U.S. patent application number 11/707268 was filed with the patent office on 2007-08-23 for gaming machine.
This patent application is currently assigned to ARUZE CORP.. Invention is credited to Kazunobu Sato.
Application Number | 20070197277 11/707268 |
Document ID | / |
Family ID | 38428917 |
Filed Date | 2007-08-23 |
United States Patent
Application |
20070197277 |
Kind Code |
A1 |
Sato; Kazunobu |
August 23, 2007 |
Gaming machine
Abstract
A slot machine includes a CPU and a lower liquid crystal
display. The CPU displays a plurality of treasure boxes on the
lower liquid crystal display. The CPU selects one treasure box from
among the plurality of treasure boxes displayed on the lower liquid
crystal display based on input from a player. The CPU associates a
privilege content with each of the plurality of treasure boxes. The
CPU further associates with each of the plurality of treasure boxes
a necessary selection number which is necessary to obtain the
privilege content based on the privilege content associated with
each of the plurality of treasure boxes. The CPU gives the
privilege content associated with the one treasure box to the
player by selecting the one treasure box by the necessary selection
number.
Inventors: |
Sato; Kazunobu; (Tokyo,
JP) |
Correspondence
Address: |
ARENT FOX PLLC
1050 CONNECTICUT AVENUE, N.W., SUITE 400
WASHINGTON
DC
20036
US
|
Assignee: |
ARUZE CORP.
|
Family ID: |
38428917 |
Appl. No.: |
11/707268 |
Filed: |
February 16, 2007 |
Current U.S.
Class: |
463/16 ;
463/25 |
Current CPC
Class: |
G07F 17/32 20130101 |
Class at
Publication: |
463/16 ;
463/25 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Feb 20, 2006 |
JP |
2006-042397 |
Claims
1. A gaming machine comprising: a display that displays a plurality
of options; an input device that accepts input selecting at least
one of the plurality of options by a player; a memory that
memorizes award information which is associated with each of the
plurality of options and award giving condition information which
includes the number of selection times by which the player has to
select at least one option; and a processor in communication with
the display, the input device and the memory, the processor
operable to: display the plurality of options on the display;
associate the award giving condition information with each of the
plurality of options; select an option based on the input from the
input device; and give an award based on the award information and
the award giving condition information which are associated with
the selected option.
2. The gaming machine according to claim 1, wherein the processor
associates the award giving condition information with each of the
plurality of options on the basis of the contents of the award
information associated with each of the plurality of options.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application claims benefit of priority under 35 U.S.C.
.sctn.119 to Japanese Patent Application No. 2006-042397, filed on
Feb. 20, 2006, the entire contents of which are incorporated by
reference herein.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a gaming machine configured
to execute a game in which the gaming machine gives to a player an
award corresponding to an option selected by the player.
[0004] 2. Description of the Related Art
[0005] In a conventional gaming machine such as a slot machine,
when a player selects one option among a plurality of options
displayed on the gaming machine, the player can get a chance to
play a bonus game in which the gaming machine gives to the player
an award corresponding to the selected one option.
[0006] The gaming machine is disclosed in U.S. Pat. Nos. 6,190,255
or 6,322,309. In the gaming machine, when a game stage transfers to
a bonus game, the gaming machine displays twenty-five panels
forming a 5*5 matrix on a screen thereof. Each panel is associated
with any one of symbols each which indicates an award to be given
to a player and a close symbol which indicates the close of the
bonus game. The player continues to select one panel among one or
more non-selected panels displayed on the screen in the bonus game
until he/she selects the close symbol. Therefore, the player can
obtain one or more awards until he/she selects the close
symbol.
[0007] However, the bonus game proceeds in a manner that only
selects one panel in series. This monotonizes the bonus game as the
player selects one panel a number of times. Especially, when the
player selects one panel in series for a long time, he/she
continues to select one panel until the close symbol remains. This
reduces immediacy for selecting one panel, which loses player's
interest for the bonus game.
SUMMARY OF THE INVENTION
[0008] It is an object of the present invention to provide a gaming
machine configured to give to a player an award corresponding to an
option selected by the player, with increasing immediacy for
selecting the option to bring a fresh sense to the player.
[0009] In order to achieve the object, the present invention
provides a gaming machine comprising: a display that displays a
plurality of options; an input device that accepts input selecting
at least one of the plurality of options by a player; a memory that
memorizes award information which is associated with each of the
plurality of options and award giving condition information which
includes the number of selection times by which the player has to
select at least one option; and a processor in communication with
the display, the input device and the memory, the processor
operable to: display the plurality of options on the display;
associate the award giving condition information with each of the
plurality of options; select an option based on the input from the
input device; and give an award based on the award information and
the award giving condition information which are associated with
the selected option.
BRIEF DESCRIPTION OF THE DRAWINGS
[0010] FIG. 1 is a perspective view of a slot machine according to
an exemplary embodiment of the present invention.
[0011] FIG. 2 is an explanatory diagram of nine valiable display
portions of the slot machine according to the exemplary embodiment
of the present invention.
[0012] FIG. 3 is an explanatory diagram of eight paylines of the
slot machine according to the exemplary embodiment of the present
invention.
[0013] FIG. 4 is a block diagram of a control system of the slot
machine according to the exemplary embodiment of the present
invention.
[0014] FIG. 5 is a block diagram of a liquid crystal driving
circuit of the slot machine according to the exemplary embodiment
of the present invention.
[0015] FIG. 6 is an explanatory diagram showing a symbol row to be
variably displayed on each valiable display portion according to
the exemplary embodiment of the present invention.
[0016] FIG. 7 is an explanatory diagram of a lottery table for
symbols to be statically displayed on each valiable display portion
according to the exemplary embodiment of the present invention.
[0017] FIG. 8 is an explanatory diagram of winning combinations and
an award table for each winning combination according to the
exemplary embodiment of the present invention.
[0018] FIG. 9 is a flowchart of a main process program according to
the exemplary embodiment of the present invention.
[0019] FIG. 10 is a flowchart of another game process program
according to the exemplary embodiment of the present invention.
[0020] FIG. 11 is an explanatory diagram showing three scatters
statically displayed on three variable display portions according
to the exemplary embodiment of the present invention.
[0021] FIG. 12 is an explanatory diagram showing display contents
on a lower liquid crystal display in a shell chance game according
to the exemplary embodiment of the present invention.
[0022] FIG. 13 is an explanatory diagram of a table to be used in
the shell chance game according to the exemplary embodiment of the
present invention.
[0023] FIG. 14 is an explanatory diagram showing contents of shells
on the lower liquid crystal display in the shell chance game
according to the exemplary embodiment of the present invention.
[0024] FIG. 15 is a flowchart of a treasure bonus game process
program according to the exemplary embodiment of the present
invention.
[0025] FIG. 16 is an explanatory diagram showing display contents
on the lower liquid crystal display in the treasure bonus game
according to the exemplary embodiment of the present invention.
[0026] FIG. 17 is an explanatory diagram showing code numbers for
treasure boxes in the treasure bonus game according to the
exemplary embodiment of the present invention.
[0027] FIG. 18 is an explanatory diagram of a table to be used at a
time of determining privilege contents of the treasure boxes in the
treasure bonus game according to the exemplary embodiment of the
present invention.
[0028] FIG. 19 is an explanatory diagram of a table to be used at a
time of determining a necessary selection number for each treasure
box of which the privilege content is any one of "1", "5", "10" and
"20" according to the exemplary embodiment of the present
invention.
[0029] FIG. 20 is an explanatory diagram of a table to be used at a
time of determining a necessary selection number for each treasure
box of which the privilege content is any one of "50" and "80"
according to the exemplary embodiment of the present invention.
[0030] FIG. 21 is an explanatory diagram of a table to be used at a
time of determining a necessary selection number for each treasure
box of which the privilege content is any one of "100" and "200"
according to the exemplary embodiment of the present invention.
[0031] FIG. 22 is an explanatory diagram of a table for the
privilege content and the necessary selection number of each
treasure box at a time of the end of a necessary selection number
determination process according to the exemplary embodiment of the
present invention.
[0032] FIG. 23 is an explanatory diagram showing a privilege
content of a selected treasure box according to the exemplary
embodiment of the present invention.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0033] With reference to FIGS. 1 to 23, an exemplary embodiment of
the present invention will be described below.
[0034] As shown in FIG. 1, a slot machine 1 comprises a cabinet 2,
an upper liquid crystal display 3, a lower liquid crystal display
4, an operation table 5, a coin insertion portion 9, a bill
insertion portion 10, a coin payout opening 16, a coin receiving
portion 17, a front panel 20 and a transparent touch panel 201.
[0035] The cabinet 2 forms the entirety of the slot machine 1. The
upper liquid crystal display 3 is mounted on a front upper portion
of the cabinet 2. The lower liquid crystal display 4 is mounted
within the front panel 20 on a front center portion of the cabinet
2. The upper liquid crystal display 3 and the lower liquid crystal
display 4 are general liquid crystal displays. The transparent
touch panel 201 is mounted on a front face of the lower liquid
crystal display 4.
[0036] Plural pieces of information regarding a game, such as a
game playing method, an award table 123 (see FIG. 8) in which types
of winning combinations and awards for the winning combinations are
shown, and various effects for the game, are displayed on the upper
liquid crystal display 3. Variable display portions 22A to 22C, 23A
to 23C, 24A to 24C (see FIG. 2) and activated paylines L1 to L8
(see FIG. 3) are displayed on the lower liquid crystal display 4.
Various symbols shown in FIG. 6 are variably displayed on each
variable display portion from the right to the left of each
variable display portion while a video reel 100 rotates.
[0037] The operation table 5 is mounted below the lower liquid
crystal display 4 and protrudes forward from the front center
portion of the cabinet 2. A change button 6, a cashout button 7, a
help button 8, and the coin insertion portion 9 are arranged at the
back of the operation table 5 in the order from the left side. A
1-BET button 11, a spin/repeat BET button 12, a 3-BET button 13, a
5-BET button 14, and an 8-BET button 15 are arranged at the front
of the operation table 5 in the order from the left side. The bill
insertion portion 10 is arranged at the right side of the operation
table 5.
[0038] The change button 6 is pushed when a player will change a
bill inserted into the bill insertion portion 10. One or more coins
into which the inserted bill is changed are paid out into the coin
receiving portion 17 via the coin payout opening 16. The change
button 6 is provided with a change switch 62. If the change button
6 is pushed, a switch signal is output from the change switch 62 to
a CPU 50 (central processing unit) (see FIG. 4).
[0039] The cashout button 7 is pushed when the game is finished. If
the cashout button 7 is pushed, one or more coins corresponding to
one or more game media obtained by a player at the game are paid
out into the coin receiving portion 17 via the coin payout opening
16. The cashout button 7 is provided with a cashout switch 63. If
the cashout button 7 is pushed, a switch signal is output from the
cashout switch 63 to the CPU 50 (see FIG. 4).
[0040] The help button 8 is pushed, when a player does not know a
playing method of the game etc. If the help button 8 is pushed,
various pieces of help information are displayed on the upper
liquid crystal display 3. The help button 8 is provided with a help
switch 64. If the help button 8 is pushed, a switch signal is
output from the help switch 64 to the CPU 50 (see FIG. 4).
[0041] The coin insertion portion 9 is provided with a coin sensor
65. If one or more coins are inserted into the coin insertion
portion 9, a coin detection signal is output from the coin sensor
65 to the CPU 50 (see FIG. 4).
[0042] The bill insertion portion 10 is provided with a bill sensor
66. If one or more bills are inserted into the bill insertion
portion 10, a bill detection signal is output from the bill sensor
66 to the CPU 50 (see FIG. 4).
[0043] The 1-BET button 11 is pushed when a player bets one game
medium on the game. One game medium is bet on the game every time
the 1-BET button 11 is pushed. The 1-BET button 11 is provided with
a 1-BET switch 58. If the 1-BET button 11 is pushed, a switch
signal is output from the 1-BET switch 58 to the CPU 50 (see FIG.
4).
[0044] The spin/repeat BET button 12 is pushed when a player starts
playing the game in a current bet number or previous bet number of
game media. If the spin/repeat BET button 12 is pushed, the various
symbols are variably displayed on the variable display portions 22A
to 22C, 23A to 23C, 24 A to 24C. The spin/repeat BET button 12 is
provided with a spin switch 57. If the spin/repeat BET button 12 is
pushed, a switch signal is output from the spin switch 57 to the
CPU 50 (see FIG. 4). It is noted that the number of game media to
be bet on the game is limited to one, two, three, four, five or
eight according to the push of the spin/repeat BET button 12.
[0045] The 3-BET button 13 is pushed when a player bets three game
media on the game. Three game media are bet on the game every time
the 3-BET button 13 is pushed. The 3-BET button 13 is provided with
a 3-BET switch 59. If the 3-BET button 13 is pushed, a switch
signal is output from the 3-BET switch 59 to the CPU 50 (see FIG.
4).
[0046] The 5-BET button 14 is pushed when a player bets five game
media on the game. Five game media are bet on the game every time
the 5-BET button 14 is pushed. The 5-BET button 14 is provided with
a 5-BET switch 60. If the 5-BET button 14 is pushed, a switch
signal is output from the 5-BET switch 60 to the CPU 50 (see FIG.
4).
[0047] The 8-BET button 15 is pushed when a player bets eight game
media on the game. Eight game media are bet on the game every time
the 8-BET button 15 is pushed. The 8-BET button 15 is provided with
an 8-BET switch 61. If the 8-BET button is pushed, a switch signal
is output from the 8-BET switch 61 to the CPU 50 (see FIG. 4).
[0048] It is noted that the number of game media to be bet on the
game is limited to one, two, three, four, five or eight according
to the push of the 1-BET button 11, the spin/repeat BET button 12,
the 3-BET button 13, the 5-BET button 14, or the 8-BET button 15.
When the number of bet game media is one, one payline is activated
among the activated paylines L1 to L8. When the number of bet game
media is two, two paylines are activated among the activated
paylines L1 to L8. When the number of bet game media is three,
three paylines are activated among the activated paylines L1 to L8.
When the number of bet game media is five, five paylines are
activated among the activated paylines L1 to L8. When the number of
bet game media is eight, all activated paylines L1 to L8 is
activated. The slot machine 1 may have another button which allows
all activated paylines L1 to L8 to be activated by one bet game
medium. We will describe below the game that proceeds in the
condition where all activated paylines L1 to L8 is activated.
[0049] The coin payout opening 16 is mounted on a lower portion of
the cabinet 2. The coin receiving portion 17 is mounted on the
lower portion of the cabinet 2 to receive one or more coins paid
out from the coin payout opening 16. A coin detection portion 73 is
mounted within the coin payout opening 16 and detects the number of
coins paid out from the coin payout opening 16 (see FIG. 4).
[0050] Next, a control system of the slot machine 1 will be
described with reference to FIG. 4.
[0051] As shown in FIG. 4, the control system of the slot machine 1
comprises the upper liquid crystal display 3, the lower liquid
crystal display 4, the CPU 50, a ROM (read only memory) 51, a RAM
(random access memory) 52, a clock pulse generating circuit 53, a
frequency divider 54, a random number generating circuit 55, a
random number sampling circuit 56, the spin switch 57, the 1-BET
switch 58, the 3-BET switch 59, the 5-BET switch 60, the 8-BET
switch 61, the change switch 62, the cashout switch 63, the help
switch 64, the coin sensor 65, the bill sensor 66, a hopper driving
circuit 70, a hopper 71, a payout complete signal circuit 72, the
coin detector 73, a liquid crystal driving circuit 74, an LED
(light emitting diode) driving circuit 77, a plurality of LEDs 78,
a sound output circuit 79, a speaker 80, the transparent touch
panel 201 and a touch panel driving circuit 202.
[0052] The ROM 51 and the RAM 52 are connected to the CPU 50. The
ROM 51 stores a main process program, a start reception process
program, a lottery process program, a game process program, another
game process program, a lottery table to be employed to select
symbols to be statically displayed in the game, and various
programs and data tables to be employed to execute necessary
control processes in the slot machine 1 therein. The RAM 52
temporarily stores various data calculated by the CPU 50
therein.
[0053] The clock pulse generating circuit 53, the frequency divider
54, the random number generating circuit 55 and the random number
sampling circuit 56 are connected to the CPU 50. The clock pulse
generating circuit 53 generates a reference clock pulse. The random
number generating circuit 55 generates a random number in series.
Random numbers sampled by the random number sampling circuit 56 are
employed at various lotteries such as a lottery for a winning
combination.
[0054] The spin switch 57, the 1-BET switch 58, the 3-BET switch
59, the 5-BET switch 60, the 8-BET switch 61, the change switch 62,
the cashout switch 63, and the help switch 64 are connected to the
CPU 50. The spin switch 57 is mounted to the spin/repeat BET button
12. The 1-BET switch 58 is mounted to the 1-BET button 11. The
3-BET switch 59 is mounted to the 3-BET button 13. The 5-BET switch
60 is mounted to the 5-BET button 14. The 8-BET switch 61 is
mounted to the 8-BET button 15. The change switch 62 is mounted to
the change button 6. The cashout switch 63 is mounted to the
cashout button 7. The help switch 64 is mounted to the help button
8. The CPU 50 controls an operation corresponding to each button on
the basis of a switch signal output from each switch by pushing the
each button.
[0055] The coin sensor 65 and the bill sensor 66 are connected to
the CPU 50. The coin sensor 65 detects a coin inserted into the
coin insertion portion 9 and outputs a coin detecting signal into
the CPU 50. The CPU 50 calculates the number of inserted coins on
the basis of the coin detecting signal. The bill sensor 66 detects
a type and amount of bills inserted into the bill insertion portion
10 and outputs a bill detecting signal into the CPU 50. The CPU 50
calculates the number of coins corresponding to the amount of
inserted bills on the basis of the bill detecting signal.
[0056] The hopper 71 is connected to the CPU 50 via the hopper
driving circuit 70. If the CPU 50 outputs a driving signal into the
hopper driving circuit 70, the hopper 71 pays out a certain number
of coins from the coin payout opening 16.
[0057] The coin detector 73 is connected to the CPU 50 via the
payout complete signal circuit 72. The coin detector 73 is moutened
in the coin payout opening 16. If the coin detector 73 detects that
the certain number of coins is paid out from the coin payout
opening 16, the coin detector 73 outputs a coin payout detecting
signal into the payout complete signal circuit 72. The payout
complete signal circuit 72 outputs a payout complete signal into
the CPU 50 on the basis of the coin payout detecting signal.
[0058] The upper liquid crystal display 3 and the lower liquid
crystal display 4 are connected to the CPU 50 via the liquid
crystal driving circuit 74 and controlled by the CPU 50.
[0059] As shown in FIG. 5, the liquid crystal driving circuit 74
comprises a program ROM 81, an image ROM 82, an image control CPU
83, a work RAM 84, a VDP (video display processor) 85, and a video
RAM 86.
[0060] The program ROM 81 stores therein an image control program
and various select tables to be employed to display images on the
upper liquid crystal display 3 and/or the lower liquid crystal
display 4. The image ROM 82 stores therein dot data for forming
images such as an effect image for a demonstration and various
images for a treasure bonus to be displayed on the upper liquid
crystal display 3 and/or the lower liquid crystal display 4, the
help information and the award table to be displayed on the upper
liquid crystal display 3, and the various symbols of the video reel
100 (see FIG. 6) to be displayed on the lower liquid crystal
display 4.
[0061] The image control CPU 83 selects an image to be displayed on
the upper liquid crystal display 3 or the lower liquid crystal
display 4 from among the dot data previously stored in the image
ROM 82, according to the image control program previously stored in
the program ROM 81, on the basis of a parameter determined by the
CPU 50. The work RAM 84 temporarily stores the image control
program therein when the image control CPU 83 executes the image
control program. The VDP 85 generates image data corresponding to
display contents determined by the image control CPU 83 and outputs
the generated image data to the upper liquid crystal display 3
and/or the lower liquid crystal display 4. Thereby, the various
images of the video reel 100 are displayed on the variable display
portion 22A to 22C, 23A to 23C, 24A to 24C of the lower liquid
crystal display 4. The video RAM 86 temporarily stores the image
data therein when the VDP 85 generates the image data.
[0062] The transparent touch panel 201 is connected to the CPU 50
via the touch panel driving circuit 202. The transparent touch
panel 201 is mounted on a screen of the lower liquid crystal
display 4 and outputs to the CPU 50 coordinate position information
including a position where a player touches the transparent touch
panel 201. Thereby, the CPU 50 identifies the position where the
player touches the transparent touch panel 201.
[0063] The LEDs 78 are connected to the CPU 50 via the LED driving
circuit 77. The LEDs 78 are mounted on a front surface of the slot
machine 1 and lighted by the LED driving circuit 77 on the basis of
driving signals from the CPU 50 when the various effects are
carried out. The speaker 80 is connected to the CPU 50 via the
sound output circuit 79. The speaker 80 generates various effect
sounds on the basis of output signals from the sound output circuit
79 when the various effects are carried out.
[0064] Next, the various symbols will be described below. As shown
in FIG. 6, the symbols are a scatter 101, a sea turtule 102, a
goggle-eyed goby 103, a sea horse 104, a crab 105, a flagtail
surgeon fish 106, an ammonite 107, a clownfish 108, a seal 109 and
a spearfish 110. These symbols are variably displayed on each
variable display portion from the right to the left of each
variable display portion while the video reel 100 is rotated.
[0065] One symbol is statically displayed on each variable display
portion on the basis of the lottery table shown in FIG. 7. The
lottery table is stored in the ROM 51. Symbols to be statically
displayed on the variable display portions 22A to 22C, 23A to 23C,
24A to 24C are determined every the variable display portions 22A
to 22C, 23A to 23C, 24A to 24C. In the lottery table, code numbers
"0", "1", "2", "3", "4", "5", "6", "7", "8" and "9" are
respectively assigned to the scatter 101, the sea turtule 102, the
goggle-eyed goby 103, the sea horse 104, the crab 105, the flagtail
surgeon fish 106, the ammonite 107, the clownfish 108, the seal 109
and the spearfish 110. Also, ranges of random numbers "0 to 1", "2
to 19", "20 to 36", "37 to "52", "53" to 67", "68 to 81", "82 to
94", "95 to 106", "107 to 117" and "118 to 127" are respectively
assigned to the scatter 101, the sea turtule 102, the goggle-eyed
goby 103, the sea horse 104, the crab 105, the flagtail surgeon
fish 106, the ammonite 107, the clownfish 108, the seal 109 and the
spearfish 110. Nine random numbers corresponding to the variable
display portions 22A to 22C, 23A to 23C, 24A to 24C are sampled
through the random number sampling circuit 56.
[0066] If one random number corresponding to the variable display
portion 23A is sampled and belongs within the range of random
numbers "0 to 1", the scatter 101 to which the code number "0" is
assigned is statically displayed on the variable display portion
23A. If one random number corresponding to the variable display
portion 23A is sampled and belongs within the range of random
numbers "2 to 19", the sea turtule to which the code number "1" is
assigned is statically displayed on the variable display portion
23A. If one random number corresponding to the variable display
portion 23A is sampled and belongs within the range of random
numbers "20 to 36", the goggle-eyed goby 103 to which the code
number "2" is assigned is statically displayed on the variable
display portion 23A. If one random number corresponding to the
variable display portion 23A is sampled and belongs within the
range of random numbers "37 to 52", the sea horse 104 to which the
code number "3" is assigned is statically displayed on the variable
display portion 23A. If one random number corresponding to the
variable display portion 23A is sampled and belongs within the
range of random numbers "53 to 67", the carb 105 to which the code
number "4" is assigned is statically displayed on the variable
display portion 23A.
[0067] If one random number corresponding to the variable display
portion 23A is sampled and belongs within the range of random
numbers "68 to 81", the flagtail surgeon fish 106 to which the code
number "5" is assigned is statically displayed on the variable
display portion 23A. If one random number corresponding to the
variable display portion 23A is sampled and belongs within the
range of random numbers "82 to 94", the ammonite 107 to which the
code number "6" is assigned is statically displayed on the variable
display portion 23A. If one random number corresponding to the
variable display portion 23A is sampled and belongs within the
range of random numbers "95 to 106", the clownfish 108 to which the
code number "7" is assigned is statically displayed on the variable
display portion 23A. If one random number corresponding to the
variable display portion 23A is sampled and belongs within the
range of random numbers "107 to 117", the seal 109 to which the
code number "8" is assigned is statically displayed on the variable
display portion 23A. If one random number corresponding to the
variable display portion 23A is sampled and belongs within the
range of random numbers "118 to 127", the spearfish 110 to which
the code number "9" is assigned is statically displayed on the
variable display portion 23A. The same symbol determination process
is applied to the other variable display portions 22A to 22C, 23B
to 23C, 24A to 24C.
[0068] Next, the winning combinations and awards for the winning
combinations will be described below with reference to FIG. 8.
[0069] The winning combinations are previously determined in the
ROM 51. When a symbol combination identical to one of the winning
combinations is statically displayed on each of the activated
paylines L1 to L8, one or more coins are paid out from the coin
payout opening 16 according to the stopped winning combination.
[0070] The award table 123 includes an award sub-table 121 for ANY
odds and an award sub-table 122 for LINE odds and is stored in the
ROM 51.
[0071] The award sub-table 121 for ANY odds shows an award to be
given to a player with respect to each symbol, according to the
number of same symbols statically displayed on all or a part of the
variable display portions 22A to 22C, 23A to 23C, 24A to 24C which
cross one or more activated paylines displayed on the lower liquid
crystal display 4. For example, if the random numbers selected on
five variable display portions on the activated paylines belong
within the range of random numbers "2 to 19", "ANY 5 of the sea
turtle 102" is won (see FIG. 7). In this case, the sea turtles 102
are statically displayed on the five variable display portions and
a player can obtain a payout "1". As described above, each award
for ANY odds is paid out according to the award sub-table 121 for
ANY odds shown in FIG. 8.
[0072] The award sub-table 122 for LINE odds shows an award per one
line to be given to a player with respect to each symbol, according
to the number of activated paylines each crossing all variable
display portions on which the same symbols are statically
displayed. For example, if the random numbers selected on all
variable display portions on one activated payline belong within
the range of random numbers "2 to 19", "sea turtle-sea turtle-sea
turtle" is won (see FIG. 7). In this case, the sea turtles 102 are
statically displayed on the all variable display portions and a
player can obtain a payout "5". It is noted that when there is a
plurality of activated paylines each on which the "sea turtle-sea
turtle-sea turtle" is won, a player can obtain a payout generated
by multiplying the number of activated paylines by the payout "5".
As described above, each award for LINE odds is paid out according
to the award sub-table 122 for LINE odds shown in FIG. 8.
[0073] Here, if three or more random numbers corresponding to three
or more variable display portions on one or more activated paylines
are sampled and belong within the range of random number "0 to 1",
the scatters 101 are statically displayed on the three or more
variable display portions (see FIG. 11). Then, a shell chance game
is executed on the lower liquid crystal display 4.
[0074] Next, a main process program will be described below, with
reference to FIG. 9.
[0075] In step S1, the CPU 50 carries out a start reception
process. In the start reception process, the CPU 50 determines a
bet number for one game and starts the one game.
[0076] More specifically, the CPU 50 determines whether or not a
predetermined time (e.g. 15 seconds) has elapsed by the time the
CPU 50 receives one switch signal output from the spin switch 57,
the 1-BET switch 58, the 3-BET switch 59, the 5-BET switch 60, or
the 8-BET switch 61 according to the 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. If the predetermined time has
elapsed, the CPU 50 displays the effect image for the demonstration
on the upper liquid crystal display 3 and/or the lower liquid
crystal display 4. Then, the CPU 50 determines whether or not the
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 is
carried out. On the other hand, if the predetermined time has not
elapsed, the same determination process is carried out. If the
operation is carried out, the CPU 50 interrupts the display of the
effect image, and then displays a certain number of activated
paylines L1 to L8 on the lower liquid crystal display 4 and the
award table 123 on the upper liquid crystal display 3. Then, the
CPU 50 stores a bet number for one game in the RAM 52 according to
the 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. On the other hand, if the operation is not carried out, the CPU
50 again determines whether or not the predetermined time has
elapsed by the time the CPU 50 receives the one switch signal.
[0077] In step S2, when the CPU 50 receives the one switch signal
output from the spin switch 57, the 1-BET switch 58, the 3-BET
switch 59, the 5-BET switch 60, or the 8-BET switch 61, the CPU 50
carries out a lottery process. In the lottery process, the CPU 50
determines symbols to be statically displayed on the variable
display portions 22A to 22C, 23A to 23C, 24A to 24C and one or more
winning combinations for the one game.
[0078] More specifically, the CPU 50 samples nine random number
values corresponding to the variable display portions 22A to 22C,
23A to 23C, 24A to 24C within the range of random numbers "0 to
127" through the random number sampling circuit 56, and determines
the symbols to be statically displayed on the variable display
portions 22A to 22C, 23A to 23C, 24A to 24C though the code numbers
on the basis of the lottery table shown in FIG. 7. Then, the CPU 50
determines the one or more winning combination for the one game and
the award for each winning combination, according to the determined
symbols and the award table 123 stored in the ROM 51. After the CPU
50 determines the one or more winning combination for the one game,
the CPU 50 stores these lottery results in the RAM 52.
[0079] In step S3, the CPU 50 carries out a base game process. In
the base game process, the CPU 50 variably displays the various
symbols shown in FIG. 6 on each variable display portion and then
statically displays one symbol on each variable display portion on
the basis of one of the lottery results. The CPU 50 further pays
out one or more game media corresponding to a payout previously
determined in the award table 123 on the basis of another of the
lottery results.
[0080] More specifically, the CPU 50 variably displays the various
symbols shown in FIG. 6 on each variable display portion from the
right to the left of each variable display portion, while the video
reel 100 rotates. When a predetermined time has elapsed, the CPU 50
statically displays one symbol on each variable display portion on
the basis of one of the lottery results. Then, the CPU 50 pays out
one or more game media corresponding to a payout previously
determined in the award table 123 according to the symbols on each
activated payline. If a plurality of winning combinations is
established, the CPU 50 adds up the payouts for the plurality of
winning combinations. For example, in a case where a plurality of
any odds and a plurality of line odds are simultaneously
extablished, the CPU 50 pays out game media corresponding to the
total amount obtained by adding up the payouts for the any odds and
line adds.
[0081] In step S4, the CPU 50 carries out another game process. In
the another game process, if a certain condition is met, the CPU 50
executes another game such as a shell chance game or a treasure
bonus game. When the another game process is finished, the CPU 50
terminates the main process program and then carries out a next
main process program.
[0082] Next, the another game process will be described in detail
below, with reference to FIG. 10.
[0083] In step S11, the CPU 50 determines whether or not a certain
number or more of scatters 101 is stopped on the activated paylines
L1 to L8 displayed on the lower liquid crystal display 4 (see FIG.
11). In the exemplary embodiment, the certain number is equal to
three. If the certain number or more of scatters 101 is not
stopped, the process proceeds to step S19. If the certain number or
more of scatters 101 is stopped, the process proceeds to step
S12.
[0084] Here, the shell chance game will be described in detail
below, with reference to FIG. 11.
[0085] When the certain number or more of scatters 101 is stopped
on the activated paylines L1 to L8, the CPU 50 executes the shell
chance game.
[0086] In the shell chance game, the CPU 50 firstly displays five
shells 211 on the lower liquid crystal display 4 (see FIG. 12).
Each shell 211 contains one constant of "A", "B(3)", "B(4)",
"B(5)", "10", "20" and "30" therein. The one content is selected
with reference to one random number sampled within the range of
random numbers "0 to 127" by means of the random number sampling
circuit 56 and a table shown in FIG. 13.
[0087] If one random number sampled by the random number sampling
circuit 56 belongs within the range of random numbers "0 to 26",
"A" is selected as the one content. If one random number sampled by
the random number sampling circuit 56 belongs within the range of
random numbers "27 to 36", "B(3)" is selected as the one content.
If one random number sampled by the random number sampling circuit
56 belongs within the range of random numbers "37 to 45", "B(4)" is
selected as the one content. If one random number sampled by the
random number sampling circuit 56 belongs within the range of
random numbers "46 to 53", "B(5)" is selected as the one content.
If one random number sampled by the random number sampling circuit
56 belongs within the range of random numbers "54 to 78", "10" is
selected as the one content. If one random number sampled by the
random number sampling circuit 56 belongs within the range of
random numbers "79 to 104", "20" is selected as the one content. If
one random number sampled by the random number sampling circuit 56
belongs within the range of random numbers "105 to 127", "30" is
selected as the one content.
[0088] When a player touches one of the five shells 211 displayed
on the lower liquid crystal display 4 via the transparent touch
panel 201 and selects the one shell 211, as shown in FIG. 14, five
contents of the five shells 211 are displayed on the lower liquid
crystal display 4. If one content of the shell 211 is "B(3)",
characters "B" and "3 times" are displayed. If one content of the
shell 211 is "B(4)", characters "B" and "4 times" are displayed. If
one content of the shell 211 is "B(5)", characters "B" and "5
times" are displayed. Also, when the player selects the one shell
211, an arrow is displayed on the lower liquid crystal display 4 to
indicate the selected one shell 211.
[0089] If one content of the selected one shell 211 is "A", another
bonus game is executed. In the exemplary embodiment, the another
bonus game is a bonus game such as a free game in which a player
can get a chance to obtain one or more game media without consuming
his/her own credits.
[0090] If one content of the selected one shell 211 is one of
"B(3)", "B(4)" and "B(5)", the treasure bonus game is executed.
Contents of the treasure bonus game will be described later. If one
content of the selected one shell 211 is "10", the player can
obtain a payout of "10". If one content of the selected one shell
211 is "20", the player can obtain a payout of "20". If one content
of the selected one shell 211 is "30", the player can obtain a
payout of "30".
[0091] In step S12, the CPU 50 displays five shells 211 on the
lower liquid crystal display 4 (see FIG. 12) and then selects one
content of each of the five shells 211 among from the contents "A",
"B(3)", "B(4)", "B(5)", "10", "20", "30" by using a random number
sampled within the range of random number "0 to 127" by means of
the table shown in FIG. 13 and the random number sampling circuit
56.
[0092] In step S13, the CPU 50 determines whether or not a player
selects one shell 211 among from the five shells 211. The player
can select the one shell 211 by touching the one shell 211 via the
transparent touch panel 201. If the player does not select the one
shell 211, the process remains in step S13. If the player selects
the one shell 211, the process proceeds to step S14.
[0093] In step S14, the CPU 50 displays one content of the one
shell 211 selected by the player on the lower liquid crystal
display 4. In the exemplary embodiment, as shown in FIG. 14, the
CPU 50 displays all contents of the five shells 211 and the arrow
for indicating the selected one shell 211.
[0094] Here, in the situation where the five shells 211 are
displayed on the lower liquid crystal display 4, at least one of
the five contents of the five shells 211 may be one of "A", "B(3)",
"B(4)" and "B(5)" such that the player can certainly play the
another bonus game or the treasure bonus game.
[0095] In step S15, the CPU 50 determines whether or not the one
content of the selected one shell 211 is identical to one of bonus
game transition symbols. In the exemplary embodiment, the contents
"A", "B(3)", "B(4)", "B(5)" are the bonus game transition symbols.
If the one content is not identical to one of the bonus game
transition symbols, the process proceeds to step S19. If the one
content is identical to one of the bonus game transition symbols,
the process proceeds to step S16.
[0096] In step S16, the CPU 50 determines whether or not the bonus
game is the treasure bonus game. In the exemplary embodiment, if
the one content is the content "A", the bonus game is not the
treasure bonus game. If the one content is one of the contents
"B(3)", "B(4)", "B(5)", the bonus game is the treasure bonus game.
If the bonus game is not the treasure bonus game, the process
proceeds to step S18. If the bonus game is the treasure bonus game,
the process proceeds to step S17.
[0097] In step S17, the CPU 50 carries out a treasure bonus game
process. In step S18, the CPU 50 carries out another bonus game
process. In the exemplary embodiment, a description of the another
bonus game process is omitted.
[0098] In step S19, the CPU 50 carries out a payout process. More
specifically, if the one content of the selected one shell 211 is
one of the contents "10", "20", "30" (that is, the bonus game is
not the treasure bonus game in step S15), the slot machine 1 pays
out one or more game media corresponding to the payout which is
equal to a value of each content. Also, the slot machine 1 pays out
one or more game media corresponding to the payout which a player
obtains in the treasure bonus game (step S17) or the another bonus
game (step S18). Then, the process finishes the current main
process program and then proceeds to step S1 in a next main process
program.
[0099] Next, the treasure bonus game process will be described in
detail below, with reference to FIG. 15.
[0100] First of all, the treasure bonus game will be described
below. In the treasure bonus game, the CPU 50 displays twenty-three
treasure boxes 301 on the lower liquid crystal display 4. Each of
the twenty-three treasure boxes 301 is associated to the amount of
each payout to be given to a player as a privilege content.
Therefore, the player can obtain the amount of payout corresponding
to one treasure box 301 selected by him/her.
[0101] In step S21, the CPU 50 displays the twenty-three treasure
boxes 301 on the lower liquid crystal display 4 (see FIG. 16), and
reads out the number of selection times (3 times, 4 times or 5
times) according to the lottery resulting from the shell chance
game.
[0102] In step S22, the CPU 50 carries out a privilege content
determination process. Code numbers 1 to 23 are previously assigned
to the twenty-three treasure boxes 301 (see FIG. 17). The CPU 50
associates privilege contents to the code numbers 1 to 23,
respectively. More specifically, the CPU 50 selects one privilege
content of each treasure box 301 among privilege contents "1", "5",
"10", "20", "50", "80", "100", "200" by using a random number
sampled within the range of random numbers "0 to 127" by means of a
table shown in FIG. 18 and the random number sampling circuit
56.
[0103] If one random number sampled by the random number sampling
circuit 56 belongs within the range of random numbers "0" to "15",
"1" is selected as the one privilege content. If one random number
sampled by the random number sampling circuit 56 belongs within the
range of random numbers "16 to 31", "5" is selected as the one
privilege content. If one random number sampled by the random
number sampling circuit 56 belongs within the range of random
numbers "32 to 47", "10" is selected as the one privilege content.
If one random number sampled by the random number sampling circuit
56 belongs within the range of random numbers "48 to 63", "20" is
selected as the one privilege content. If one random number sampled
by the random number sampling circuit 56 belongs within the range
of random numbers "64 to 79", "50" is selected as the one privilege
content. If one random number sampled by the random number sampling
circuit 56 belongs within the range of random numbers "80 to 95",
"80" is selected as the one privilege content. If one random number
sampled by the random number sampling circuit 56 belongs within the
range of random numbers "96 to 111", "100" is selected as the one
privilege content. If one random number sampled by the random
number sampling circuit 56 belongs within the range of random
numbers "112 to 127", "200" is selected as the one privilege
content.
[0104] In step S23, the CPU 50 carries out a necessary selection
number determination process. In the necessary selection number
determination process, the CPU 50 determines a selection number
(hereinafter called a necessary selection number) necessary to
obtain each privilege content by lottery, on the basis of each
privilege content determined for each treasure box 301 in the step
S22. In the exemplary embodiment, a plurality of necessary
selection number lottery tables associated to privilege contents is
stored in the ROM 51.
[0105] The privilege contents have eight values "1", "5", "10",
"20", "50", "80", "100", "200". It is noted that each value
represents an amount of payout. In the exemplary embodiment, the
eight values are divided into three privilege content groups "1, 5,
10, 20", "50, 80", "100, 200". Three necessary selection number
lottery tables are respectively associated to the three privilege
content groups.
[0106] As shown in FIG. 19, two necessary selection numbers "1
time" and "2 times" are set in a first necessary selection number
lottery table associated to a first privilege content group "1, 5,
10, 20". The range of random numbers "0 to 124" is associated to
the former necessary selection number "1 time". The range of random
numbers "125 to 127" is associated to the latter necessary
selection number "2 times". Accordingly, either "1 time" or "2
times" is selected as the necessary selection number corresponding
to a treasure box 301 associated with any one of the privilege
contents "1", "5", "10", "20", by determining one random number by
means of the random number sampling circuit 56. In the exemplary
embodiment, the first necessary selection number lottery table has
a higher probability of selecting "1 time".
[0107] As shown in FIG. 20, two necessary selection numbers "1
time" and "2 times" are set in a second necessary selection number
lottery table associated to a second privilege content group "50,
80". The range of random numbers "0 to 63" is associated to the
former necessary selection number "1 time". The range of random
numbers "64 to 127" is associated to the latter necessary selection
number "2 times". Accordingly, either "1 time" or "2 times" is
selected as the necessary selection number corresponding to a
treasure box 301 associated with any one of the privilege contents
"50", "80", by determining one random number by means of the random
number sampling circuit 56. In the exemplary embodiment, the second
necessary selection number lottery table has an equally probability
of selecting "1 time" or "2 times".
[0108] As shown in FIG. 21, two necessary selection numbers "2
times" and "3 times" are set in a third necessary selection number
lottery table associated to a third privilege content group "100,
200". The range of random numbers "0 to 9" is associated to the
former necessary selection number "2 times". The range of random
numbers "10 to 127" is associated to the latter necessary selection
number "3 times". Accordingly, either "2 times" or "3 times" is
selected as the necessary selection number corresponding to a
treasure box 301 associated with any one of the privilege contents
"100", "200", by determining one random number by means of the
random number sampling circuit 56. In the exemplary embodiment, the
third necessary selection number lottery table has a higher
probability of selecting "3 times".
[0109] Therefore, in step S23, the CPU 50 reads out the privilege
contents of twenty-three treasure boxes 301 determined in step S22.
After reading out, the CPU 50 samples a random number for each
treasure box 301 by means of the random number sampling circuit 56.
Then, the CPU 50 determines the necessary selection number for each
treasure box 301, by referring to the sampled random number and the
necessary selection table corresponding to the privilege content of
each treasure box 301.
[0110] The necessary selection number determination process will be
described below in detail with reference to FIG. 22, as citing a
concrete example.
[0111] For example, under the condition that "80" is determined as
the privilege content of the treasure box 301 assigned with No. 1
in step S22, the CPU 50 samples a random number by means of the
random number sampling circuit 56. Then, the CPU 50 reads out the
second necessary selection number lottery table associated to the
privilege content "80" according to the privilege content "80" of
the treasure box 301 assigned with a code number "NO. 1". The CPU
50 refers to the read second necessary selection number lottery
table and the sampled random number to select either "1 time" or "2
times". When the sampled random number belongs within the range of
random numbers "0 to 63", the CPU 50 selects "1 time" as the
necessary selection number for the treasure box 301. When the
sampled random number belongs within the range of random numbers
"64 to 127", the CPU 50 selects "2 times" as the necessary
selection number for the treasure box 301. After the necessary
selection number is determined, the necessary selectin number is
associated to the code number "No. 1" of the treasure box 301 and
is stored in the RAM 52 (see FIG. 22).
[0112] This process is also performed for the treasure boxes 301
assigned with the code numbers "No. 2 to No. 23". When the
necessary selection number determination process is finished, the
privilege contents and the necessary selection numbers are
respectively associated to the twenty-three treasure boxes 301 and
are stored in the RAM 52.
[0113] In step S24, the CPU 50 determines whether or not a player
selects one treasure box 301 among the twenty-three treasure boxes
301 displayed on the lower liquid crystal display 4. If the player
does not selects one treasure box 301, the process remains in step
S24. If the player selects one treasure box 301, the process
proceeds to step S25.
[0114] In step S25, the CPU 50 subtracts a value "1" from the
number of selection times read out in step S21 and the subtracted
number of selection times is stored in the RAM 52. In step S26, the
CPU 50 adds a value "1" to the number of selection times for the
treasure box 301 selected by the player through the touch panel
201.
[0115] In step S27, the CPU 50 determines whether or not the number
of selection times for the selected treasure box 301 is equal to
the necessary selection number for the selected treasure box 301.
More specifically, the CPU 50 compares the number of selection
times for the selected treasure box 301 to which the value "1" is
added in step S26 with the necessary selection number for the
selected treasure box 301 determined in step S23. If the number of
selection times for the selected treasure box 301 is equal to the
necessary selection number for the selected treasure box 301, the
process proceeds to step S28. If the number of selection times for
the selected treasure box 301 is not equal to the necessary
selection number for the selected treasure box 301, the process
proceeds to step S29.
[0116] In step S28, the CPU 50 displays the privilege content of
the selected treasure box 23. In the exemplary embodiment, as shown
in FIG. 23, the CPU 50 displays the amount of payout, which is the
privilege content of the selected treasure box 23, at a position of
displaying the selected treasure box 301 on the lower liquid
crystal display 4. At this time, the CPU 50 adds the amount of
payout of the treasure bonus stored in the RAM 52 to the amount of
payout for the selected treasure box 301, and the added amount of
payout is stored in the RAM 52. The CPU 50 further voids the
selection of the selected treasure box 301 by the player.
[0117] More specifically, when the player selects the treasure box
301 assigned with the code number "No. 17" and the CPU 50
determines that the number of selection times for the selected
treasure box 301 is equal to the necessary selection number for the
selected treasure box 301, the CPU 50 changes the image of the
selected treasure box 301 into an image showing the amount of
payout "5" which is the privilege content of the selected treasure
box 301 assigned with the code number "No. 17" (see FIGS. 22, 23).
Then, the CPU 50 adds the amount of payout "5" to the amount of
payout of the treasure bonus stored in the RAM 52 and stores the
added amount of payout in the RAM 52. At this time, the CPU 50
voids the selection of the selected treasure box 301 assigned with
the code number "No. 17".
[0118] In step S29, the CPU 50 determines whether or not the
subtracted number of selection times is equal to a value "0". Since
the CPU 50 subtracts the value "1" from the number of selection
times every time one treasure box 301 is selected in the treasure
bonus game (see step S25), the CPU 50 can determine whether or not
the selections are performed the number of selection times (3
times, 4 times or 5 times) read out in step S21.
[0119] If the subtracted number of selection times is equal to the
value "0", the process proceeds to step S19. It is noted that the
privilege content (the amount of payout) which a player obtains in
this treasure bonus process is paid out in step S19. If the
subtracted number of selection times is not equal to the value "0",
the process proceeds to step S24. Thereby, a player continues to
play the treasure bonus game to select one or more treasure boxes
301 the remaining number of selection times.
[0120] Thus, in the treasure bonus process (step S17), the CPU 50
associates the twenty-three treasure boxes 301 to the privilege
contents and the slot machine 1 allows a player to arbitrarily
select one treasure box 301 to play the treasure bonus game in
which the player gets a chance to obtain the privilege content
associated to the selected one treasure box 301. At this time, the
CPU 50 also determines the necessary selection number for each
treasure box 301 by using the necessary selection number lottery
table corresponding to the privilege content associated to each
treasure box 301.
[0121] Next, advantageous features of the slot machine 1 will be
described below.
[0122] In the treasure bonus game, the slot machine 1 allows a
player to select one treasure box 301 the necessary selection
number for the one treasure box 301 to obtain the privilege content
associated to the one treasure box 301. In the exemplary
embodiment, the twenty-three treasure boxes 301 are divided into
the following three groups: (1) a first treasure box group in which
a player can obtain the privilege content associated to one
treasure box 301 by selecting the one treasure box 301 one time;
(2) a second treasure box group in which a player can obtain the
privilege content associated to one treasure box 301 by selecting
the one treasure box 301 two times; (3) a third treasure box group
in which a player can obtain the privilege content associated to
one treasure box 301 by selecting the one treasure box 301 three
times.
[0123] Thereby, the slot machine 1 can provide a feeling of
immediacy to the player in the treasure bonus game because there
are the three groups into which the twenty-three treasure boxes 301
are divided. Further, the slot machine 1 can provide to a player a
fun of considering how to divide the number of selection times
among the twenty-three treasure boxes 301 because the CPU 50
determines the necessary selection number for each treasure box
301.
[0124] In the treasure bonus game, the slot machine 1 changes the
necessary selection number lottery table dependent on the privilege
content (the amount of payout) of each treasure box 301 (see FIGS.
19 to 21). In the exemplary embodiment, if the amount of payout is
large (e.g. "100" or "200"), the necessary selection number is
large. If the amount of payout is small (e.g. "1", "5", "10" or
"20"), the necessary selection number is small.
[0125] Thereby, the slot machine 1 can provide to a player the fun
of considering how to divide the number of selection times among
the twenty-three treasure boxes 301. For example, in a case where a
current number of selection times does not reach the necessary
selection number for one treasure box 301 when the player selects
the one treasure box 301, the player can take one of the following
two options; (1) selecting the one treasure box 301 in order to the
large number of payout; and (2) selecting another treasure box 301
in order to obtain the small number of payout. Especially, when the
remaining number of selection times is small, a strategy for these
options increases immediacy for selecting a treasure box 301 to
bring a fresh sense to the player.
[0126] The slot machine 1 according to the present invention is not
limited to that of the exemplary embodiment. Various modifications
may be adapted to the slot machine 1 without departing from the
scope of the invention.
[0127] The privilege content may be a privilege which allows a
player to obtain an amount of payout resulting from doubling an
amount of payout obtained in the base game.
[0128] The privilege content may be a privilege which allows a game
mode to transfer from the treasure bonus game to another bonus
game.
[0129] One or more special options may be displayed on the upper
liquid crystal display 3. A player can not usually select the one
or more special options. The one or more special options are
associated to one or more special privileges each which is more
advantageous than the privilege content for each treasure box 301.
The slot machine 1 provides the special privilege to a player only
when the player obtains a certain privilege content by selecting a
certain treasure box 301. In this case, the slot machine provides a
fun to a player because the upper and lower liquid crystal displays
3, 4 are used in the treasure bonus game.
[0130] The selection of the one or more special options may be
arbitrarily or automatically performed. For example, in a case
where the selection of the one or more special options is
automatically performed, a character (e.g. clownfish 108) for
showing that a player can select the one or more special options is
associated to the certain treasure box 301. Then, when the player
selects the certain treasure box 301 in the treasure bonus game,
the character moves from the lower liquid crystal display 4 to the
upper liquid crystal display 3 to display the one or more special
options on the upper liquid crystal display 3. In this case, the
slot machine 1 provides the fun to a player because the upper and
lower liquid crystal displays 3, 4 are effectively used in the
treasure bonus game.
[0131] The slot machine 1 may notify a player of the necessary
selection number for a treasure box 301 selected by the player. In
this case, the slot machine 1 provides a concrete numerical to the
player or temporarily changes a form of the treasure box 301 or a
color of the treasure box 301. Thereby, the player can effectively
develop a strategy in the treasure bonus game.
* * * * *