U.S. patent application number 11/892074 was filed with the patent office on 2008-02-21 for slot machine and playing method thereof.
This patent application is currently assigned to Aruze Corp.. Invention is credited to Yoichi Kato.
Application Number | 20080045321 11/892074 |
Document ID | / |
Family ID | 39102013 |
Filed Date | 2008-02-21 |
United States Patent
Application |
20080045321 |
Kind Code |
A1 |
Kato; Yoichi |
February 21, 2008 |
Slot machine and playing method thereof
Abstract
When symbols are arranged on a display, an object is displayed
in order to notify the symbols that can be linked based on a
relationship among an in-marker, an out-marker, and a direction,
and further, a special symbol that can provide a special award
independent of the number of links is set. When a start point and
an end point set at prescribed positions in a symbol matrix can be
linked based on the relationship among the in-markers, the
out-markers, and the directions in the symbols neighboring one
another, an award is provided in accordance with the number of
links of the linked symbols and the set special symbol.
Inventors: |
Kato; Yoichi; (Tokyo,
JP) |
Correspondence
Address: |
NDQ&M WATCHSTONE LLP
1300 EYE STREET, NW
SUITE 1000 WEST TOWER
WASHINGTON
DC
20005
US
|
Assignee: |
Aruze Corp.
Tokyo
JP
|
Family ID: |
39102013 |
Appl. No.: |
11/892074 |
Filed: |
August 20, 2007 |
Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/3286 20130101;
G07F 17/34 20130101 |
Class at
Publication: |
463/020 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Aug 21, 2006 |
JP |
JP2006-224142 |
Claims
1. A slot machine comprising: a display on which display areas are
formed in a matrix form, the display areas scrolling symbol columns
in which a plurality of symbols in which an in-marker indicative of
an entrance, an out-marker indicative of an exit, and a direction
are specified is arranged, and which arranges a symbol matrix of
symbols stopped and displayed in each of the display areas; and a
controller operable to: after scrolling the symbol columns arranged
on the display in one direction, in order to rearrange them as a
new symbol matrix, (a) select and determine symbols to be arranged
in the symbol matrix from among the plurality of symbols, and (b)
stop the scroll state to display the determined symbols; and when
the symbols are arranged on the display and if a start point and an
end point set at prescribed positions in the symbol matrix are
linked to each other based on the relationship among the
in-markers, the out-markers, and the directions in the symbols
neighboring one another, (c) provide an award in accordance with
the number of the linked symbols.
2. The slot machine according to claim 1, wherein: the controller
is further operable to display an object in order to notify the
symbols linked based on the relationship among the in-marker, the
out-marker, and the direction.
3. The slot machine according to claim 1, wherein: the controller
is further operable to (d) set a special symbol that can provide a
special award independent of the number of links in any of the
display areas forming the symbol matrix, and (e) provide an award
in accordance with the special symbol and the number of links of
the linked symbols.
4. A slot machine comprising: a display on which display areas are
formed in a matrix form, the display areas scrolling symbol columns
in which a plurality of symbols in which an in-marker indicative of
an entrance, an out-marker indicative of an exit, and a direction
are specified is arranged, and which arranges a symbol matrix of
symbols stopped and displayed in each of the display areas; and a
controller operable to: after scrolling the symbol columns arranged
on the display in one direction, in order to rearrange them as a
new symbol matrix, (a) select and determine symbols to be arranged
in the symbol matrix from among the plurality of symbols, and (b)
stop the scroll state to display the determined symbols; (c)
display an object in order to notify the symbols linked based on
the relationship among the in-marker, the out-marker, and the
direction; and when the symbols are arranged on the display and if
a start point and an end point set at prescribed positions in the
symbol matrix are linked to each other based on the relationship
among the in-markers, the out-markers, and the directions in the
symbols neighboring one another, (d) provide an award in accordance
with the number of the linked symbols.
5. The slot machine according to claim 4, wherein: the controller
is further operable to: (e) set a special symbol that can provide a
special award independent of the number of links in any of the
display areas forming the symbol matrix; and (f) provide an award
in accordance with the special symbol and the number of links of
the linked symbols.
6. A slot machine comprising: a display on which display areas are
formed in a matrix form, the display areas scrolling symbol columns
in which a plurality of symbols in which an in-marker indicative of
an entrance, an out-marker indicative of an exit, and a direction
are specified is arranged, and which arranges a symbol matrix of
symbols stopped and displayed in each of the display areas; and a
controller operable to: after scrolling the symbol columns arranged
on the display in one direction, in order to rearrange them as a
new symbol matrix, (a) select and determine symbols to be arranged
in the symbol matrix from among the plurality of symbols, and (b)
stop the scroll state to display the determined symbols; (c) set a
special symbol that can provide a special award independent of the
number of links in any of the display areas forming the symbol
matrix; (d) display an object in order to notify the symbols linked
based on the relationship among the in-marker, the out-marker, and
the direction; and when the symbols are arranged on the display and
if a start point and an end point set at prescribed positions in
the symbol matrix are linked to each other based on the
relationship among the in-markers, the out-markers, and the
directions in the symbols neighboring one another, (e) provide an
award in accordance with the number of links of the linked
symbols.
7. A playing method of a slot machine, comprising: an arrangement
step of forming a symbol matrix by arranging display areas in a
matrix form on a display, the display areas scrolling symbol
columns in which a plurality of symbols in which an in-marker
indicative of an entrance, an out-marker indicative of an exit, and
a direction are specified is arranged, selecting and determining,
after scrolling the arranged symbol columns in one direction,
symbols to be arranged in the symbol matrix from among the
plurality of symbols, and stopping the scroll state to display the
determined symbols to rearrange them as a new symbol matrix; and an
award step of, when the symbols are arranged on the display in the
arrangement step and if a start point and an end point set at
prescribed positions in the symbol matrix are linked to each other
based on the relationship among the in-markers, the out-markers,
and the directions in the symbols neighboring one another,
providing an award in accordance with the number of links of the
linked symbols.
8. The playing method of a slot machine according to claim 7,
further comprising: a display step of displaying an object in order
to notify the symbols linked based on the relationship among the
in-marker, the out-marker, and the direction.
9. The playing method of a slot machine according to claim 7,
wherein: a special symbol that can provide a special award
independent of the number of links is set in any of the display
areas forming the symbol matrix, and in the award step, an award is
provided in accordance with the special symbol set in any of the
display areas and the number of links of the linked symbols.
10. A playing method of a slot machine, comprising: an arrangement
step of forming a symbol matrix by arranging display areas in a
matrix form on a display, the display areas scrolling symbol
columns in which a plurality of symbols in which an in-marker
indicative of an entrance, an out-marker indicative of an exit, and
a direction are specified is arranged, selecting and determining,
after scrolling the arranged symbol columns in one direction,
symbols to be arranged in the symbol matrix from among the
plurality of symbols, and stopping the scroll state to display the
determined symbols in order to rearrange them as a new symbol
matrix; a step of displaying an object in order to notify the
symbols linked based on the relationship among the in-marker, the
out-marker, and the direction: and an award step of, when the
symbols are arranged on the display in the arrangement step and if
a start point and an end point set at prescribed positions in the
symbol matrix are linked to each other based on the relationship
among the in-markers, the out-markers, and the directions in the
symbols neighboring one another, providing an award in accordance
with the number of links of the linked symbols.
11. The playing method of a slot machine according to claim 10,
wherein: a special symbol that can provide a special award
independent of the number of links is set in any of the display
areas forming the symbol matrix, and in the award step, an award is
provided in accordance with the special symbol set in any of the
display areas and the number of links of the linked symbols.
12. A playing method of a slot machine, comprising: an arrangement
step of forming a symbol matrix by arranging display areas in a
matrix form on a display, the display areas scrolling symbol
columns in which a plurality of symbols in which an in-marker
indicative of an entrance, an out-marker indicative of an exit, and
a direction are specified is arranged, selecting and determining,
after scrolling the arranged symbol columns in one direction,
symbols to be arranged in the symbol matrix from among the
plurality of symbols, and stopping the scroll state to display the
determined symbols in order to rearrange them as a new symbol
matrix; a step of setting a special symbol that can provide a
special award independent of the number of links in any of the
display areas forming the symbol matrix; a step of displaying an
object in order to notify the symbols linked based on the
relationship among the in-marker, the out-marker, and the
direction: and an award step of, when the symbols are arranged on
the display in the arrangement step and if a start point and an end
point set at prescribed positions in the symbol matrix are linked
to each other based on the relationship among the in-markers, the
out-markers, and the directions in the symbols neighboring one
another, providing an award in accordance with the number of links
of the linked symbols.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application is based upon and claims the benefit of
priority from Japanese Patent Application No. 2006-224142 filed on
Aug. 21, 2006, the entire contents of which are incorporated herein
by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a slot machine to play a
game using a game medium, such as coin and bill, and a playing
method thereof.
[0004] 2. Description of the Related Art
[0005] According to a conventional slot machine disclosed in U.S.
Pat. No. 6,960,133 or U.S. Pat. No. 6,012,983, when a player
inserts a game medium, such as medal, coin, bill, etc., into an
insertion slot of a slot machine and presses a spin button, a
plurality of symbols displayed on a display part provided on the
front of the case is scrolled and then, each symbol automatically
stops. In such an action, the processing to determine stop symbols
has been performed when the spin button is pressed. When a
transition to a bonus game, such as mystery bonus, second game,
etc., is won due to the processing to determine stop symbols, the
game transits from the base game to the bonus game and the bonus
game is executed. Then, the slot machine is set so as to make a
payout in accordance with a winning state that occurs as the game
progresses.
[0006] Conventionally, an activated line (also referred to as a
payline) to determine a combination of stop symbols is in general a
straight line on a plurality of mechanical reels or video reels
displayed on a liquid crystal display device. Recently, however, in
addition to such a straight activated line, a slot machine appears
that has taken into consideration a variety of activated lines as
shown below. U.S. Pat. No. 6,093,102 and U.S. Pat. No. 6,960,133
have disclosed a slot machine that also includes activated lines
other than the straight line.
[0007] In the above-mentioned slot machine, when a certain symbol
stops on the activated line set on the matrix display part
consisting of a plurality of columns and rows, a payout is made. As
a result, the above-mentioned slot machine has the same display
style as that of a slot machine having the previous straight
activated line in that a combination of symbols accompanied by
payout is formed on a prescribed line.
SUMMARY OF THE INVENTION
[0008] An object of the present invention is to provide a slot
machine and a playing method thereof capable of providing a player
with a sense of high expectation by giving novel entertainment
property to the conditions to provide an award.
[0009] A first aspect of the present invention is a slot machine,
comprising: a display on which display areas are formed in a matrix
form, the display areas scrolling symbol columns in which a
plurality of symbols in which an in-marker indicative of an
entrance, an out-marker indicative of an exit, and a direction are
specified is arranged, and which arranges a symbol matrix of
symbols stopped and displayed in each of the display areas; and a
controller operable to: after scrolling the symbol columns arranged
on the display in one direction, in order to rearrange them as a
new symbol matrix, (a) select and determine symbols to be arranged
in the symbol matrix from among the plurality of symbols, and (b)
stop the scroll state to display the determined symbols; and when
the symbols are arranged on the display and if a start point and an
end point set at prescribed positions in the symbol matrix are
linked to each other based on the relationship among the
in-markers, the out-markers, and the directions in the symbols
neighboring one another, (c) provide an award in accordance with
the number of the linked symbols.
[0010] According to the above-mentioned slot machine, when the
symbols are arranged on the display by the controller and if the
start point and the end point set at the prescribed positions in
the symbol matrix are linked to each other based on the
relationship among the in-markers, the out-markers, and the
directions in the symbols neighboring one another, an award is
provided in accordance with the number of links of the linked
symbols.
[0011] A second aspect of the present invention is a slot machine,
comprising: a display on which display areas are formed in a matrix
form, the display areas scrolling symbol columns in which a
plurality of symbols in which an in-marker indicative of an
entrance, an out-marker indicative of an exit, and a direction are
specified is arranged, and which arranges a symbol matrix of
symbols stopped and displayed in each of the display areas; and a
controller operable to: after scrolling the symbol columns arranged
on the display in one direction, in order to rearrange them as a
new symbol matrix, (a) select and determine symbols to be arranged
in the symbol matrix from among the plurality of symbols, and (b)
stop the scroll state to display the determined symbols; (c)
display an object in order to notify the symbols linked based on
the relationship among the in-marker, the out-marker, and the
direction; and when the symbols are arranged on the display and if
a start point and an end point set at prescribed positions in the
symbol matrix are linked to each other based on the relationship
among the in-markers, the out-markers, and the directions in the
symbols neighboring one another, (d) provide an award in accordance
with the number of the linked symbols.
[0012] According to the above-mentioned slot machine, when the
symbols are arranged on the display by the controller and if the
start point and the end point set at the prescribed positions in
the symbol matrix are linked to each other based on the
relationship among the in-markers, the out-markers, and the
directions in the symbols neighboring one another, an award is
provided in accordance with the number of links of the linked
symbols, and further, an object is displayed at the same time in
order to notify the symbols that can be linked based on the
relationship among the in-marker, the out-marker, and the
direction.
[0013] A third aspect of the present invention is a slot machine,
comprising: a display on which display areas are formed in a matrix
form, the display areas scrolling symbol columns in which a
plurality of symbols in which an in-marker indicative of an
entrance, an out-marker indicative of an exit, and a direction are
specified is arranged, and which arranges a symbol matrix of
symbols stopped and displayed in each of the display areas; and a
controller operable to: after scrolling the symbol columns arranged
on the display in one direction, in order to rearrange them as a
new symbol matrix, (a) select and determine symbols to be arranged
in the symbol matrix from among the plurality of symbols, and (b)
stop the scroll state to display the determined symbols; (c) set a
special symbol that can provide a special award independent of the
number of links in any of the display areas forming the symbol
matrix; (d) display an object in order to notify the symbols linked
based on the relationship among the in-marker, the out-marker, and
the direction; and when the symbols are arranged on the display and
if a start point and an end point set at prescribed positions in
the symbol matrix are linked to each other based on the
relationship among the in-markers, the out-markers, and the
directions in the symbols neighboring one another, (e) provide an
award in accordance with the number of links of the linked
symbols.
[0014] According to the above-mentioned slot machine, when the
symbols are arranged on the display by the controller, an object is
displayed in order to notify the symbols that can be linked based
on the relationship among the in-marker, the out-marker, and the
direction and further, a special symbol that can provide a special
award independent of the number of links is set. Then, if the start
point and the end point set at the prescribed positions in the
symbol matrix are linked to each other based on the relationship
among the in-markers, the out-markers, and the directions in the
symbols neighboring one another, an award is provided in accordance
with the number of links of the linked symbols and the special
symbol.
[0015] A fourth aspect of the present invention is a playing method
of a slot machine, comprising: an arrangement step of forming a
symbol matrix by arranging display areas in a matrix form on a
display, the display areas scrolling symbol columns in which a
plurality of symbols in which an in-marker indicative of an
entrance, an out-marker indicative of an exit, and a direction are
specified is arranged, selecting and determining, after scrolling
the arranged symbol columns in one direction, symbols to be
arranged in the symbol matrix from among the plurality of symbols,
and stopping the scroll state to display the determined symbols to
rearrange them as a new symbol matrix; and an award step of, when
the symbols are arranged on the display in the arrangement step and
if a start point and an end point set at prescribed positions in
the symbol matrix are linked to each other based on the
relationship among the in-markers, the out-markers, and the
directions in the symbols neighboring one another, providing an
award in accordance with the number of links of the linked
symbols.
[0016] According to the above-mentioned playing method of a slot
machine, when the symbols are arranged on the display and if the
start point and the end point set at the prescribed positions in
the symbol matrix are linked to each other based on the
relationship among the in-markers, the out-markers, and the
directions in the symbols neighboring one another, an award is
provided in accordance with the number of links of the linked
symbols.
[0017] A fifth aspect of the present invention is a playing method
of a slot machine, comprising: an arrangement step of forming a
symbol matrix by arranging display areas in a matrix form on a
display, the display areas scrolling symbol columns in which a
plurality of symbols in which an in-marker indicative of an
entrance, an out-marker indicative of an exit, and a direction are
specified is arranged, selecting and determining, after scrolling
the arranged symbol columns in one direction, symbols to be
arranged in the symbol matrix from among the plurality of symbols,
and stopping the scroll state to display the determined symbols in
order to rearrange them as a new symbol matrix; a step of
displaying an object in order to notify the symbols linked based on
the relationship among the in-marker, the out-marker, and the
direction: and an award step of, when the symbols are arranged on
the display in the arrangement step and if a start point and an end
point set at prescribed positions in the symbol matrix are linked
to each other based on the relationship among the in-markers, the
out-markers, and the directions in the symbols neighboring one
another, providing an award in accordance with the number of links
of the linked symbols.
[0018] According to the above-mentioned playing method of a slot
machine, when the symbols are arranged on the display and if the
start point and the end point set at the prescribed positions in
the symbol matrix are linked to each other based on the
relationship among the in-markers, the out-markers, and the
directions in the symbols neighboring one another, an award is
provided in accordance with the number of links of the linked
symbols, and at the same time, an object is displayed in order to
notify the symbols that can be linked based on the relationship
among the in-marker, the out-marker, and the direction.
[0019] A sixth aspect of the present invention is a playing method
of a slot machine, comprising: an arrangement step of forming a
symbol matrix by arranging display areas in a matrix form on a
display, the display areas scrolling symbol columns in which a
plurality of symbols in which an in-marker indicative of an
entrance, an out-marker indicative of an exit, and a direction are
specified is arranged, selecting and determining, after scrolling
the arranged symbol columns in one direction, symbols to be
arranged in the symbol matrix from among the plurality of symbols,
and stopping the scroll state to display the determined symbols in
order to rearrange them as a new symbol matrix; a step of setting a
special symbol that can provide a special award independent of the
number of links in any of the display areas forming the symbol
matrix; a step of displaying an object in order to notify the
symbols linked based on the relationship among the in-marker, the
out-marker, and the direction: and an award step of, when the
symbols are arranged on the display in the arrangement step and if
a start point and an end point set at prescribed positions in the
symbol matrix are linked to each other based on the relationship
among the in-markers, the out-markers, and the directions in the
symbols neighboring one another, providing an award in accordance
with the number of links of the linked symbols.
[0020] According to the above-mentioned playing method of a slot
machine, when the symbols are arranged on the display in the
arrangement step, an object is displayed in order to notify the
symbols that can be linked based on the relationship among the
in-marker, the out-marker, and the direction and further, a special
symbol that can provide a special award independent of the number
of links is set. Then, if the start point and the end point set at
the prescribed positions in the symbol matrix are linked to each
other based on the relationship among the in-markers, the
out-markers, and the directions in the symbols neighboring one
another, an award is provided in accordance with the number of
links of the linked symbols and the special symbol.
BRIEF DESCRIPTION OF THE DRAWINGS
[0021] FIG. 1 is a flow chart showing a playing method of a slot
machine according to an embodiment of the present invention.
[0022] FIG. 2 is a perspective view showing an outside appearance
of a slot machine according to an embodiment of the present
invention.
[0023] FIG. 3 is a diagram showing symbols displayed in respective
display areas and code numbers of the respective symbols of a slot
machine according to an embodiment of the present invention.
[0024] FIG. 4 is a diagram of a payout table showing a relationship
between the number of linked symbols and its payout credits in an
embodiment of the present invention.
[0025] FIG. 5 is a diagram of an odds table showing a relationship
between the number of high-odds symbols and odds in an embodiment
of the present invention.
[0026] FIG. 6 is a block diagram showing a control circuit of a
slot machine according to an embodiment of the present
invention.
[0027] FIG. 7 is a flow chart showing a procedure of authentication
read processing of a game program and a game system program by a
motherboard and a gaming board of a slot machine according to an
embodiment of the present invention.
[0028] FIG. 8 is a flow chart showing a procedure of a basic game
executed in a slot machine according to an embodiment of the
present invention.
[0029] FIG. 9 is a flow chart showing a procedure of stop symbol
determination processing executed in a slot machine according to an
embodiment of the present invention.
[0030] FIG. 10 is a flow chart showing a procedure of scroll
processing of symbols executed in a slot machine according to an
embodiment of the present invention.
[0031] FIG. 11 is an explanatory diagram showing a display example
when a base game is executed in a slot machine according to an
embodiment of the present invention.
[0032] FIG. 12 is an explanatory diagram showing a display example
when a base game is executed in a slot machine according to an
embodiment of the present invention.
[0033] FIG. 13 is an explanatory diagram showing a display example
when a base game is executed in a slot machine according to an
embodiment of the present invention.
[0034] FIG. 14 is an explanatory diagram showing a display example
when a base game is executed in a slot machine according to an
embodiment of the present invention.
[0035] FIG. 15 is an explanatory diagram showing a display example
when a base game is executed in a slot machine according to an
embodiment of the present invention.
[0036] FIG. 16 is an explanatory diagram showing a display example
when a base game is executed in a slot machine according to an
embodiment of the present invention.
DETAILED DESCRIPTION OF THE EMBODIMENTS
[0037] A slot machine shown as an embodiment of the present
invention will be described below in detail using drawings.
[0038] FIG. 1 is a flow chart schematically showing a playing
method of a slot machine according to an embodiment of the present
invention.
[0039] In a slot machine according to an embodiment of the present
invention, when power is turned on and the slot machine is
activated, first, authentication processing is performed (step
S100). In the authentication processing, initial checking
processing is performed in the pre-stage before a unit game is
started, such as to check whether or not programs to activate the
system operate normally, to check whether or not falsification of
the program has been carried out, etc.
[0040] Next, a base game is executed (step S200). In the base game,
when a spin button 23 is pressed in a state in which a desired
number of credits has been bet by inserting a coin into a coin
receiving slot 21 etc., scroll of a symbol column is started in
each of display areas (28a to 28o) of a liquid crystal display 17
provided on the front of a cabinet 11. After that, a unit game is
executed, in which the scroll stops and symbols are stopped
(rearranged) in each of the display areas 28 (28a to 28o) with
5.times.3 squares, 15 squares in total.
[0041] In each unit game, processing to determine symbols to be
stopped in each of the display areas (28a to 28o) from among the
plurality of symbols is performed and arrangement control of
stopping the determined symbols is carried out. In the present
embodiment, since an in-marker (entrance), an out-marker(s) (exit),
and a direction(s) are specified for a symbol, whether or not
symbols can be linked depends on neighboring symbols stopped and
displayed.
[0042] After the base game is executed, symbol columns arranged on
the display are scrolled in one direction and rearranged as a new
symbol matrix, whether or not a payout (award) results is
determined (step S300). When a start point and an end point set at
prescribed positions in the symbol matrix are linked based on the
relationship among the in-markers, the out-markers, and the
directions in neighboring symbols, payout (award) processing is
performed in accordance with the number of links of the linked
symbols (step S400).
[0043] In the present embodiment, a condition whether or not a
payout (award) to a player results when symbols are stopped and
displayed is characterized in that it is not determined based on
whether or not a specific combination is formed on the conventional
"activated line", but is formed when the start point and the end
point set at the prescribed positions in the symbol matrix are
linked based on the relationship among the in-markers, the
out-markers, and the directions in neighboring symbols.
[0044] In the present embodiment, in the symbol matrix having five
longitudinal squares.times.three transverse squares (hereinafter,
referred to as a 5.times.3 squares), that is, a total of 15
squares, when symbols are rearranged and if a square (display area)
as the start point through a square as the end point set in the
symbol matrix are linked, a payout (award) is determined in
accordance with the number of linked squares. In addition, a
special symbol is set under the linked line by a single symbol
independent of the number of linked symbols. When the special
symbol (a gold ingot, in the present embodiment) is displayed, in
addition to a payout due to the number of linked squares, a special
payout (award) due to the special symbol is given. Then, an effect
image in which an object (referred to as a piece object) in order
to notify the player of the linked line moves is displayed. In the
present embodiment, a case is described, in which the line is a
"railroad" and a piece object is a "locomotive". The details of the
base game will be described later.
[0045] In the present embodiment, an example is described, in which
a symbol column is scrolled and stopped and displayed in each of
the total of the 15 display areas 28 (28a to 28o) with 5.times.3
squares, however, the present invention is not limited to the
display areas 28 with 5.times.3 squares.
[0046] Next, a configuration of a slot machine 10 according to an
embodiment of the present invention will be described with
reference to a perspective view shown in FIG. 2. The slot machine
10 is installed in a gaming facility.
[0047] In the slot machine 10, coins, bills, and electronic value
information equivalent thereto are used as a game medium for
executing a unit game. However, in the present embodiment, the game
medium is not limited to those described above. For example,
medals, tokens, electronic money, and tickets can be introduced. As
a game medium to be paid out (awarded), coins, bills, and
electronic value information equivalent thereto are also included.
As a ticket described above, a bar code ticket etc., to be
described later, can be introduced, for example, however, this is
not limited.
[0048] As shown in FIG. 2, the slot machine 10 includes the cabinet
11, a top box installed on the upper side of the cabinet 11, and a
main door 13 provided on the front of the cabinet 11.
[0049] Within the cabinet 11, the liquid crystal display 17 for
scrolling symbols in a matrix with five transverse
squares.times.three longitudinal squares (referred simply to as
5.times.3 squares in some cases) is provided, and the liquid
crystal display 17 includes the display areas 28 (28a to 28o) for
displaying symbols in the 5.times.3 squares. In other words, when
the base game is executed, the symbol column is scrolled in each of
the display areas 28 (28a to 28o) with 5.times.3 squares and a
player can visually recognize the symbols being scrolled.
[0050] In the present embodiment, an example of the display areas
28 (28a to 28o) with 5.times.3 squares of the liquid crystal
display 17 is described as a display, however, the display areas 28
are not limited to the 5.times.3 squares.
[0051] In front of the liquid crystal display 17 in the main door
13, a lower image display panel 16 is provided. The lower image
display panel 16 includes a transmissive liquid crystal panel and
various items of information about the game, effect images, etc.,
are displayed thereon during the game.
[0052] The lower image display panel 16 is provided with a credit
number display 31 and a payout number display 32. The credit number
display 31 displays the number of credited coins in an image. The
payout number display 32 displays in an image the number of coins
to be paid out when the specified start point and end point are
linked by the stopped symbols.
[0053] The lower image display panel 16 (display) scrolls symbols
shown in FIG. 3 in the display areas (28a to 28o). Each symbol
column consists of 10 symbols shown in FIG. 3. After scrolling
symbols in the display areas 28 (28a to 28o), the lower image
display panel 16 stops the symbols in each of the display areas 28
(28a to 28o). In other words, the lower image display panel 16 can
display a symbol matrix.
[0054] Further, on the front of the lower image display panel 16, a
touch panel 69 (refer to FIG. 6) is provided and thereby a player
can input various directions by operating the touch panel 69.
[0055] Below the lower image display panel 16, a control panel 20
including a plurality of buttons 23 to 27 for a player to input
directions relating to the progress of a game, the coin receiving
slot 21 for receiving coins into the cabinet 11, and a bill
validator 22 are provided.
[0056] The control panel 20 is provided with the spin button 23, a
change button 24, a cashout button 25, a 1-BET button 26, and a
maximum BET button 27. The spin button 23 is a button to input a
direction to start the scroll of the symbols displayed in the
display areas 28. The change button 24 is a button to request a
personnel in the gaming facility for exchange. The cashout button
25 is a button to input a direction to pay out credited coins onto
a coin tray 18.
[0057] The 1-BET button 26 is a button to input a direction to bet
one coin of the credited coins on a game. The maximum BET button 27
is a button to input a direction to bet the maximum number of coins
that can be bet on a single game (for example, 50 coins) of the
credited coins.
[0058] The bill validator 22 identifies whether or not a bill is
legitimate and receives a legitimate bill into the cabinet 11. In
addition, it may also be possible for the bill validator 22 to be
configured so as to be capable of reading a bar code ticket 39, to
be described later. On the lower front of the main door 13, that
is, below the control panel 20, a burry glass 34, on which the
character of the slot machine 10 etc. is drawn, is provided.
[0059] On the front of the top box 12, an upper image display panel
33 is provided. The upper image display panel 33 includes a liquid
crystal panel and for example, effect images and images of the
introduction of the game content and the explanation of the game
rules are displayed thereon.
[0060] The top box 12 is provided with a speaker 29 for outputting
sound. On the lower side of the upper image display panel 33, a
ticket printer 35, a card reader 36, a data display 37, and a
keypad 38 are provided.
[0061] The ticket printer 35 prints out the bar code ticket 39 on
which data of the total number of credits, the number of credits
for jackpot, the date, the identification number of the slot
machine 10, etc., has been encoded into bar code and printed
thereon. The player can play a game with another slot machine using
the bar code ticket 39 and can exchange the bar code ticket 39 with
bills etc. at a cashier etc. in the gaming facility.
[0062] The card reader 36 reads and writes data from and to a smart
card. The smart card is carried by a player, and in which, for
example, data for identifying the player, data about the history of
the games played by the player are stored.
[0063] The data display 37 is constituted by a fluorescent display
etc., and displays, for example, the data read by the card reader
36 and the data input by the player through the keypad 38.
Directions and data about issuance of tickets etc. are input
through the keypad 38.
[0064] FIG. 3 is an explanatory diagram showing an example of a
symbol column to be scrolled in each of the display areas 28 (28a
to 28o) provided on the liquid crystal display 17 provided within
the cabinet 11. As shown in FIG. 3, symbols constituting a symbol
column are assigned respectively any one of code numbers "00" to
"10" and in each of the display areas 28 (28a to 28o), a column of
total of 10 symbols respectively assigned with each of code numbers
"00" to "10" is scrolled. The order of symbols in the symbol column
may differ for each of the display areas 28 (28a to 28o), not
limited to those shown in FIG. 3.
[0065] In the present embodiment, the symbol expresses a
"railroad". Then, as shown in FIG. 3, an in-marker (FIG. 3: in), an
out-marker (FIG. 3: out), and a direction in which a piece object
can move (FIG. 3: arrow) are specified. Consequently, whether or
not neighboring symbols can be linked depends on the neighboring
symbols when stopped and displayed. For example, when the symbol
specified by the code number "02" is arranged on the right-hand
side of the symbol specified by the code number "00", both the
symbols are "linked" because of the in-markers, the out-markers,
and the direction specified by the arrows. However, for example,
when the symbol specified by the code number "03" is arranged on
the right-hand side of the symbol specified by the code number
"00", both the symbols are "not linked".
[0066] In FIG. 3, the in-markers, the out-markers, and the
directions are explicitly shown, however, it is only required for
the controller 48 to be capable of determining whether or not
symbols can be linked and determining the direction in which the
object moves in its internal processing, and it is not necessarily
required to explicitly express the in-marker, the out-marker, and
the arrows specifying the direction of movement in actual symbols
displayed on the liquid crystal display 17. Further, the symbols
shown in FIG. 3 are a mere example, and it may also be possible to
prepare symbols in which more in-markers, out-markers, and
directions of movement are specified.
[0067] FIG. 4 shows an example of the payout (award) table for
providing the number of credits to be paid out in accordance with
the number of squares (display areas) that can be linked based on
the relationship among the in-markers, the out-markers, and the
directions specified in the symbols stopped and displayed by
rearrangement. In addition, FIG. 5 shows an example of the odds
table for setting odds in accordance with the special symbols set
under the squares that can be linked. Since the special symbol has
a meaning of multiplication of the number of credits to be paid out
set in accordance with the number of linked squares, it is referred
to as a high-odds symbol. When one high-odds symbol is set to the
linked symbols, the number of credits to be paid out set in
accordance with the number of linked squares is multiplied by a
factor of 10, when two are set, by a factor of 100, and when three
are set, by a factor of 1,000.
[0068] The payout table and the odds table shown in FIG. 4 and FIG.
5 described above are only an example, and the number of credits to
be paid out, the number of high-odds symbols to be prepared, their
corresponding odds, etc., are not limited to the numerical values
shown in the figures. In addition, it may also be possible to set
so that the number of credits to be paid out, the odds, etc., are
increased in accordance with the number of bets.
[0069] In the present embodiment, a configuration may be possible
in which the bonus game, a special payout, etc., are provided
depending on a combination of symbols. The bonus game is not
limited in particular as long as it provides a more advantageous
state for the player. The bonus game more advantageous for the
player is not limited in particular provided that it is more
advantageous than the base game and such states include a state in
which more game media can be obtained than the base game, a state
in which the game media can be obtained with a higher possibility
than the base game, a state in which less game media are consumed
than the base game, etc. Specifically, the bonus game includes a
free game, a second game, etc.
[0070] The symbols displayed (arranged) in each of the 15 display
areas 28 (28a to 28o) start to scroll when the BET button 26 or the
maximum BET button 27 is pressed and then the spin button 23 is
pressed. In each of the display areas 28a to 28o, when the symbols
start to scroll, after a prescribed period of time elapses, the
scroll of each symbol stops simultaneously or sequentially. This
state is referred to as a rearranged state. On this occasion, in
each of the display areas 28 (28a to 28o), a symbol specified by
any one of the code numbers in the symbol column shown in FIG. 3
stops.
[0071] FIG. 6 is a block diagram showing the control circuit of the
slot machine 10 shown in FIG. 2. As shown in FIG. 6, the control
circuit includes a controller 48, a main PCB (Printed Circuit
Board) 60, a sub CPU 61, a door PCB 80 and various components, such
as switches, sensors, etc. The controller 48 includes a motherboard
40 and a gaming board 50.
[0072] The gaming board 50 includes a CPU (Central Processing Unit)
51, a ROM 55 and a boot ROM 52 connected to one another by an
internal bus, a card slot 53S corresponding to a memory card 53,
and an IC socket 54S corresponding to a GAL (Generic Array Logic)
54.
[0073] The memory card 53 stores game programs and game system
programs. The game programs include a stop symbol determination
program. The stop symbol determination program is a program for
determining symbols (code numbers corresponding to symbols) that
stop in each of the display areas 28 (28a to 28o). The stop symbol
determination program includes symbol-weighted data corresponding
to respective payout rates (for example, 80%, 84%, 88%) of plural
kinds. The symbol-weighted data is data showing a correspondence
relationship between the code number of each symbol (refer to FIG.
3) and one or more random number values belonging to a prescribed
numerical range (0 to 256) with respect to each of the display
areas 28 (28a to 28o).
[0074] The payout rate is determined based on payout rate setting
data output from the GAL 54 and based on the symbol-weighted data
corresponding to the payout rate, the stop symbols are
determined.
[0075] The card slot 53S is configured so that the memory card 53
can be inserted and removed and is connected to the motherboard 40
by an IDE bus. Consequently, by removing the memory card 53 from
the card slot 53S, writing another game program and game system
program to the memory card 53, and inserting the memory card 53
into the card slot 53S, it is possible to change the kinds and
contents of the game played with the slot machine 10.
[0076] The game program includes programs relating to game progress
and programs to transit to the bonus game. In addition, the game
program includes image data and audio data output during the game.
Further, the game program includes image data and audio data as
notification data for notifying the player when a chain reaction
game is started according to the procedure, to be described
later.
[0077] The GAL 54 includes a plurality of input ports and output
ports and when data is input to the input port, it outputs data
corresponding to the data from the output port. The data output
from the output port is the above-described payout rate setting
data.
[0078] In addition, the IC socket 54S is configured so that it can
attach/remove the GAL 54 and connected to the motherboard 40 by a
PCI bus. Consequently, by removing the GAL 54 from the IC socket
54S, rewriting the program stored in the GAL 54, and attaching the
GAL 54 to the IC socket 54S, it is possible to change the payout
rate setting data output from the GAL 54.
[0079] The CPU 51, the ROM 55, and the boot ROM 52 connected to
each another by the inner bus are connected to the motherboard 40
by the PCI bus. The PCI bus transmits signals between the
motherboard 40 and the gaming board 50 and at the same time,
supplies electric power from the motherboard 40 to the gaming board
50. In the ROM 55, country identification information and an
authentication program are stored. In the boot ROM 52, a
preliminary authentication program, a program (boot code) with
which the CPU 51 activates the preliminary authentication program,
etc., are stored.
[0080] The authentication program is a program (falsification check
program) for authenticating the game program and the game system
program. The authentication program is a program for checking and
proving that the game program or the game system program has not
been falsified. In other words, the authentication program is
described in accordance with the authentication procedure of the
game program and the game system program. The preliminary program
is a program for authenticating the above-described authentication
program. The preliminary authentication program is written in
accordance with the procedure for proving that the authentication
program to be subjected to the authentication processing has not
been falsified, that is, for authenticating the authentication
program.
[0081] The motherboard 40 includes a main CPU 41, a ROM (Read Only
Memory) 42, a RAM (Random Access Memory) 43, and a communication
interface 44.
[0082] The main CPU 41 includes a function as a controller to
control the entire slot machine 10. In particular, the main CPU 41
executes control of, when the spin button 23 is pressed after
credits have been bet, outputting to the sub CPU 61 a direction
signal to scroll symbols in each of the display areas 28 (28a to
28o) of the liquid crystal display 17, control of determining
symbols that stop after the symbols are scrolled in each of display
areas 28 (28a to 28o), and control of stopping and displaying the
determined symbols as a symbol matrix.
[0083] After scrolling the symbol columns arranged on the display
(liquid crystal display 17) in one direction, in order to rearrange
them as a new symbol matrix, the main CPU 41 executes arrangement
control of selecting and determining symbols to be arranged in a
symbol matrix from among the plurality of symbols and stopping the
scroll state to display the determined symbols.
[0084] In addition, the main CPU 41 executes control of, when
symbols are arranged on the display (liquid crystal display 17) and
if the start point and the end point set at the prescribed
positions in the symbol matrix are linked based on the relationship
among the in-markers, the out-markers, and the directions in the
symbols neighboring one another, making a corresponding payout.
[0085] Furthermore, the main CPU 41 executes control of setting the
special symbol (high-odds symbol) that can provide a special payout
independent of the number of links in any of the display areas
forming the symbol matrix and control of displaying the piece
object for notifying the symbols linked based on the relationship
among the in-marker, the out-marker, and the direction.
[0086] Then, the main CPU 41 determines a payout in accordance with
the number of linked squares when symbols are rearranged in the
symbol matrix with 5.times.3 squares and if the square as the
prescribed start point through the square as the end point in the
symbols matrix are linked. Then, when there exists the high-odds
symbol under the linked squares, a payout in relation to the odds
determined by the high-odds symbol is given, in addition to the
payout due to the number of squares.
[0087] When the jackpot payout is made in the slot machine 10, the
main CPU 41 accumulatively saves part of credits to be paid out to
the player as credits for jackpot in the slot machine 10, and
determines whether or not to payout the credits for jackpot
accumulatively saved when the number of credits becomes equal to or
exceeds a prescribed jackpot threshold value (for example, "500").
The main CPU 41 pays out the credits for jackpot when a symbol link
pattern indicative of the jackpot payout is formed in the display
areas 28f to 28i.
[0088] As in the slot machine 10, in a slot machine of standalone
type, the jackpot credits are saved in the RAM 43. In contrast to
this, in the case of a slot machine corresponding to the
progressive system to which a plurality of slot machines and a
management server are connected, part of credits paid out to the
player at each slot machine is saved in the management server and
the payout of credits is made from the management server for the
slot machine that has satisfied prescribed conditions.
[0089] The main CPU 41 outputs a scroll direction signal to the
effect that each of the display areas 28 (28a to 28o) scrolls
symbols in the base game execution processing to a graphic board
68. The graphic board 68 controls the lower image display panel 16
based on the scroll direction signal. The lower image display panel
16 scrolls symbols in each of the display areas 28 (28a to 28o) by
the control by the graphic board 68 (in other words, control by the
main CPU 41). In other words, the main CPU 41 determines symbols to
stop in each of the display areas 28 (28a to 28o) and outputs a
stop direction signal about the determined symbol to the graphic
board 68. The graphic board 68 controls the lower image display
panel 16 based on the stop direction signal. The lower image
display panel 16 stops and displays the determined symbol by the
control by the graphic board 68. Then, the main CPU 41 determines a
payout in accordance with the number of links and calculates its
payout when the symbols from the start point to the end point set
in the symbol matrix can be linked in accordance with the
combination when all of the symbols in the display areas 28 are
stopped by the control by the graphic board 68.
[0090] In the ROM 42, programs, such as the BIOS (Basic
Input/Output System) etc. to be executed by the main CPU 41, are
stored and data to be used permanently is stored. When the main CPU
41 executes the BIOS, initialization processing of each peripheral
is performed and at the same time, read processing of the game
program and game system program stored in the memory card 53 via
the gaming board 50 is started. In addition, the ROM 42 is also
used as a memory for storing a combination accompanied by payout
and the number of credits to be paid out in accordance with the
combination.
[0091] In the RAM 43, data and programs used when the main CPU 41
performs processing are stored. In addition, in the case where the
slot machine 10 is a so-called slot machine of standalone type, the
number of jackpot credits is stored in the RAM 43.
[0092] The communication interface 44 is used to communicate with
the host computer etc. provided in the gaming facility via a
communication line.
[0093] To the motherboard 40, the main PCB (Printed Circuit Board)
60 and the door PCB 80, to be described later, are connected
respectively by the USB (Universal Serial Bus). Further, to the
motherboard 40, a power supply unit 45 is connected. When electric
power is supplied from the power supply unit 45 to the motherboard
40, the main CPU 41 of the motherboard 40 is activated and at the
same time, electric power is supplied to the gaming board 50 by the
PCI bus and the CUP 51 is activated.
[0094] The controller 48 includes the respective configurations of
the motherboard 40 and the gaming board 50 described above. The
controller 48 executes arrangement control of, after scrolling the
plurality of symbols arranged on the lower image display panel 16,
selecting and determining symbols to be arranged in the symbol
matrix from among the plurality of symbols having different
attributes, and stopping the scroll state to display the determined
symbols, and displays the piece object for notifying the player of
the symbols that can be linked based on the relationship among the
in-marker, the out-marker, and the direction when the symbols are
arranged on the lower image display panel 16. In addition, the
controller sets the special symbol (referred to as the high-odds
symbol in the present embodiment) for providing a special payout
independent of the number of linked symbols. Then, the controller
48 executes a series of processing to make a payout in accordance
with the number of linked symbols and the special symbol when the
start point and the end point set at the prescribed positions in
the symbol matrix are linked based on the relationship among the
in-marker, the out-marker, and the direction in symbols neighboring
one another.
[0095] To the main PCB 60 and the door PCB 80, equipment and
devices to generate input signals to be input to the main CPU 41
and equipment and devices the operation of which is controlled by
the control signal output from the main CPU 41 are connected. By
executing the game program and the game system program stored in
the RAM 43 based on the input signal input to the main CPU 41, the
main CPU 41 performs arithmetic processing and stores its result in
the RAM 43 and performs processing to transmit the control signal
to each of the equipment and devices as control processing for each
of the equipment and devices.
[0096] To the main PCB 60, a lamp 30, the sub CPU 61, a hopper 66,
a coin detector 67, the graphic board 68, the speaker 29, the touch
panel 69, the bill validator 22, the ticket printer 35, the card
reader 36, a key switch 38s, and the data display 37 are connected.
Further, to the main PCB 60, a stop switch 82 and a display lamp 83
provided corresponding to the stop switch 82 are connected.
[0097] The lamp 30 is controlled so that it lights up or lights off
based on the control signal output from the main CPU 41.
[0098] The sub CPU 61 controls the scroll of symbols in each of the
display areas 28 (28a to 28o) set on the liquid crystal display 17
and is connected with a VDP (Video Display Processor) 46.
[0099] The VDP 46 reads image data of symbols stored in an image
data ROM 47, generates a scroll image to be displayed on the liquid
crystal display 17, and outputs the scroll image to the liquid
crystal display 17.
[0100] The hopper 66 is installed inside the cabinet 11 and pays
out a prescribed number of coins onto the coin tray 18 from a coin
payout opening 19 based on the control signal output from the main
CPU 41. The coin detector 67 is provided inside the coin payout
opening 19 and outputs an input signal to the main CPU 41 when
detecting that the prescribed number of coins has been paid out
from the coin payout opening 19.
[0101] The graphic board 68 controls the image display other than
that of the symbols displayed in the display areas 28 on the upper
image display panel 33 and the lower image display panel 16 based
on the control signal output from the main CPU 41. In the credit
number display 31 of the lower image display panel 16, the number
of credits stored in the RAM 43 is displayed. In the payout number
display 32 of the lower image display panel 16, the number of coins
paid out is displayed. In addition, the graphic board 68 includes a
VDP that generates image data based on the control signal output
from the main CPU 41, a video RAM that temporarily stores image
data generated by the VDP, etc.
[0102] The bill validator 22 reads the image of a bill and receives
a legitimate bill into the cabinet 11. When receiving a legitimate
bill, the bill validator 22 outputs an input signal to the main CPU
41 based on the amount of the bill. The main CPU 41 stores the
number of credits in accordance with the amount of the bill
transmitted by the input signal in the RAM 43.
[0103] The ticket printer 35 prints out barcode, into which data,
such as the number of credits stored in the RAM 43, date, the
identification number of the slot machine 10, etc., is encoded,
onto a ticket and outputs it as the barcode ticket 39.
[0104] The card reader 36 reads data from the smart card and
transmits it to the main CPU 41 and writes data to the smart card
based on the control signal from the main CPU 41. The key switch
38s is provided to the keypad 38 and outputs an input signal to the
main CPU 41 when a player operates the keypad 38.
[0105] The data display 37 displays data read by the card reader 36
and data input by a player via the keypad 38 based on the control
signal output from the main CPU 41.
[0106] To the door PCB 80, the control panel 20, a reverter 21s, a
coin counter 21c, and a cold cathode tube 81 are connected. The
control panel 20 is provided with a spin switch 23S corresponding
to the spin button 23, a change switch 24S corresponding to the
change button 24, a cashout switch 25S corresponding to the cashout
button 25, a 1-BET switch 26S corresponding to the 1-BET button 26,
and a maximum BET switch 27S corresponding to the maximum button
27. Each of the switches 23S to 27S outputs an input signal to the
main CPU 41 when a player operates each of the corresponding
buttons 23 to 27.
[0107] The coin counter 21C is provided inside the coin receiving
slot 21 and validates whether or not the coin inserted into the
coin receiving slot 21 by a player is legitimate. Coins other than
legitimate ones are ejected from the coin payout opening 19. In
addition, the coin counter 21C outputs an input signal to the main
CPU 41 when detecting the legitimate coin.
[0108] The reverter 21S operates based on the control signal output
from the main CPU 41 and distributes the coins validated to be
legitimate ones by the coin counter 21C to the cash box (not shown)
or the hopper 66 provided within the slot machine 10. In other
words, when the hopper 66 is filled with coins, the legitimate
coins are distributed to the cash box by the reverter 21S. On the
other hand, when the hopper 66 is not filled with coins, the
legitimate coins are distributed to the hopper 66.
[0109] The cold cathode tube 81 functions as a backlight installed
on the backside of the lower image display panel 16 and the upper
image display panel 33 and lights up based on the control signal
output from the main CPU 41.
[0110] Next, specific processing performed in the slot machine 10
is described. FIG. 7 is a flow chart showing the procedure of
authentication read processing (processing in step S100 shown in
FIG. 1) of the game program and the game system program by the
motherboard 40 and the gaming board 50 shown in FIG. 6. Here, it is
assumed that the memory card 53 is attached to the card slot 53S of
the gaming board 50 and the GAL 54 is attached to the IC socket
54S.
[0111] First, when the power switch is turned on in the power
supply unit 45, the motherboard 40 and the gaming board 50 are
activated (step S1-1, S2-1). When the motherboard 40 and the gaming
board 50 are activated, processing is performed at the same time,
individually. In other words, on the gaming board 50, the CPU 51
reads the preliminary authentication program stored in the boot ROM
52 and carries out preliminary authentication to check and prove
that the authentication program has not been falsified in
accordance with the read preliminary authentication program before
taken into the motherboard 40 (step S2-2).
[0112] On the other hand, on the motherboard 40, the main CPU 41
executes the BIOS stored in the ROM 42 and decompresses the
compressed data incorporated in the BIOS into the RAM 43 (step
S1-2). Then, the main CPU 41 executes the BIOS decompressed in the
RAM 43 and diagnoses and initializes the various peripheral devices
(step S1-3).
[0113] Then, since the ROM 55 of the gaming board 50 is connected
to the main CPU 41 by the PCI bus, the main CPU 41 reads the
authentication program stored in the ROM 55. Further, the main CPU
41 performs processing to store the read authentication program in
the RAM 43 (step S1-4).
[0114] Next, the main CPU 41 accesses the memory card 53 attached
to the card slot 53S via the IDE bus. Then, the main CPU 41 reads
the game program and the game system program stored in the memory
card 53.
[0115] Next, the main CPU 41 carries out authentication to check
and prove that the read game program or game system program has not
been falsified in accordance with the authentication program stored
in the RAM 43 (step S1-5).
[0116] When the authentication processing is completed normally,
the main CPU 41 stores the authenticated game program and game
system program in the RAM 43 (step S1-6). Next, the main CPU 41
accesses the GAL 54 attached to the IC socket 54S via the PCI bus
and reads the payout rate setting data from the GAL 54, and stores
it in the RAM 43 (step S1-7). Next, the main CPU 41 reads the
country identification information stored in the ROM 55 of the
gaming board 50 via the PCI bus and stores the read country
identification information in the RAM 43 (step S1-8).
[0117] After performing the above-described processing, the main
CPU 41 advances the base game described below by sequentially
reading and executing the game program and the game system
program.
[0118] After the authentication read processing shown in FIG. 7 is
performed, the main CPU 41 carries out the execution processing of
the base game. FIG. 8 is a flow chart showing the specific
processing procedure of the base game execution processing shown in
step S200 in FIG. 1.
[0119] In the base game execution processing, first, the main CPU
41 determines whether or not a coin(s) has been bet (step S11). In
this processing, the main CPU 41 determines whether or not it has
received an input signal output from the 1-BET switch 26S when the
1-BET button 26 is pressed or an input signal output from the
maximum BET switch 27S when the maximum BET button 27 is pressed.
When the main CPU 41 determines that no coin has been bet, it
returns the processing to step S11.
[0120] On the other hand, when it is determined that a coin(s) has
been bet in step 11, the main CPU 41 performs processing to reduce
the number of credits stored in the RAM 43 in accordance with the
number of coins bet (step S12). If the number of coins bet is
greater than the number of credits stored in the RAM 43, the main
CPU 41 does not perform the processing to reduce the number of
credits stored in the RAM 43 and returns the processing to step
S11. In addition, when the number of coins bet exceeds the upper
limit value that can be bet on a single game (50 coins in the
present embodiment), the main CPU 41 does not perform the
processing to reduce the number of credits stored in the RAM 43 and
advances the processing to step S13. In this manner, a state is
established in which symbols can be scrolled in the display areas
28 (28a to 28o).
[0121] Next, the main CPU 41 determines whether or not the spin
button 23 has been turned ON (step S13). In this processing, the
main CPU 41 determines whether or not it has received an input
signal output from the spin switch 23S when the spin button is
turned ON. When the main CPU 41 determines that the spin button 23
has not been turned ON, it returns the processing to step S11. When
the spin button 23 has not been turned ON (for example, the spin
button 23 has not been turned ON but a game ending direction is
input), the main CPU 41 cancels the result of reduction in step
S12.
[0122] In the present embodiment, a case is described, in which
after a coin(s) has been bet and before whether or not the spin
button 23 has been turned ON is determined (step S13), the
processing to reduce the number of credits is performed (step S12).
However, the present invention is not limited to this example. For
example, after a coin(s) has been bet (step S11), whether or not
the spin button 23 has been turned ON is determined (step S13), and
when it is determined that the spin button 23 has been turned ON
(YES instep S13), the processing to reduce the number of credits
may be performed (step S12).
[0123] Then, when it is determined that the spin button 23 has been
turned ON, the main CPU 41 performs stop symbol determination
processing (step S14). In the stop symbol determination processing,
the main CPU 41 executes the scroll control processing of symbols
(step S15) by executing the stop symbol determination program
stored in the RAM 43 and determines symbols to be displayed when
they stop in each of the display areas 28 (28a to 28o).
[0124] Next, the main CPU 41 performs the scroll processing of
symbols (step S15). In this processing, after the scroll of symbols
is started in each of the display areas 28 (28a to 28o), the
symbols determined in step S14 are stopped in each of the display
areas 28 (28a to 28o). The details of the stop symbol determination
processing and the scroll control processing will be described
later using FIG. 9 and FIG. 10, respectively.
[0125] Next, the main CPU 41 determines a start square from which
the piece object is started (step S16). Then, the main CPU 41
determines whether or not there is a symbol link portion in the
symbol matrix stopped and displayed by the scroll control
processing (step S17). When there is a link portion, in other
words, when it is possible to advance the piece object to a
neighboring symbol in any direction by the in-markers, the
out-markers, and the directions specified in the symbol, the piece
object is moved along the corresponding symbols. The main CPU 41
determines whether or not the square of the end point (goal) has
been reached (step S18), and when the end point has been reached
(YES in step S18), payout processing is performed in accordance
with the payout table shown in FIG. 4 (step S19). In addition, when
the special symbol (high-odds symbol) that can provide a special
payout independent of the number of links is set in any one of the
linked display areas, payout processing is performed with reference
to the odds table shown in FIG. 5.
[0126] When part of credits to be paid out is saved, the main CPU
41 adds a prescribed number of credits to the number of credits
stored in the RAM 43. When paying out credits, the main CPU 41
transmits a control signal to the hopper 66 and pays out a
prescribed number of credits. On this occasion, the coin detector
67 counts the number of coins paid out from the hopper 66 and when
the counted value reaches a specified number, it transmits a payout
completion signal to the main CPU 41. With this, the main CPU 41
terminates the drive of the hopper 66 and the coin payout
processing is completed.
[0127] On the other hand, when the goal has not been reached (NO in
step S18), whether or not there is a symbol link portion is
determined again (step S17). Further, when it is no longer possible
to move the object in any direction toward any neighboring symbol
before the goal has been reached (NO in step S17), in other words,
when losing, no payout of credits is made. In this manner, the base
game is executed.
[0128] The base game in the embodiment of the present invention,
described using FIG. 8, will be described specifically using the
display example of the symbol matrix in the display areas 28 shown
in FIG. 11 to FIG. 16. Here, the transverse five
squares.times.longitudinal three squares shown in FIG. 11 to FIG.
16 correspond to the respective display areas 28 (28a to 28o) of
the liquid crystal display 17 shown in FIG. 2.
[0129] When the spin button 23 is pressed by a player in a state in
which a desired number of credits has been bet by the insertion of
coins into the coin receiving slot 21 etc., the scroll of the
symbol column is started in each of the display areas (28a to 28o)
of the liquid crystal display 17 provided on the front of the
cabinet 11. On this occasion, the main CPU 41 executes stop symbol
determination processing and symbols to be stopped and displayed in
each of the display areas 28 (28a to 28o) are determined. Then, the
scroll of the symbols stops due to the scroll control processing by
the main CPU 41 and symbols stop (are rearranged) in each of the
display areas 28 (28a to 28o) with 5.times.3 squares, that is, 15
squares in total. It is assumed here that a symbol matrix shown in
FIG. 11 is formed.
[0130] In other words, this symbol matrix is formed when the symbol
with code number "09" is stopped and displayed in the display area
28a, the symbol with code number "05", in the display area 28b, the
symbol with code number "01", in the display area 28c, the symbol
with code number "03", in the display area 28d, the symbol with
code number "06", in the display area 28e, the symbol with code
number "09", in the display area 28f, the symbol with code number
"06", in the display area 28g, the symbol with code number "09", in
the display area 28h, the symbol with code number "02", in the
display area 28i, the symbol with code number "10", in the display
area 28j, the symbol with code number "09", in the display area
28k, the symbol with code number "05", in the display area 281, the
symbol with code number "02", in the display area 28m, the symbol
with code number "03", in the display area 28n, and the symbol with
code number "09", in the display area 28o.
[0131] However, it may also be possible to carry out the effect
that the entire symbol matrix formed when symbols being scrolled
are stopped and displayed is hidden with the next timing, for
example, as shown in FIG. 12. By displaying the symbol links in
such a manner that it is hard for the player to recognize them, it
is possible to enhance a sense of expectation of the player.
[0132] Then, the start square is determined by the processing in
step S16. As shown in FIG. 12, in the present embodiment, piece
objects 101A, 101B, and 101C expressed as a "locomotive" are
displayed and the main CPU 41 determines from which of the upper
tier, the middle tier, and the lower tier the symbol is started. On
this occasion, if the piece object indicative of the selected start
square is caused to flash, it is possible to notify the player of
the selected start square.
[0133] In FIG. 12, the piece object 101B is displayed in a flashing
state. In other words, it means that the display area 28f is
determined as the start square. By the way, the player may select
the start position of the piece object with the touch panel
etc.
[0134] After that, as shown in FIG. 13, with an effect image 102 in
which the hidden parts of the display appear one after another, the
player can gradually recognize part of the symbol matrix visually.
The main CPU 41 determines whether or not there is a symbol link
portion in the symbol matrix stopped and displayed by the scroll
control processing (step S17). When there is a link portion, that
is, when the piece object 101B can move to a neighboring symbol in
any direction based on the in-markers, the out-markers, and the
directions specified in the symbols as shown in FIG. 3, an effect
image in which the piece object 101B moves along the corresponding
symbols is displayed.
[0135] As shown in FIG. 14, FIG. 15, if a gold ingot symbol 103A is
set as the special symbol that can provide a special payout
independent of the number of links is set on the way in the linked
display areas, it is possible to obtain odds associated with the
odds table. Since the gold ingot symbol as the special symbol is a
symbol that provides high odds, it is also referred to as a
high-odds symbol.
[0136] In the base game, there may be the case where whether or not
there is a symbol link portion is determined and the result is
negative. In addition, there may be an example as one in which a
payout of credits is not obtained, in which even if the gold ingot
symbols 103A is obtained, a line leading to the dead end is
selected and the piece object 101B cannot move any more, as shown
in FIG. 15. In this case, no payout is made.
[0137] As shown in FIG. 16, when it is possible to link the symbols
until the square (display area 28o) at the end point (goal) set in
the symbol matrix is reached, the completion of the link is
notified to the player by the turning on of the respective symbols
linking the square at the start point and the square at the end
point, or the turning off of the symbols other than those in the
display areas in question. At this point of time, the player can
obtain a payout of credits for the first time. When the high-odds
symbol (the gold ingot symbol 103A shown in FIG. 14) is set to the
linked symbols, this high-odds symbol is also displayed. In the
display example in FIG. 16, from the square (display area 28f) at
the start point to the square (display area 28o) at the end point,
the symbols are linked in the order of the display area 28f, the
display area 28g, the display area 28h, the display area 28i, the
display area 28n, and the display area 28o. Further, the figure
shows that the gold ingots 103A, 103B have been obtained in the
squares (display areas 28h, 28n) on the way. As a result, a payout
of credits "20" based on the payout table and the odds table in
FIG. 4, FIG. 5 and the high-odds symbol ".times.100" are obtained
and the number of credits 2,000 will be provided.
[0138] As described above, in the base game as the embodiment of
the present invention, when the symbols are linked from the
prescribed start point to end point set in the symbol matrix, a
payout results for the first time in accordance with the number of
linked symbols. In other words, a payout can result from conditions
different from those of the conventional effective line. In
addition, in the present embodiment, it is possible to cause a
player to have a sense of higher expectation by providing a new
entertainment property that a payout is added to the "payout to the
player" or it is multiplied depending on the number of linked
symbols and the special symbol.
[0139] The payout table and the odds table in FIG. 4 and FIG. 5
described in the present embodiment are mere examples, not
limiting. Further, the display examples during the execution of the
base game using FIG. 11 to FIG. 16 are also mere examples, not
limiting. Furthermore, as the special symbol, such a symbol with
the setting that the obtained payout is reduced may be accepted, in
addition to the high-odds symbols.
[0140] FIG. 9 is a flow chart showing the scroll control processing
of symbols shown in step S17 in FIG. 8. This processing is
performed when the main CPU 41 executes the stop symbol
determination program stored in the RAM 43.
[0141] First, the main CPU 41 selects a random number value
corresponding to each of the display areas 28 from the numerical
value range of 0 to 255 by executing the random number generation
program included in the stop symbol determination program (step
S51).
[0142] Next, the main CPU 41 refers to the symbol-weighted data in
accordance with the payout rate setting data output from the GAL 54
and stored in the RAM 43. Further, the main CPU 41 determines code
numbers (refer to FIG. 3) of the symbols to be stopped and
displayed in each of the display areas 28 with a total of 15
squares, that is, 5.times.3 squares based on the selected five
random number values (step S52). In addition, the main CPU 41
determines the code number of each of the display areas 28 as well
as determining whether or not the start point through the end point
set in the symbol matrix can be linked.
[0143] FIG. 10 is a flow chart showing the scroll processing of
symbols shown in step S18 in FIG. 8. This processing is performed
between the main CPU 41 and the sub CPU 61.
[0144] First, the main CPU 41 transmits a start signal to the
effect that the scroll of symbols is started in the display areas
28 of the liquid crystal display 17 to the sub CPU 61 (step S61).
When receiving the start signal from the main CPU 41, the sub CPU
61 outputs a symbol scroll direction to the VDP 46. The VDP 46
reads image data of the symbols stored in the image data ROM 47 and
scrolls the symbols in the five columns of the display areas 28 of
the liquid crystal display 17 (step S71). Due to this, the scroll
of symbols starts in the five columns of the display areas 28.
[0145] After transmitting the start signal to the sub CPU 61 in
step 61, the main CPU 41 executes the effect when scrolling symbols
(step S62). In this processing, images are displayed on the lower
image display panel 16, sound is output from the speaker 29, etc.,
over the period of time (for example, three seconds) specified in
accordance with the result etc. of the stop symbol determination
processing (step S17 in FIG. 9).
[0146] Next, the main CPU 41 determines whether or not it is a
timing of the direction to stop the scroll (step S63 in FIG.
12).
[0147] When it is determined not to be the timing of the direction
to stop the scroll in the processing in step S63, the processing is
returned to step S63 and the effect when scrolling is continued. On
the other hand, when it is determined to be the timing of the
direction to stop the scroll in the processing in step S63, the
main CPU 41 transmits the code numbers of the symbols stored in the
RAM 43 to the sub CPU 61 (step S64). When receiving the code
numbers of the symbols from the main CPU 41, the sub CPU 61
determines the stop positions of the scroll so as to correspond to
the code numbers (step S72).
[0148] After that, the scroll stop processing is performed and the
symbols stop and are displayed in each of the display areas 28
(step S73). In addition, the display processing of effect images by
the main CPU 41 is terminated (step S65).
[0149] Hereinbefore, a slot machine in an embodiment of the present
invention is described, however, the specific examples are only
illustrative, not particularly limiting the present invention and
the specific configuration of each means can be adequately modified
in design. In addition, the effects described in the embodiments of
the present invention are only enumerated from most preferred ones
resulting from the present invention and the effects of the present
invention are not limited by those described in the embodiments of
the present invention.
* * * * *