is that
the content of the shell 211 selected by the player does not
indicate a bonus game (S55: No) the system proceeds to the payout
process of S59 described subsequently, while if the determination
is that the content of the shell 211 selected by the player does
indicate a bonus game (S55: Yes), the system proceeds to S56.
[0110] At S56, a determination is made as to whether or not the
bonus game is the battle bonus game. For this determination, if the
content of the shell 211 selected by the player is [A] the battle
bonus game does not result while if the content of the shell 211
selected is [B] the battle bonus game is played. If it is
determined that there is no battle bonus game (S56: No) then after
another bonus process is performed at S57, the system proceeds to
S59. A description of the other bonus game performed at the other
bonus process of S57 is not provided here. If on the other hand the
determination is that the bonus game is the battle bonus game (S56:
Yes), then the system proceeds to S59 after performing the battle
bonus process of FIG. 19 at S58, described subsequently.
[0111] At S59 the payout process is performed. In this payout
process, if at S55 it has been determined that the contents of the
shell 211 selected by the player is any of [10], [20] or [30] (S55:
No), the appropriate number of coins corresponding to the payout
are paid out as each of those values represents a payout. Further,
if the player has obtained a payout at the other bonus game at S57
or at the battle bonus game at S58, the appropriate number of coins
corresponding to that payout is paid out by this payout
process.
[0112] Once S59 is run, the main process program of FIG. 10
finishes and then the main process program of FIG. 10 commences
anew.
[0113] The battle bonus process program performed by the slot
machine 1 will now be described with reference to FIG. 19. FIG. 19
is a flowchart of the battle bonus process program. The battle
bonus process is run at S58 of the other game process program of
FIG. 14. Firstly, at S70 of FIG. 19, the symbol selection process
of FIG. 20 is run.
[0114] The symbol selection process of FIG. 20 will now be
described. FIG. 20 is a flowchart of the symbol selection process
program. In this symbol selection process firstly, at S81, a
discretionary type of symbol is selected from each of these symbols
(except the symbol scatter 101) of the base video reel 100.
Basically, in the case of this embodiment, as described above, each
of the symbols (except the symbol scatter 101) of the base video
reel 100 is selected by using the table (refer FIG. 21) and the
random numbers sampled from within the range [0]-[127] via the
random number sampling circuit 56. If the value of a random number
that is sampled is any of [0]-[63] the corresponding symbol is
selected while if the sampled random number value is any of
[64]-[127] the corresponding symbol is not selected.
[0115] At S82, the symbols selected at S81 are rearranged and the
special video reel 221 is recomposed. In the case of this
embodiment, the rearrangement of symbols selected is performed by
removing those symbols not selected from the symbol arrangement
comprising the base video reel 100 shown in FIG. 7, however it is
also suitable to have a randomly determined rearrangement
sequence.
[0116] When the special video reel 221 is recomposed at S82, as
described above, the effects displayed in for example FIG. 22 or
FIG. 23 are performed on the lower liquid crystal display 4 or the
upper liquid crystal display 3. Thus the condition is prepared in
which the varying display or stopped display of symbols of the
special video reel 221 is displayed on each of the variable display
parts 22A-22C, 23A-23C and 24A-24C of the lower liquid crystal
display 4.
[0117] Once this process at S82 is performed the symbol selection
process program of FIG. 20 finishes, the system returns to the
battle bonus process program of FIG. 19 and proceeds to S71.
[0118] At S71 the lottery process is performed. In this lottery
process, the symbols to be displayed stopped on each of the
variable display parts 22A-22C, 23A-23C and 24A-24C during the game
(S73 below), are determined for each of those variable display
parts. Basically, as described above, firstly a random number value
starting from 0 is allocated one by one in respect of each of the
symbols comprising the special video reel 221 and a new lottery
table is created based on the lottery table of FIG. 24. This newly
created lottery table (refer FIG. 25) is used to determine the
symbols to be displayed stopped, further, based on the lottery
table 123 of FIG. 9 the winning combinations and payouts therefor
are determined for the activated pay lines L1-L8 shown on the lower
liquid crystal display 4.
[0119] At S72 the rotation process is run. During this rotation
process the image of each of the symbols comprising the special
video reel 221 is scrolled from the rightward direction to the
leftward direction on each of the variable display parts 22A-22C,
23A-23C and 24A-24C.
[0120] At S73 the stop control process is run. Basically, this stop
control process involves stopping the movement of the image of each
of the symbols comprising the special video reel 221 at each of the
variable display parts 22A-22C, 23A-23C and 24A-24C, based on the
results of the lottery process performed at S71. In this way the
stopped image of each of the symbols is displayed. The player is
able to receive the payout set in advance in the payout table 121
shown in FIG. 9 in conformance with the symbol combinations of the
winning combinations displayed stopped on those variable display
parts. At this time, if a winning combination is formed on a
plurality of activated pay lines L1-L8 each of the payouts for the
winning combinations is summed up. Further, as described
subsequently, when the game is run again in a new game the payout
obtained from the new game is summed up.
[0121] At S74 a determination is made as to whether or not the
number of games played has reached a determined number of times. In
the case of this embodiment, that determined number of times is
five times. If the determination is that the game has not been
played a determined number of times (S74: No), the system returns
to S71 and repeats the above described process so that a new game
is played. Here, it is not necessary for a new lottery table to be
formed, however this can be done. On the other hand, if the
determination is that the game has been played a determined number
of times (S74: Yes), the system returns to the other game process
program of FIG. 14 and proceeds to the payout process of S59. The
number of times a game is played is stored in the RAM 52 and the
counting is reset back to zero when the system proceeds to the
payout process of S59.
[0122] When the CPU 50 runs the game process of S13 for the main
process program of FIG. 10, the CPU 50 is functioning as the "base
game execution means". When the CPU 50 runs the battle bonus
process of S58 for the other game process program of FIG. 14, the
CPU 50 is functioning as the "special game execution means". When
the CPU 50 runs the symbols select process of S70 for the battle
bonus process program of FIG. 19, the CPU 50 functions as the
"symbols select means".
[0123] As described above, the slot machine 1 according to this
embodiment of the invention performs both of the slot games
comprising the base game and the battle bonus game. When the battle
bonus game is performed, the special video reel 221 is recomposed
(S82) using the randomly selected symbols from the plurality of
different symbols (excluding scatter 101, but including sea turtle
102, mudskipper 103, seahorse 104, hermit crab 105, blue tang 106,
ammonite 107, clownfish 108, seal 109 and swordfish 110), these
symbols comprising the base video reel 100 used for the base game.
The battle bonus game is run (S71-S73) using the special video reel
221 thus recomposed. That is to say the content of the battle bonus
game is different to the content of the base game. Moreover, as a
special video reel 221 is recomposed for each battle bonus game,
the content of the battle bonus game changes each time it is
played. For this reason, the battle bonus game provides the player
with new stimulation each time.
[0124] Various other modifications will be apparent to and can be
readily made by those skilled in the art without departing from the
scope and spirit of this invention.
[0125] For example the trigger to proceed to the shell chance game
(S51: Yes) could take a variety of different forms. For example
when all of the symbols comprising the base video reel 100 (the
nine symbols excluding scatter 101, but including sea turtle 102,
mudskipper 103, seahorse 104, hermit crab 105, blue tang 106,
ammonite 107, clownfish 108, seal 109 and swordfish 110) are
displayed stopped on the variable display parts 22A-22C, 23A-23C
and 24A-24C. In this case, the base game is run using the base
video reel 100 but excluding the symbol scatter 101.
[0126] Further, when the special video reel 221 (refer FIG. 1) is
recomposed (S82) before the execution of the battle bonus game,
symbols (including the symbol scatter 101) not selected in the
symbols comprising the base video reel 100 shown in FIG. 7 can be
exchanged for symbols (including the symbol scatter 101) that are
selected. In this kind of case, a common lottery table for
determining the symbols to be displayed stopped over each of the
variable display parts 22A-22C, 23A-23C and 24A-24C can be used
both in the base game and in the battle bonus game.
[0127] Moreover, the table of FIG. 21 can be made such that the
probabilities for selection of the each of the symbols differ.
[0128] Again, immediately prior to performance of the lottery
process of S12 for the main process program of FIG. 10, the base
game can be run by running the symbol selection process of FIG. 20.
In this case however, at the symbol selection process of FIG. 20 at
S81, random types of symbols can be selected from each symbol of
the base video reel 100 including also scatter 101. Further, at the
lottery process of S12, by allocating a random number value from 0
one by one in respect of each of the symbols comprising the video
reel rearranged at S82 of the symbol selection process of FIG. 20,
a new lottery table based on the lottery table of FIG. 24 can be
created, the symbols to be displayed-stopped are determined using
the new lottery table thus created, and the winning combinations
and payouts therefore are determined for the activated pay lines
L1-L8 displayed on the lower liquid crystal display 4 based on the
payout table 123 of FIG. 9.
[0129] That is to say, in this case, the video reel is recomposed
(S82) from the symbols randomly selected from the plurality of
different symbols (the 10 symbols, including scatter 101, and sea
turtle 102, mudskipper 103, seahorse 104, hermit crab 105, blue
tang 106, ammonite 107, clownfish 108, seal 109 and swordfish 110),
and that recomposed video reel is used to run the base game (S13).
Each time that base game is performed changes are added to the
content, such that the player receives new stimulation from the
base game.
[0130] In this case the player receives new stimulation even though
the battle bonus game is not run.
[0131] The above embodiment has been described taking the example
of the slot machine 1 as a typical gaming machine, however the
present invention can also be applied to other kinds of gaming
machine such as a pachi-slot machine (a Japanese slot-machine), a
card gaming machine or a jankyu (combination of Japanese pinball
and mahjong) gaming machine.
[0132] Also, while the present invention has been described above
in more detail, it is apparent to those skilled in the art that the
present invention is not limited to the embodiment described in the
present invention. The device of the present invention can be
embodied in modified or alternative forms without departing from
the spirits and scopes of the present invention as set out in the
appended claims. Accordingly, the description of the present
invention is meant to be illustrative only and not limiting to the
scope of the present invention.
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