U.S. patent application number 11/790575 was filed with the patent office on 2008-04-10 for slot machine and playing method thereof.
This patent application is currently assigned to ARUZE GAMING AMERICA, INC.. Invention is credited to Kazuo Okada.
Application Number | 20080085755 11/790575 |
Document ID | / |
Family ID | 39275364 |
Filed Date | 2008-04-10 |
United States Patent
Application |
20080085755 |
Kind Code |
A1 |
Okada; Kazuo |
April 10, 2008 |
Slot machine and playing method thereof
Abstract
A slot machine is operable to cause, when a sub game in which a
specific symbol is selected from among a plurality of symbols by an
external input was executed, a predetermined number of times of
special game as a unit game to be executed after the sub game, vary
a payout amount of credits in accordance with the appearance
frequency of the specific symbol on a main display during the
special game, and display the appearance frequency of the specific
symbol on the main display and the payout amount of credits in
accordance with the appearance frequency on the sub display.
Inventors: |
Okada; Kazuo; (Tokyo,
JP) |
Correspondence
Address: |
NDQ&M WATCHSTONE LLP
1300 EYE STREET, NW, SUITE 1000 WEST TOWER
WASHINGTON
DC
20005
US
|
Assignee: |
ARUZE GAMING AMERICA, INC.
Las Vegas
NV
|
Family ID: |
39275364 |
Appl. No.: |
11/790575 |
Filed: |
April 26, 2007 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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60850272 |
Oct 10, 2006 |
|
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Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/3267 20130101;
G07F 17/32 20130101 |
Class at
Publication: |
463/20 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A slot machine comprising: a main display on which a plurality
of symbols that have been arranged are rearranged in a unit game; a
sub display on which an appearance frequency of a specific symbol
and a payout amount of credits in accordance with the appearance
frequency are displayed; and a controller operable to: (a) when a
sub game in which a specific symbol is selected from among the
plurality of symbols by an external input was executed, cause a
predetermined number of times of special game as a unit game to be
executed after the sub game, (b) vary the payout amount of credits
in accordance with the appearance frequency of the specific symbol
on the main display during the special game, and (c) display the
appearance frequency of the specific symbol on the main display and
the payout amount of credits in accordance with the appearance
frequency on the sub display.
2. The slot machine according to claim 1, wherein the controller is
operable to increase the payout amount of credits in accordance
with the increase in the number of specific symbols rearranged on
the main display during the special game.
3. The slot machine according to claim 1, wherein the controller is
operable to increase the payout amount of credits in accordance
with the increase in the number of times the specific symbol is
rearranged on the main display during the special game.
4. A slot machine comprising: a main display on which a plurality
of symbols that have been arranged are rearranged in a unit game; a
sub display on which an appearance frequency of a specific symbol
and a payout amount of credits in accordance with the appearance
frequency are displayed; and a controller operable to: (a) when a
sub game in which a specific symbol is selected from among the
plurality of symbols by an external input was executed, cause a
predetermined number of times of special game as a unit game to be
executed after the sub game, (b) vary the payout amount of credits
in accordance with the appearance frequency of the specific symbol
on the main display during the special game, (c) increase the
payout amount of credits in accordance with the appearance
frequency of the symbol more than that of the symbol having a
larger expectation value of payout when the specific symbol is a
symbol having a small expectation value of payout, and reduce the
payout amount of credits in accordance with the appearance
frequency of the symbol less than that of the symbol having a
smaller expectation value of payout when the specific symbol is a
symbol having a large expectation value of payout, and (d) display
the appearance frequency of the specific symbol on the main display
and the payout amount of credits in accordance with the appearance
frequency on the sub display.
5. The slot machine according to claim 4, wherein the controller is
operable to increase the payout amount of credits in accordance
with the increase in the number of specific symbols rearranged on
the main display during the special game.
6. The slot machine according to claim 4, wherein the controller is
operable to increase the payout amount of credits in accordance
with the increase in the number of times the specific symbol is
rearranged on the main display during the special game.
7. A slot machine comprising: a main display on which a plurality
of symbols that have been arranged are rearranged in a unit game; a
sub display on which an appearance frequency of a specific symbol
and a payout amount of credits in accordance with the appearance
frequency are displayed; and a controller operable to: (a) when a
sub game in which a specific symbol is selected from among the
plurality of symbols by an external input was executed, cause a
predetermined number of times of special game as a unit game to be
executed after the sub game, (b) vary the payout amount of credits
in accordance with the appearance frequency of the specific symbol
on the main display during the special game, (c) increase the
payout amount of credits in accordance with the appearance
frequency of the symbol more than that of the symbol having a
larger expectation value of payout when the specific symbol is a
symbol having a small expectation value of payout, and reduce the
payout amount of credits in accordance with the appearance
frequency of the symbol less than that of the symbol having a
smaller expectation value of payout when the specific symbol is a
symbol having a large expectation value of payout, and (d) update
the appearance frequency of the specific symbol on the main display
and the payout amount of credits in accordance with the appearance
frequency each time each special game is over or the specific
symbol is rearranged on the main display, and display them on the
sub display.
8. The slot machine according to claim 7, wherein the controller is
operable to increase the payout amount of credits in accordance
with the increase in the number of specific symbols rearranged on
the main display during the special game.
9. The slot machine according to claim 7, wherein the controller is
operable to increase the payout amount of credits in accordance
with the increase in the number of times the specific symbol is
rearranged on the main display during the special game.
10. A playing method executed in a slot machine, comprising the
steps of: (a) causing a controller to rearrange a plurality of
symbols that have been arranged on a main display in a unit game;
(b) when a sub game in which a specific symbol is selected from
among the plurality of symbols by an external input was executed,
causing the controller to execute a predetermined number of times
of special game as a unit game after the sub game, and to vary the
payout amount of credits in accordance with the appearance
frequency of the specific symbol on the main display during the
special game; and (c) causing the controller to display the
appearance frequency of the specific symbol on the main display and
the payout amount of credits in accordance with the appearance
frequency on the sub display.
11. The playing method executed in a slot machine according to
claim 10, wherein the controller is operable to increase the payout
amount of credits in accordance with the increase in the number of
specific symbols rearranged on the main display during the special
game.
12. The playing method executed in a slot machine according to
claim 10, wherein the controller is operable to increase the payout
amount of credits in accordance with the increase in the number of
times the specific symbol is rearranged on the main display during
the special game.
13. A playing method executed in a slot machine, comprising the
steps of: (a) causing a controller to rearrange a plurality of
symbols that have been arranged on a main display in a unit game;
(b) when a sub game in which a specific symbol is selected from
among the plurality of symbols by an external input was executed,
causing the controller to execute a predetermined number of times
of special game as a unit game after the sub game, and to vary the
payout amount of credits in accordance with the appearance
frequency of the specific symbol on the main display during the
special game; (c) causing the controller to increase the payout
amount of credits in accordance with the appearance frequency of
the symbol more than that of the symbol having a larger expectation
value of payout when the specific symbol is a symbol having a small
expectation value of payout, and to reduce the payout amount of
credits in accordance with the appearance frequency of the symbol
less than that of the symbol having a smaller expectation value of
payout when the specific symbol is a symbol having a large
expectation value of payout; and (d) causing the controller to
display the appearance frequency of the specific symbol on the main
display and the payout amount of credits in accordance with the
appearance frequency on the sub display.
14. The playing method executed in a slot machine according to
claim 13, wherein the controller is operable to increase the payout
amount of credits in accordance with the increase in the number of
specific symbols rearranged on the main display during the special
game.
15. The playing method executed in a slot machine according to
claim 13, wherein the controller is operable to increase the payout
amount of credits in accordance with the increase in the number of
times the specific symbol is rearranged on the main display during
the special game.
16. A playing method executed in a slot machine, comprising the
steps of: (a) causing a controller to rearrange a plurality of
symbols that have been arranged on a main display in a unit game;
(b) when a sub game in which a specific symbol is selected from
among the plurality of symbols by an external input was executed,
causing the controller to execute a predetermined number of times
of special game as a unit game after the sub game, and to vary the
payout amount of credits in accordance with the appearance
frequency of the specific symbol on the main display during the
special game; (c) causing the controller to increase the payout
amount of credits in accordance with the appearance frequency of
the symbol more than that of the symbol having a larger expectation
value of payout when the specific symbol is a symbol having a small
expectation value of payout, and to reduce the payout amount of
credits in accordance with the appearance frequency of the symbol
less than that of the symbol having a smaller expectation value of
payout when the specific symbol is a symbol having a large
expectation value of payout; and (d) causing the controller to
update the appearance frequency of the specific symbol on the main
display and the payout amount of credits in accordance with the
appearance frequency each time each special game is over or the
specific symbol is rearranged on the main display, and to display
them on the sub display.
17. The playing method executed in a slot machine according to
claim 16, wherein the controller is operable to increase the payout
amount of credits in accordance with the increase in the number of
specific symbols rearranged on the main display during the special
game.
18. The playing method executed in a slot machine according to
claim 16, wherein the controller is operable to increase the payout
amount of credits in accordance with the increase in the number of
times the specific symbol is rearranged on the main display during
the special game.
Description
CROSS-REFERENCE TO RELATED APPLICATION
[0001] This application is based upon and claims the benefit of
U.S. Provisional Application No. 60/850,272, filed on Oct. 10,
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 for playing
a game using game media such as coins or bills, and a playing
method thereof.
[0004] 2. Description of Related Art
[0005] As conventional slot machines, there is one disclosed in
U.S. Pat. No. 6,960,133B1 or U.S. Pat. No. 6,012,983. The slot
machine is configured such that a plurality of symbols starts to be
scrolled on a display unit provided in front of a cabinet when the
player inserts game media such as tokens, coins or bills into the
insertion slot of the slot machine and presses the spin button, and
subsequently, respective symbols automatically come to a stop. At
this time, symbols to be stopped are determined randomly by
generating a random number at the start of scrolling respective
symbols, which is triggered by pressing the spin button. With
winning a bonus game such as a mystery bonus or the second game
after this determining process of the symbols to be stopped, payout
of credits accompanying the award such as a mystery bonus is
executed, or transition from the base game to the bonus game occurs
and the bonus game is executed. Here, the slot machine is
configured to payout a predetermined award when a winning
combination occurs during execution of the game.
[0006] In U.S. Pat. No. 6,093,102, a slot machine is disclosed, in
which an award is paid out when symbols are put on a specific line
called a payline. In U.S. Pat. No. 6,604,999B2 or US2002065124A1, a
slot machine is disclosed, in which two kinds of payouts are made,
that is, the payout determined by a combination of symbols having
come to a stop on the payline and the payout determined by the
number of displayed symbols called a scatter (hereinafter, referred
to as a scatter symbol) not affected by the payline.
[0007] The scatter symbol in such a slot machine serves as a
trigger for payout depending on the number of symbols.
SUMMARY OF THE INVENTION
[0008] A first aspect of the present invention is a slot machine
comprising a configuration described below, the slot machine
comprising a main display on which a plurality of symbols that have
been arranged are rearranged in a unit game, a sub display on which
an appearance frequency of a specific symbol and a payout amount of
credits in accordance with the appearance frequency are displayed,
and a controller operable to: (a) when a sub game in which a
specific symbol is selected from among the plurality of symbols by
an external input was executed, cause a predetermined number of
times of special game as a unit game to be executed after the sub
game, (b) vary the payout amount of credits in accordance with the
appearance frequency of the specific symbol on the main display
during the special game, and (c) display the appearance frequency
of the specific symbol on the main display and the payout amount of
credits in accordance with the appearance frequency on the sub
display.
[0009] With the slot machine according to the first aspect of the
present invention, when a specific symbol is selected by the
player's operation, the controller controls the payout amount of
credits to vary in accordance with the appearance frequency of the
specific symbol on the main display during the special game, that
is, the unit game. Further, the controller controls the appearance
frequency of the specific symbol and the payout amount of credits
in accordance with the appearance frequency to be displayed on the
sub display.
[0010] A second aspect of the present invention is a slot machine
comprising a configuration described below, the slot machine
comprising a main display on which a plurality of symbols that have
been arranged are rearranged in a unit game, a sub display on which
the appearance frequency of a specific symbol and a payout amount
of credits in accordance with an appearance frequency are
displayed, and a controller operable to: (a) when a sub game in
which a specific symbol is selected from among the plurality of
symbols by an external input was executed, cause a predetermined
number of times of special game as a unit game to be executed after
the sub game, (b) vary the payout amount of credits in accordance
with the appearance frequency of the specific symbol on the main
display during the special game, (c) increase the payout amount of
credits in accordance with the appearance frequency of the symbol
more than that of the symbol having a larger expectation value of
payout when the specific symbol is a symbol having a small
expectation value of payout, and reduce the payout amount of
credits in accordance with the appearance frequency of the symbol
less than that of the symbol having a smaller expectation value of
payout when the specific symbol is a symbol having a large
expectation value of payout, and (d) display the appearance
frequency of the specific symbol on the main display and the payout
amount of credits in accordance with the appearance frequency on
the sub display.
[0011] With the slot machine according to the second aspect of the
present invention, the controller controls to increase the payout
amount of credits in accordance with the appearance frequency of
the symbol more than that of the symbol having a larger expectation
value of payout when the specific symbol is a symbol having a small
expectation value of payout and reduce the payout amount of credits
in accordance with the appearance frequency of the symbol less than
that of the symbol having a smaller expectation value of payout
when the specific symbol is a symbol having a large expectation
value of payout. Consequently, when the player selects a symbol
having a small expectation value, the probability of payout is
reduced, however, the payout amount will be increased depending on
the number of rearranged symbols. Further, when the player selects
a symbol having a large expectation value, the payout amount is
reduced, however, the probability of payout will be increased.
[0012] A third aspect of the present invention is a slot machine
comprising a configuration described below, the slot machine
comprising a main display on which a plurality of symbols that have
been arranged are rearranged in a unit game, a sub display on which
an appearance frequency of a specific symbol and a payout amount of
credits in accordance with the appearance frequency are displayed,
and a controller operable to: (a) when a sub game in which a
specific symbol is selected from among the plurality of symbols by
an external input was executed, cause a predetermined number of
times of special game as a unit game to be executed after the sub
game, (b) vary the payout amount of credits in accordance with the
appearance frequency of the specific symbol on the main display
during the special game, (c) increase the payout amount of credits
in accordance with the appearance frequency of the symbol more than
that of the symbol having a larger expectation value of payout when
the specific symbol is a symbol having a small expectation value of
payout, and reduce the payout amount of credits in accordance with
the appearance frequency of the symbol less than that of the symbol
having a smaller expectation value of payout when the specific
symbol is a symbol having a large expectation value of payout, and
(d) update the appearance frequency of the specific symbol on the
main display and the payout amount of credits in accordance with
the appearance frequency each time each special game is over or the
specific symbol is rearranged on the main display, and display them
on the sub display.
[0013] With the slot machine according to the third aspect of the
present invention, the controller controls to update the appearance
frequency of the specific symbol on the main display and the payout
amount of credits in accordance with the appearance frequency each
time each special game is over or each time the specific symbol is
rearranged on the main display and display them on the sub
display.
[0014] A fourth aspect of the present invention is a playing method
executed in a slot machine, comprising the steps of: (a) causing a
controller to rearrange a plurality of symbols that have been
arranged on a main display in a unit game, (b) when a sub game in
which a specific symbol is selected from among the plurality of
symbols by an external input was executed, causing the controller
to execute a predetermined number of times of special game as a
unit game after the sub game, and to vary the payout amount of
credits in accordance with the appearance frequency of the specific
symbol on the main display during the special game, and (c) causing
the controller to display the appearance frequency of the specific
symbol on the main display and the payout amount of credits in
accordance with the appearance frequency on the sub display.
[0015] With the playing method executed in a slot machine according
to the fourth aspect of the present invention, when a specific
symbol is selected by the player's operation, the payout amount of
credits is controlled so as to vary in accordance with the
appearance frequency of the specific symbol on the main display
during the special game, that is, a unit game. Further, the
appearance frequency of the specific symbol and the payout amount
of credits in accordance with the appearance frequency are
displayed on the sub display.
[0016] A fifth aspect of the present invention is a playing method
executed in a slot machine, comprising the steps of: (a) causing a
controller to rearrange a plurality of symbols that have been
arranged on a main display in a unit game, (b) when a sub game in
which a specific symbol is selected from among the plurality of
symbols by an external input was executed, causing the controller
to execute a predetermined number of times of special game as a
unit game after the sub game, and to vary the payout amount of
credits in accordance with the appearance frequency of the specific
symbol on the main display during the special game, (c) causing the
controller to increase the payout amount of credits in accordance
with the appearance frequency of the symbol more than that of the
symbol having a larger expectation value of payout when the
specific symbol is a symbol having a small expectation value of
payout, and to reduce the payout amount of credits in accordance
with the appearance frequency of the symbol less than that of the
symbol having a smaller expectation value of payout when the
specific symbol is a symbol having a large expectation value of
payout, and (d) causing the controller to display the appearance
frequency of the specific symbol on the main display and the payout
amount of credits in accordance with the appearance frequency on
the sub display.
[0017] With the playing method executed in a slot machine according
to the fifth aspect of the present invention, control is taken so
as to increase the payout amount of credits in accordance with the
appearance frequency of the symbol more than that of the symbol
having a larger expectation value of payout when the specific
symbol is a symbol having a small expectation value of payout and
reduce the payout amount of credits in accordance with the
appearance frequency of the symbol less than that of the symbol
having a smaller expectation value of payout when the specific
symbol is a symbol having a large expectation value of payout.
Consequently, when the player selects a symbol having a small
expectation value, the probability of payout is reduced, however,
the payout amount will be increased depending on the number of
rearranged symbols. Further, when the player selects a symbol
having a large expectation value, the payout amount is reduced,
however, the probability of payout will be increased.
[0018] A sixth aspect of the present invention is a playing method
executed in a slot machine, comprising the steps of: (a) causing a
controller to rearrange a plurality of symbols that have been
arranged on a main display in a unit game, processing of causing,
(b) when a sub game in which a specific symbol is selected from
among the plurality of symbols by an external input was executed,
causing the controller to execute a predetermined number of times
of special game as a unit game after the sub game, and to vary the
payout amount of credits in accordance with the appearance
frequency of the specific symbol on the main display during the
special game, (c) causing the controller to increase the payout
amount of credits in accordance with the appearance frequency of
the symbol more than that of the symbol having a larger expectation
value of payout when the specific symbol is a symbol having a small
expectation value of payout, and to reduce the payout amount of
credits in accordance with the appearance frequency of the symbol
less than that of the symbol having a smaller expectation value of
payout when the specific symbol is a symbol having a large
expectation value of payout, and (d) causing the controller to
update the appearance frequency of the specific symbol on the main
display and the payout amount of credits in accordance with the
appearance frequency each time each special game is over or the
specific symbol is rearranged on the main display, and to display
them on the sub display.
[0019] With the playing method executed in a slot machine according
to the sixth aspect of the present invention, the appearance
frequency of the specific symbol on the main display and the payout
amount of credits in accordance with the appearance frequency are
updated each time each special game is over or the specific symbol
is rearranged on the main display and they are displayed on the sub
display.
BRIEF DESCRIPTION OF THE DRAWINGS
[0020] FIG. 1 is a flow chart generally showing a playing method of
a slot machine according to an embodiment of the present
invention.
[0021] FIG. 2 is a perspective view showing an appearance of a slot
machine according to an embodiment of the present invention.
[0022] FIG. 3 is an explanatory diagram showing columns of symbols
displayed on each display area and the code number of each symbol
of a slot machine according to an embodiment of the present
invention.
[0023] FIG. 4 is an explanatory diagram showing a payout table for
a base game.
[0024] FIG. 5 is an explanatory diagram showing a relationship
between symbols selected in a special game and their expectation
values.
[0025] FIGS. 6A to 6C are explanatory diagrams showing a payout
table for a special game.
[0026] FIG. 7 is an explanatory diagram showing a display example
of a count value/payout amount display.
[0027] FIG. 8 is a block diagram showing a control circuit of a
slot machine according to an embodiment of the present
invention.
[0028] FIG. 9 is a flow chart showing part of a procedure of base
game execution processing executed by a slot machine according to
an embodiment of the present invention.
[0029] FIG. 10 is a flow chart showing another part of a procedure
of base game execution processing executed by a slot machine
according to an embodiment of the present invention.
[0030] FIG. 11 is a flow chart showing part of a procedure of
special game execution processing executed by a slot machine
according to an embodiment of the present invention.
[0031] FIG. 12 is a flow chart showing another part of a procedure
of special game execution processing executed by a slot machine
according to an embodiment of the present invention.
[0032] FIG. 13 is a flow chart showing a procedure of
symbol-to-be-stopped determination processing executed by a slot
machine according to an embodiment of the present invention.
[0033] FIG. 14 is a flow chart showing a procedure of symbol
scrolling processing executed by a slot machine according to an
embodiment of the present invention.
[0034] FIG. 15 is a flow chart showing a procedure of bonus game
processing executed by a slot machine according to an embodiment of
the present invention.
[0035] FIG. 16A is an explanatory diagram showing a display example
when a combination including a predetermined number of or more
specific symbols is rearranged, FIG. 16B is an explanatory diagram
showing a display example when a winning combination of specific
symbols having come to a stop on a payline, and FIG. 16C is an
explanatory diagram showing a display example when the specific
symbol is included in the symbols having come to a stop in the
display area.
[0036] FIG. 17A is an explanatory diagram showing a display example
when symbols are scrolling, FIG. 17B is an explanatory diagram
showing a display example when a winning combination of specific
symbols has come to a stop on the payline, FIG. 17C is an
explanatory diagram showing a display example when a winning
combination of specific symbols has come to a stop on the payline,
and FIG. 17D is an explanatory diagram showing a display example
when a combination including a predetermined number of specific
symbols has come to a stop in each display area.
[0037] FIG. 18A is an explanatory diagram showing a display example
when each symbol display area is put into a lit state in a symbol
selecting display, FIG. 18B is an explanatory diagram showing a
display example after the symbol selection by a player in the
symbol selecting display, and FIG. 18C is an explanatory diagram
showing a display example in the symbol selecting display when the
special game is over.
DETAILED DESCRIPTION OF THE EMBODIMENT
[0038] FIG. 1 is a flow chart generally showing a playing method of
a slot machine according to an embodiment of the present invention.
The general operation of the slot machine and the playing method
according to an embodiment of the present invention will be
described below with reference to the flow chart shown in FIG. 1
and the perspective view shown in FIG. 2.
[0039] When the slot machine according an embodiment of the present
invention is powered on and starts up, authentication processing is
executed first (step S100). In this authentication processing,
initial checking processing is executed, prior to the start of the
unit game (base game, second game, etc.), in order to determine
whether the program for operating the system operates normally or
not, whether there is any altercation of the program or not,
etc.
[0040] Next, the base game is executed (step S200). The base game
is executed by a trigger when a spin button 23 is pressed by a
player in a state in which a coin is inserted into a coin insertion
slot 21 by the player and a desired number of credits are bet.
[0041] On the front of a cabinet 11, a lower image display panel 16
is provided. In the lower image display panel 16, a display window
15 is provided and a liquid crystal display 17 is provided
thereinside. The liquid crystal display 17 comprises a display area
28 (28a to 28e) for displaying symbols in a 5-column.times.3-row
matrix. In each of the display area 28, symbols are arranged. In
the base game, the scrolling of symbols arranged in each of the
display area 28 is started with the pressing of the spin button by
the player as a trigger. Then, after a lapse of a predetermined
period of time, the scrolling stops automatically and symbols come
to a stop (rearrangement) in each of the display area 28. In other
words, in the base game, the unit games corresponding to five
columns are executed. With the slot machine according to the
present embodiment, in the base game, the processing of determining
symbols to be stopped in each of the display area 28 (28a to 28e)
is executed.
[0042] Next, whether or not a sub game is executed is determined
(step S300), which selects a specific symbol from among all the
symbols that can be displayed in each of the display area 28 (28a
to 28e), that is, "JACKPOT 7", "BLUE 7", "BELL", CHERRY",
"STRAWBERRY", "PLUM", "ORANGE", "APPLE", "LOBSTER", and "CRAB".
[0043] Then, when the sub game is determined to be executed (YES in
step S300), the sub game is executed (step S400).
[0044] The selection of a specific symbol in the sub game can be
performed by using, for example, a symbol selecting display 14
provided below the display window 15. In each of symbol display
areas 14a to 14j of the symbol selecting display 14, each symbol of
the "JACKPOT 7", "BLUE 7", "BELL", CHERRY", "STRAWBERRY", "PLUM",
"ORANGE", "APPLE", "LOBSTER", and "CRAB" is displayed. When the
player selectively touches and operates one of the symbol display
areas 14a to 14j in which each symbol is displayed, an input signal
in accordance with a touched and operated one of the symbol display
areas 14a to 14j is output from a touch panel 69 (refer to FIG. 8)
provided on the front of the lower image display panel 16. In the
present embodiment, the respective symbol display areas 14a to 14j
are lit and displayed in the respective states of being color-coded
in accordance with the expectation values of the respective
symbols. Consequently, it is possible for the player to determine
the magnitude of the expectation value of each symbol by its color.
The expectation value of a symbol will be described later.
[0045] With the slot machine according to the present embodiment,
the input signal from the touch panel 69 is handled as an external
input. Then, it is possible to recognize a selected specific symbol
by determining one of the symbol display areas 14a to 14j touched
and operated by the player.
[0046] Alternatively, it may also be possible to constitute each of
the symbol display areas 14a to 14j of the symbol selecting display
14 by a press button switch. In this case, it is possible to
determine one of the symbol display areas 14a to 14j pressed by the
player by detecting the input signal from the press button switch.
In this case, it follows that the input signal from the press
button switch corresponds to the external input.
[0047] After the sub game is executed, the slot machine according
to the present embodiment executes the special game a predetermined
number of times (step S500).
[0048] In each special game, the slot machine according to the
present embodiment starts scrolling of symbols in each display area
28 (28a to 28e), the pressing of the spin button 23 by the player
as a trigger, and then, stops scrolling to cause symbols to come to
a stop in each display area 28.
[0049] Then, the slot machine according to the present embodiment
counts an appearance frequency of a specific symbol selected in the
sub game during the special game (step S600).
[0050] Specifically, the appearance frequency of a specific symbol
during the special game is counted as follows.
[0051] In other words, the slot machine according to the present
embodiment counts the number of times the "PLUM" symbol selected in
the sub game is rearranged in each display area 28 as the
appearance frequency of the specific symbol during the special
game. Further, in the slot machine according to the present
embodiment, it may also be possible to count the number of times
the "PLUM" symbol selected in the sub game is rearranged (the
number of times of game) as the appearance frequency of the
specific symbol during the special game.
[0052] For example, it is assumed that the "PLUM" symbol is
selected as a specific symbol. In this case, an award is caused to
occur, which is accompanied by payout of credits in accordance with
the number of rearranged "PLUM" symbols as shown in FIG. 16C.
However, it may also be possible to cause an award accompanied by
payout to occur by a combination of other symbols. In other words,
it may also be possible to cause an award accompanied by payout to
occur when a combination including a predetermined number of or
more "PLUM" symbols is achieved, or when a winning combination of
the "PLUM" symbols is achieved. Specifically, as a combination of
the "PLUM" symbols selected in the sub game, which causes an award
accompanied by payout of credits to occur, examples include a
combination including a predetermined number (e.g., six) of or more
"PLUM" symbols as shown in FIG. 16A and a wining combination of the
"PLUM" symbols having come to a stop on the payline L as shown in
FIG. 16B. Such a special game may be executed simultaneously with
the base game, or may be executed alone.
[0053] After a predetermined number of times of special game are
over, the slot machine according to the present embodiment makes
payout of credits with the payout amount in accordance with the
appearance frequency of the specific symbol counted during the
special game (step S700) and executes the base game after returning
to step S200.
[0054] With the slot machine according to the present embodiment,
it is possible to develop the player's interest in the game by
causing the player to expect that the payout amount will increase
in accordance with the increase in the number of rearranged
specific symbols selected in the sub game or in the number of times
the specific symbol is rearranged.
[0055] In the above-mentioned example, an example in which symbols
are caused to stop and displayed in the 5-column.times.3-row
display area 28 (28a to 28e) is explained, however, the present
invention is not limited to the 5-column.times.3-row display area
28.
[0056] Further, in the above-mentioned example, symbols are
displayed in each of the display area 28 using the liquid crystal
display 17. As another example, a configuration may also be
possible, in which cylinder-shaped, mechanical spinning reels on
the side of which a plurality of symbols are drawn are used and
after spun, the spinning reels are stopped to cause the symbols to
come to a stop inside the display window 15.
[0057] Furthermore, in the above-mentioned example, symbols are
displayed by scrolling the symbols vertically with respect to each
of the display areas 28 (28a to 28e) and then, the symbols are
caused to come to a stop (rearrangement) in the base game. As
another example, it may also be possible to change symbols in each
of the display areas 28 (28a to 28e) for display
(rearrangement).
[0058] Next, a configuration of a slot machine 10 according to one
embodiment of the present invention will be explained with
reference to the perspective view shown in FIG. 2. The slot machine
10 is installed in a gaming facility.
[0059] With the slot machine 10, a coin, a bill, or electronic
redeemable value information corresponding to these is used as game
media for executing a unit game. However, in the present invention,
the game media is not limited in particular and may include a
medal, a token, an electronic money and a ticket, for example. In
addition, the above-mentioned ticket may include but not limited to
a bar-coded ticket described below and the like, for example.
[0060] As shown in FIG. 2, the slot machine 10 comprises the
cabinet 11, a top box 12 provided on the top side of the cabinet
11, and a main door 13 provided on the front of the cabinet 11.
[0061] Inside the cabinet 11, the liquid crystal display 17 is
provided for scrolling a 5-column.times.3-row matrix of symbols.
The liquid crystal display 17 comprises the display area 28 (28a to
28e) for displaying the 5-column.times.3-row matrix of symbols. On
the front of the display area 28, the display window 15 is
provided, through which symbols displayed in the display area 28
are visible. When the base game is executed, the symbols are
scrolled in each of the 5-column.times.3-row display area 28 (28a
to 28c). It is possible for the player to view the symbols being
scrolled through the display window 15.
[0062] In the present embodiment, the 5-column.times.3-row display
area 28 (28a to 28c) of the liquid crystal display 17 is described
as an example. As another example, it may also be possible to
display symbols through the display window 15 by spinning and then
stopping mechanical reels with the symbols displayed on their side.
Also, the display area 28 is not limited to the
5-column.times.3-row matrix.
[0063] At the upper part of the main door 13 and in front of the
liquid crystal display 17, the lower image display panel 16 is
provided. The lower image display panel 16 has a transparent liquid
crystal panel to display, during the game, various information
about the game, effect images, and the like.
[0064] A number of credit display 31, a number of payout display
32, and a count value/payout amount display 71 are provided in the
lower image display panel 16. The number of coins having been
credited is displayed as images on the number of credit display 31.
The number of coins to be paid out, if the symbol combination that
has come to a stop on the payline L described below turns out to be
a winning combination, and the number of coins to be paid out, if a
combination including a predetermined number (e.g., six) of or more
predetermined symbols has come to a stop in the display area 28,
are displayed as images on the number of payout display 32. On the
count value/payout amount display 71, the symbol selected in the
sub game, its appearance frequency, that is, the number of
rearranged symbols (or the number of times of rearrangement), and
the payout amount (the number) of credits in accordance with the
appearance frequency are displayed.
[0065] In the middle portion of the display window 15 provided in
the lower image display panel 16, a single payline L is set. The
payline L defines a combination of symbols. When a combination of
symbols having come to a stop on the payline L turns out to be a
winning combination, the number of coins in accordance with the
winning combination and the number of inserted coins (the number of
BETs) are paid out. The payline L is set virtually and not viewed
actually. However, it may also be one actually drawn on the lower
image display panel 16.
[0066] Here, in the present embodiment, an example is explained, in
which the single payline L is set, however, three paylines
horizontally crossing the top, middle, and bottom portions of the
display window 15, for example, may be possible. As another
example, it may also be possible to form paylines running
diagonally (V-shaped, inverted V-shaped, etc.), wherein the
paylines in the number corresponding to the number of inserted
coins are activated. In this case, when the symbol combination
having come to a stop on the activated paylines is a winning
combination accompanied by payout, coins in the number according to
the combination are paid out.
[0067] Further, below the display area 28 of the lower image
display panel 16, the symbol selecting display 14 is provided.
[0068] The symbol selecting display 14 comprises the plurality of
the symbol display areas 14a to 14j for individually displaying all
the symbols that can be displayed in the display area 28 (28a to
28e) by the liquid crystal display 17, that is, the "JACKPOT 7",
"BLUE 7", "BELL", "CHERRY", "STRAWBERRY", "PLUM", "ORANGE",
"APPLE", "LOBSTER", and "CRAB".
[0069] Each of the symbol display areas 14a to 14j can be lit up
and displayed individually by a backlight 14L (refer to FIG. 8)
arranged therebehind.
[0070] Further, on the front of the lower image display panel 16,
the touch panel 69 (refer to FIG. 8) is provided and it is possible
for the player to input various commands by operating the touch
panel 69.
[0071] Below the lower image display panel 16 are provided a
control panel 20, the coin insertion slot 21 for accepting coins
into the cabinet 11, and a bill validator 22.
[0072] On the control panel 20 are provided 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 for inputting
a command to start scrolling of the symbols displayed on the
display area 28. The change button 24 is a button used when
requesting money exchange to the crew of a gaming facility. The
cashout button 25 is a button for inputting a command to pay out
the credited coins onto a coin tray 18.
[0073] The 1-BET button 26 is a button for inputting a command to
bet a single coin on the game among the coins that have been
credited. The maximum BET button 27 is a button for inputting a
command to bet on the game a maximum number (for example, 50) of
coins allowed to be bet on a single game among those that have been
credited.
[0074] The bill validator 22 identifies whether or not the bill is
authentic and accepts legitimate bills into the cabinet 11. Here,
the bill validator 22 may also be configured so as to be able to
read a bar-coded ticket 39 to be described later. A berry glass 34
having characters etc. of the slot machine 10 drawn thereon is
provided on the lower front of the main door 13, that is, below the
control panel 20.
[0075] On the front of the top box 12 is provided an upper image
display panel 33. The upper image display panel 33 comprises a
liquid crystal panel to display images representing effect images,
introduction of game contents, and explanation of the game rules,
for example.
[0076] In addition, a speaker 29 for audio output is provided on
the top box 12. Below the upper image display panel 33 are provided
a ticket printer 35, a card reader 36, a data display unit 37, and
a key pad 38. The ticket printer 35 prints bar codes on the ticket,
which are coded data such as the number of credits, date/time, and
the identification number of the slot machine 10 and outputs the
ticket as the bar-coded ticket 39. The player can play games on
other slot machines using the bar-coded ticket 39, or exchange the
bar-coded ticket 39 with bills at the cashier etc. of the gaming
facility.
[0077] The card reader 36 reads and writes data from and to a smart
card. The smart card is a card carried by the player, and stores
data used for identifying the player or data relating to the game
history played by the player.
[0078] The data display unit 37 comprises a fluorescent display or
the like, and displays data read by the card reader 36 or data
entered by the player using the key pad 38, for example. Through
the key pad 38, commands or data with regard to ticketing or the
like are input.
[0079] FIG. 3 is an explanatory diagram of columns of symbols to be
scrolled in each of the display areas 28 (28a to 28e) of the liquid
crystal display 17. As shown in FIG. 3, columns of a total of 22
symbols composed of code numbers "00" to "21", respectively, are
scrolled in each of the display areas 28 (28a to 28e). The
arrangement of symbols is different for each of the display areas
28 (28a to 28e).
[0080] The symbols to be displayed in each of the display areas 28
(28a to 28e) are composed by combining the "JACKPOT 7", "BLUE 7",
"BELL", "CHERRY", "STRAWBERRY", "PLUM", "ORANGE", "APPLE",
"LOBSTER", and "CRAB" symbols. Then, combinations of these symbols
define combinations accompanied by payout.
[0081] The combinations accompanied by payout include combinations
when winning combinations come to a stop on the payline L of the
display window 15 and combinations including a predetermined number
(for example, six) or more of "BELL" symbols.
[0082] Then, in the slot machine 10, a payout table for determining
the payout amount (payout rate) when a combination accompanied by
payout is achieved is set.
[0083] FIG. 4 is a diagram showing a payout table for a base game.
The payout table for a base game is selected when the base game is
executed alone. When the special game is executed, a payout table
for a special game, which will be described later, is selected.
[0084] As shown in FIG. 4, a bonus trigger is invoked when the
"APPLE" symbols have come to a stop on the payline L in the five
display areas 28 (28a to 28e) and the game state shifts from the
base game to the bonus game.
[0085] In addition, when a combination of the "LOBSTER" and "BELL"
symbols has come to a stop on the payline L, payout of 25 coins is
made. When the "CHERRY" symbols have come to a stop on the payline
L, payout of 20 coins is made. When the "PLUM" symbols have come to
a stop on the payline L, payout of five coins is made. When the six
"BELL" symbols have come to a stop in the five display areas 28
(28a to 28e), payout of three coins is made.
[0086] The bonus game, which is executed when a combination of the
"APPLE" symbols has come to a stop on the payline L, is a more
advantageous game state than the base game. In the present
embodiment, the bonus game is a free game (a game that can be
played a predetermined number of times without betting coins). In
the present invention, the bonus game is not particularly limited
as long as it provides the player with an advantageous game state.
Additionally, the bonus game that is advantageous for the player is
not particularly limited as long as it is more advantageous than
the base game. There may be a variety of more advantageous states
such as a state in which more game media can be obtained than the
base game, a state in which game media can be obtained with a
higher probability than the base game, a state in which a smaller
amount of game media is consumed than the base game, and so on.
Specifically, bonus games may include a free game, a second game,
or the like.
[0087] Scrolling of the symbols displayed (arranged) in each of the
display areas 28 (28a to 28e) starts when the 1-BET button 26 or
the maximum BET button 27 is pressed and then the spin button 23 is
pressed. After a lapse of a predetermined period of time since the
scrolling of respective symbols started, scrolling of respective
symbols stops (rearrangement) automatically. At this time, some
symbols of the columns shown in FIG. 3 come to a stop in each of
the display areas 28 (28a to 28e).
[0088] Furthermore, various winning combinations (refer to FIG. 4)
are predetermined for respective symbols and a certain number of
coins to be paid out according to the winning combination are added
to the credits possessed by the player when symbols composing a
winning combination have come to a stop on the payline L. In
addition when a bonus game is triggered, that is, when a
combination of the five "APPLE" symbols has come to a stop on the
payline L in the present embodiment, the game state shifts from the
base game state to the bonus game state.
[0089] FIG. 5 is an explanatory diagram showing the relationship
between symbols selected in the special game and their expectation
values. In FIG. 5, the number of arrangements shows the total
number of respective symbols, that is, the number of symbols
arranged in each symbol column (refer to FIG. 3). In FIG. 5, the
expectation value of payout is set to "medium" for the symbols from
the "BLUE 7" having 7 as the number of arrangements to the "CHERRY"
having 11 as the number of arrangements. Then, the expectation
value of payout is set to "small" for the symbols having the
numbers of arrangements smaller than those whose expectation value
is "medium" and the expectation value is set to "large" for the
symbols having the numbers of arrangements larger than those whose
expectation value is "medium". The expectation value of payout
indicates whether the possibility of occurrence of an award
accompanied by payout of credits is strong or faint when the
symbols are rearranged. Consequently, the symbols having the small
number of arrangements have a small expectation value and the
symbols having the large number of arrangements have a large
expectation value. In FIG. 5, for simplicity of explanation, the
expectation values are represented by "large", "medium", and
"small", however, the expectation value can be put into a numerical
value for each symbol. For example, if it is assumed that the
expectation value of the "APPLE" having ten as the number of
arrangements is set to "100", the expectation value of the "JACKPOT
7" having five as the number of arrangements is "50" and the
expectation value of the "PLUM" having 24 as the number of
arrangements is "240".
[0090] As explained above, the symbol display areas 14a to 14j are
lit up and displayed in the state of being color-coded in
accordance with the expectation value of each symbol. At this time,
the same color is assigned to the symbols having the same
expectation value. For example, color-coding is performed such
that, for example, the color of the symbols having the "small"
expectation value is "red", the color of the symbols having the
"medium" expectation value is "yellow", and the color of the
symbols having the "large" expectation value is "blue". This
color-coding will serve as a standard when a player selects a
symbol. Consequently, a player who expects a larger payout amount
although the probability of payout is low is recommended to select
a symbol displayed in "red". On the other hand, a player who
expects more secure payout although the payout amount is not so
large is recommended to select a symbol displayed in "blue". In
this example, color-coding into three kinds of colors is explained,
however, color-coding into more kinds of colors for each
expectation value may be possible.
[0091] In the slot machine of the present invention, the
relationship between symbols selected in the special game and their
expectation values is not limited to the example in FIG. 5. For
example, in a configuration in which symbols are displayed in each
of the display area 28 using the liquid crystal display 17, it may
also be possible to set a specific symbol having only one
arrangement only when the special game is executed.
[0092] FIGS. 6A to 6C are diagrams respectively showing a payout
table (payout table for a special game) set for each symbol in the
special game. The payout table for a special game is selected when
the special game is being executed and is not selected when the
base game is being executed alone. In the payout table for a
special game, the "count value" is a value obtained by accumulating
the number of rearranged symbols selected by the player (the number
of symbols) in each of the display areas 28 (28a to 28e). For
example, if it is assumed that three symbols selected in the sub
game are rearranged in the first special game, the number of
symbols is "three". If it is assumed that two symbols are
rearranged in the second special game, the number of symbols is
"two". Consequently, the count value at this time is "five".
[0093] In the explanation of the present invention, the payout
table (FIG. 6A) of the "JACKPOT 7" having the "small" expectation
value, the payout table (FIG. 6B) of the "APPLE" having the
"medium" expectation value, and the payout table (FIG. 6C) of the
"PLUM" having the "large" expectation value are given as an
example. For the symbols not shown in FIG. 6, the payout table is
also set for each. As shown in FIGS. 6A to 6C, with the "JACKPOT 7"
having the "small" expectation value, the possibility of occurrence
of an award accompanied by payout of credit is faint, and
therefore, the payout amount is set so as to be larger than those
of the "APPLE" having the "medium" expectation value and the "PLUM"
having the "large" expectation value. On the other hand, with the
"PLUM" having the "large" expectation value, the possibility of
occurrence of payout accompanied by payout of credits is strong,
and therefore, the payout amount is set so as to be smaller than
those of the "APPLE" having the "medium" expectation value and the
"JACKPOT 7" having the "small" expectation value.
[0094] Consequently, it is possible for the player to expect a
larger payout amount although the probability is faint when
selecting a symbol having a small expectation value. On the other
hand, it is possible for the player to expect more secure payout
because of high probability of payout although the payout amount is
not so strong when selecting a symbol having a large expectation
value. In the slot machine of the present invention, the
configuration of the payout table set for each symbol is not
limited to the examples in FIGS. 6A to 6C.
[0095] FIG. 7 is an explanatory diagram showing a display example
of the count value/payout amount display 71. Here, a case where the
"JACKPOT 7" is selected by the player in the sub game is taken as
an example. As shown in FIG. 7, in the count value/payout amount
display 71, the "symbol name" selected in the sub game, the "count
value" at that point of time, and the "payout amount" in accordance
with the count value are displayed. However, as the displayed
contents in the count value/payout amount display 71, only the
"count value" and the "payout amount" are required at least.
[0096] Payout of credits due to the special game is made when all
the special games are over. It follows that, for example, when the
special game is executed ten times successively, payout of credits
is made in accordance with the count value when the tenth special
game is over. Consequently, it is possible for the player to
confirm the final count value and payout amount when the special
game is over as well as recognizing the current count value and
payout amount at all times. Further, it may also be possible to
make payout of credits due to the special game when the special
game is over each time.
[0097] For example, when the "JACKPOT 7" is selected by the player
in the sub game, the payout table for a special game shown in FIG.
6A is selected. Then, if it is assumed that three symbols selected
in the sub game are rearranged in the first special game and two
symbols are rearranged in the second special game, the count value
will be "five" at that point of time. At this time, in the count
value/payout amount display 71, the count value "five" and the
payout amount of credits "twenty" are displayed when the second
special game is over. Among these display contents, the "count
value" and the "payout amount" are updated each time the single
special game is over. In this manner, since the contents are
updated each time the single special game is over, it is possible
for the player to correctly grasp the current "count value" and
"payout amount". Due to this, it can be expected that the player
will seek a larger payout amount and it is possible to cause the
player to have an eagerness for the game continuously.
[0098] Further, it may also be possible to design the display of
the "count value" and the "payout amount" by the count value/payout
amount display 71 so as to be produced each time the symbol
selected by the player is rearranged. In this case, it follows that
if the symbol selected by the player is not rearranged, the "count
value" or the "payout amount" is not displayed in each special
game. Consequently, it is possible for the player to recognize
whether or not the selected symbol is rearranged, that is, whether
or not payout due to the selected symbol is caused to occur.
Further, when at least one selected symbol is rearranged, the
display is produced by the count value/payout amount display 71,
and therefore, it can be expected that the player will have a
concern about what numerical value is displayed and it is possible
to cause the player to have an eagerness for the game
continuously.
[0099] FIG. 8 is a block diagram showing a control circuit of the
slot machine 10 shown in FIG. 2. As shown in FIG. 8, the control
circuit comprises a motherboard 40, a main body PCB (Printed
Circuit Board) 60, a gaming board 50, a sub CPU 61, a door PCB 80,
and various types of components such as switches or sensors. Then,
the motherboard 40 and the gaming board 50 constitute a controller
48.
[0100] The gaming board 50 comprises a CPU (Central Processing
Unit) 51, a ROM 55 and a boot ROM 52, which are 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.
[0101] The Memory card 53 stores game programs and game system
programs. The game programs include a symbol-to-be-stopped
determination program. The symbol-to-be-stopped determination
program is a program for determining the symbol (code number
corresponding to the symbol) to be stopped on the payline L of each
of the display areas 28 (28a to 28e). The symbol-to-be-stopped
determination program includes symbol weighting data corresponding
to each of a plurality of kinds of payout rates (e.g., 80%, 84%,
and 88%). The symbol weighting data indicates the relationship
between the code numbers (refer to FIG. 3) of respective symbols
and one or more random number values within a predetermined
numerical range (0 to 256), respectively for each of the 5-column
display areas 28 (28a to 28e).
[0102] The payout rate is defined based on the payout rate setting
data that is output from the GAL 54 and based on the symbol
weighting data corresponding to the payout rate, the symbols to be
stopped are determined.
[0103] In addition, the card slot 53S, configured so that the
memory card 53 is capable of being inserted therein and removed
therefrom, is connected to the motherboard 40 by the IDE bus. Thus,
the type or contents of the game to be executed on the slot machine
10 can be changed by removing the memory card 53 from the card slot
53S, writing another game program and game system program in the
memory card 53, and inserting the memory card 53 into the card slot
53S.
[0104] The game programs include a program relating to the progress
of the game and a program for shifting the state to the bonus game.
In addition, the game programs include image data and sound data to
be output during the game.
[0105] The GAL 54 comprises a plurality of input ports and output
ports and, when data is entered in an input port, outputs data
corresponding to the entered data from an output port. The data
output from the output port is the payout rate setting data
described above.
[0106] In addition, the IC socket 54S, configured so that the GAL
54 is capable of attaching thereto and removing therefrom, is
connected to the motherboard 40 by the PCI bus. Consequently, the
payout rate setting data to be output from the GAL 54 can be
changed by removing the GAL 54 from the IC socket 54S, rewriting
the program to be stored in the GAL 54, and attaching the GAL 54 to
the IC socket 54S.
[0107] The CPU 51, the ROM 55, and the boot ROM 52 connected to one
another by an internal 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, as well as supplying power from the
motherboard 40 to the gaming board 50. The ROM 55 stores country
identification information and an authentication program. The boot
ROM 52 stores a preliminary authentication program and a program
(boot code) by which the CPU 51 starts the preliminary
authentication program.
[0108] The authentication program is a program for authenticating
the game program and the game system program (alteration check
program). The authentication program is a program for checking and
proving that the game program and the game system program have not
been altered. In other words, the authentication program is written
in accordance with the procedure of authenticating the game program
and the game system program. The preliminary authentication program
is a program for authenticating the authentication program
described above. The preliminary authentication program is written
in accordance with the procedure of proving that the authentication
program on which the authentication processing is performed has not
been altered, that is, the procedure of authenticating the
authentication program.
[0109] The motherboard 40 comprises a main CPU 41, a ROM (Read Only
Memory) 42, a RAM (Random Access Memory) 43, and a communication
interface 44.
[0110] The main CPU 41 comprises a function of controlling the
whole of the slot machine 10. In particular, the main CPU 41
controls, when credits have been bet and the spin button 23 is
pressed by the player, outputting a command signal to cause the sub
CPU 61 to scroll the symbols arranged in each of the display areas
28 (28a to 28c) of the liquid crystal display 17, determining the
symbols to be stopped at a position on the middle portion (on the
payline L) after the symbols in each of the display areas 28 (28a
to 28c) have been started scrolling, and displaying the symbols in
such a manner that the determined symbols come to a stop on the
payline L. The function of the controller 48 including the
above-mentioned main CPU 41 is explained below.
[0111] After scrolling a plurality of symbols arranged on the main
display (the liquid crystal display 17), the controller 48 controls
the execution of the base game in which rearrangement is performed
as a new symbol matrix. Because of this, the controller 48
determines symbols to be arranged into the symbol matrix by
selecting from among the plurality of kinds of symbols and executes
the rearrangement control so that the determined symbols come to a
stop from the scrolling state.
[0112] In addition, the controller 48 executes control to cause
payout to occur when the base game is executed and a combination
for which payout will be made is rearranged in each of the display
areas 28 (28a to 28e) of the liquid crystal display 17.
[0113] Further, the controller 48 controls the execution of the sub
game in which a specific symbol accompanied by payout of credits is
selected by an external input. In other words, the controller 48
controls the backlights 14L that can be turned on and off
independently for each part corresponding to each of the symbol
display areas 14a to 14j to light up once at the time of start of
the special game in order to make the player select a specific
symbol by the contact operation of each of the symbol display areas
14a to 14j of the symbol selecting display 14.
[0114] In addition, the controller 48 controls all the parts,
except for the part corresponding to, for example, the symbol
display area 14f of the "PLUM" of the backlight 14L contacted and
operated by the player and kept lit up, corresponding to other
symbol display areas 14a to 14e and 14g to 14j of the backlights
14L in order to display the specific symbol selected by the player.
When one symbol is selected by the contact operation of the player,
the code number (refer to FIG. 3) of the symbol is stored in the
RAM 43.
[0115] In addition, after a specific symbol is selected by the
execution of the sub game, the controller 48 scrolls a plurality of
symbols to be arranged on the main display (the liquid crystal
display 17) and controls the execution of the special game in which
rearrangement is performed as a new symbol matrix. Because of this,
the controller 48 determines symbols to be arranged into the symbol
matrix by selecting from among the plurality of kinds of symbols
and executes the rearrangement control to cause the determined
symbols to come to a stop from the scrolling state.
[0116] In addition, the controller 48 executes control to vary the
payout amount of credits in accordance with the appearance
frequency of the specific symbol selected by the player on the main
display (the liquid crystal display 17) during the predetermined
number of times of the special game. In other words, the controller
48 controls to increase the payout amount of credits in accordance
with the increase in the umber of specific symbols rearranged on
the main display. Alternatively, the controller 48 controls to
increase the payout amount of credits in accordance with the
increase in the number of times the specific symbol is rearranged
on the main display during the predetermined number of times of the
special game.
[0117] In addition, the controller 48 executes control to display
the specific symbol selected by the player, the number of specific
symbols rearranged on the main display (or the number of times of
rearrangement), and the payout amount of credits in accordance with
the number of rearranged symbols (or the number of times of
rearrangement) on the count value/payout amount display 71.
Further, the controller 48 controls to update and display the
display contents each time each special game is over or each time
the specific symbol is rearranged on the main display.
[0118] In addition, during the predetermined number of times of
special game, the controller 48 controls to increase the payout
amount of credits in accordance with the appearance frequency of
the symbol more than that of a symbol having a larger expectation
value of payout when the specific symbol is a symbol having a small
expectation value of payout and also controls to reduce the payout
amount of credits in accordance with the appearance frequency of
the symbol less than that of a symbol having a smaller expectation
value of payout when the specific symbol is a symbol having a large
expectation value of payout.
[0119] The ROM 42 stores programs such as a BIOS (Basic
Input/Output System) executed by the main CPU 41 and also stores
data to be used permanently. When the BIOS is executed by the main
CPU 41, initialization processing of each peripheral unit is
executed and read processing of reading the game program and the
game system program stored in the memory card 53 via the gaming
board 50 is started. The ROM 42 also stores data of the payout
table for a base game shown in FIG. 4 and data of the payout table
for a special game shown in FIGS. 6A to 6C. The data is read in
accordance with the symbol selected by the player in the game being
executed or in the sub game.
[0120] The RAM 43 stores data and programs used when the main CPU
41 executes the processing.
[0121] The communication interface 44 establishes communication
with the host computer and the like provided in the gaming facility
via a communication network.
[0122] In addition, the main body PCB (Printed Circuit Board) 60
and the door PCB 80, which will be described below, are connected
to the motherboard 40 by a USB (Universal Serial Bus),
respectively. Further, a power supply unit 45 is connected to the
motherboard 40. When electric power is supplied to the motherboard
40 from the power supply unit 45, the main CPU 41 of the
motherboard 40 is activated, and electric power is also supplied to
the gaming board 50 via a PCI bus, activating the CPU 51.
[0123] Devices and units that generate input signals to be fed to
the main CPU 41, as well as devices and units whose operation is
controlled by control signals output from the main CPU 41 are
connected to the main body PCB 60 and the door PCB 80. The main CPU
41 executes arithmetic processing and stores the result in the RAM
43, or transmits control signals to respective devices and units as
control processing for the respective devices and units, by
executing the game program and the game system program stored in
the RAM 43, based on input signals fed to the main CPU 41.
[0124] To the main body PCB 60 are connected: the sub CPU 61, a
hopper 66, a coin detecting unit 67, a 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, the data display
unit 37, and the backlight 14L.
[0125] The sub CPU 61 controls the scrolling of the symbols in the
5-column display area 28 (28a to 28e) provided on the liquid
crystal display 17, and is connected to a VDP (Video Display
Processor) 46.
[0126] The VDP 46 reads out the image data of symbols stored in an
image data ROM 47, generates scroll images to be displayed on the
liquid crystal display 17, and outputs the scroll images to the
liquid crystal display 17.
[0127] The hopper 66 is provided inside the cabinet 11 and pays out
a predetermined number of coins from a coin payout opening 19 to
the coin tray 18 based on control signals output from the main CPU
41. The coin detecting unit 67 is provided inside the coin payout
opening 19 and outputs the input signal to the main CPU 41 when it
has detected that a predetermined number of coins have been paid
out from the coin payout opening 19.
[0128] The graphic board 68 controls the image display in 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 other words,
the graphic board 68 controls display of symbols to be displayed in
each of the display areas 28 (28a to 28e), the color-coded display
of each symbol in each of the symbol display areas 14a to 14j of
the symbol selecting display 14, and the display of other images
except for the turning on and off of each part corresponding to
each of the symbol display areas 14a to 14j of the backlight 14L in
the lower image display panel 16.
[0129] The number of credits stored in the RAM 43 is displayed on
the number of credit display 31 (not shown in FIG. 8) of the lower
image display panel 16 and the number of coins to be paid out is
displayed on the number of payout display 32 (not shown in FIG. 8)
of the lower image display panel 16. Further, the symbol selected
in the sub game, the number of rearranged symbols in question (or
the number of times of rearrangement), and the payout amount of
credits in accordance with this are displayed on the count
value/payout amount display 71 (not shown in FIG. 8). In addition,
the graphic board 68 comprises a VDP for generating image data
based on control signals output from the main CPU 41, a video RAM
for temporarily storing the image data generated by the VDP,
etc.
[0130] The bill validator 22 reads the images of the bills to
accept legitimate bills into the cabinet 11. In addition, upon
accepting a legitimate bill, the bill validator 22 outputs an input
signal to the main CPU 41 according to the value of the bill. The
main CPU 41 stores, in the RAM 43, a number of credits
corresponding to the value of the bill, the value having been
transmitted by the input signal.
[0131] The ticket printer 35 prints, based on the control signal
output from the main CPU 41, bar codes on the ticket expressing
coded data such as number of credits stored in the RAM 43, time and
date, identification number of the slot machine 10, or the like,
and outputs the ticket as the bar-coded ticket 39.
[0132] The card reader 36 reads data from the smart card and
transmits the data to the main CPU 41, or writes data into the
smart card based on the control signal from the main CPU 41. The
key switch 38S is provided on the key pad 38 and outputs, when the
key pad 38 is operated by the player, the input signal to the main
CPU 41.
[0133] On the data display unit 37, the data read by the card
reader 36 or the data entered via the key pad 38 by the player is
displayed based on the control signal output from the main CPU
41.
[0134] The control panel 20, a reverter 21S, a coin counter 21C,
and a cold cathode tube 81 are connected to the door PCB 80. On the
control panel 20, 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 BET button 27
are provided. The respective switches 23S to 27S output, when their
corresponding buttons 23 to 27 are operated by the player, the
input signal to the main CPU 41.
[0135] The coin counter 21C is provided inside the coin insertion
slot 21 and discriminates whether or not the coin inserted into the
coin insertion slot 21 by the player is legitimate. Coins other
than legitimate ones are ejected from the coin payout opening 19.
In addition, upon detecting a legitimate coin, the coin counter 21C
outputs the input signal to the main CPU 41.
[0136] The reverter 21S operates based on the control signal output
from the main CPU 41 to sort the coins recognized as legitimate
coins by the coin counter 21C to either the cashbox (not shown) or
the hopper 66 provided inside the slot machine 10. In other words,
when the hopper 66 is filled with coins, legitimate coins are
sorted to the cashbox by the reverter 21S. On the other hand, when
the hopper 66 is not filled with coins, legitimate coins will be
sorted to the hopper 66.
[0137] The cold cathode tube 81 functions as a backlight provided
in the lower image display panel 16 and on the backside of the
upper image display panel 33, and lights up based on the control
signal output from the main CPU 41.
[0138] Next, the specific processing performed in the slot machine
10 is explained. After performing authentication processing shown
in FIG. 1, the slot machine 10 sequentially reads the game program
and the game system program and executes the following base game.
Prior to the execution of the base game, the controller 48 performs
the initial setting. In the initial setting, the controller 48
resets to zero the counter that indicates the number of stopped
specific symbols selected by the player during the special game,
that is, the count value M of the counter that indicates the number
of stopped symbols in the RAM 43. Further, the controller 48 also
resets to zero the count value N of the counter that indicates the
number of times of execution in the RAM 43, indicating the number
of times of execution of the special game.
[0139] FIG. 9 and FIG. 10 are flow charts showing the specific
processing procedure of the base game execution processing shown in
step S200 in FIG. 1.
[0140] In the base game execution processing, first, the controller
48 determines whether or not coins are bet (step S11). In this
processing, the controller 48 determines whether or not the input
signal output from the 1-BET switch 26S when the 1-BET button 26 is
pressed by the player, or the input signal output from the maximum
BET switch 27S when the maximum BET button 27 is pressed by the
player is received. When it is determined that coins are not bet by
the player, the processing is returned to step S11.
[0141] On the other hand, in step S11, when it is determined that
coins are bet by the player, the controller 48 performs processing
of reducing the number of credits stored in the RAM 43 in
accordance with the number of bet coins (step S12). If the number
of coins to be bet is greater than the number of credits stored in
the RAM 43, the processing of reducing the number of credits stored
in the RAM 43 is not performed and the processing is returned to
step S11. Further, if the number of coins to be bet exceeds the
upper limit value (50, in the present embodiment) that can be bet
on the single game, the processing of reducing the number of
credits stored in the RAM 43 is not performed and the processing is
advanced to step S13. In this state, the symbols can be scrolled in
the display areas 28 (28a to 28e).
[0142] Next, the controller 48 determines whether or not the spin
button 23 is turned ON by the player (step S13). In this
processing, the controller 48 determines whether or not the input
signal output from the spin switch 23S when the spin button 23 is
turned ON is received.
[0143] If it is determined that the spin button 23 is not turned ON
by the player, the processing is returned to step S11. When the
spin button 23 is not turned ON by the player (for example, a
command to end the game is input without the spin button 23 being
not turned ON by the player), the controller 48 cancels the result
of reduction in step S12.
[0144] In the present embodiment, the case is explained where the
processing of reducing the number of credits (step S12) is
performed after coins are bet by the player (step S11) and before
determination is made as to whether or not the spin button 23 is
turned ON (step S13). However, the present invention is not limited
to this example. For example, it may also be possible to determine
whether or not the spin button 23 is turned ON by the player (step
S13) after coins are bet by the player (step S11) and then perform
the processing of reducing the number of credits (step S12) when it
is determined that the spin button 23 is turned ON by the player
(YES in step S13).
[0145] Then, in step S13 in FIG. 9, when it is determined that the
spin button 23 is turned ON by the player, the controller 48
performs the symbol-to-be-stopped determination processing (step
S14). In this symbol-to-be-stopped determination processing, the
controller 48 determines the symbols to be displayed through the
display window 15 when the symbols come to a stop in each of the
display areas 28 (28a to 28e) by executing the symbol-to-be-stopped
determination program stored in the RAM 43. Due to this, the
combination of symbols that come to a stop on the payline L is
determined.
[0146] Next, the controller 48 performs the scroll processing of
symbols (step S15). This processing is processing of causing
symbols to come to a stop in each of display areas 28 (28a to 28e)
so that the symbols determined in step S14 come to a stop on the
payline L after starting the scrolling of the symbols as shown in
FIG. 17A, for example, in each of the display areas 28 (28a to
28e).
[0147] Next, the controller 48 determines whether or not the bonus
trigger has been established, for example, whether or not the
combination of the "APPLE" symbols as shown in FIG. 17, for
example, has stopped on the payline L (step S16). Then, when it is
determined that the bonus trigger has been established, the bonus
game processing to be described later is executed (step S17).
[0148] When the bonus trigger has not been established, the
controller 48 determines whether or not the combination of symbols
having come to a stop in each of display area 28 is a combination
for which payout will be made as shown in the flow chart in FIG. 10
(step S18).
[0149] By the way, that the combination of symbols having come to a
stop in each of the display area 28 is a combination for which
payout will be made can be recognized by the event of the
combination including only the "BELL" symbols or the "PLUM" symbols
having come to a stop on the payline L, as shown in FIG. 17C or
FIG. 16B, for example, or the combination including a predetermined
number (six, in FIG. 17D) of "BELL" symbols having come to a stop
in each of the display area 28, as show in FIG. 17D.
[0150] Then, when the combination of symbols having come to a stop
in each of the display area 28 is a combination for which payout
will be made (YES in step S18), the payout processing is executed
for the combination of symbols having come to a stop in each of the
display area 28 by applying the payout amount defined in the payout
table for a base game in FIG. 4 (step S19).
[0151] After this, the controller 48 determines whether or not the
start condition of the special game has been established (step
S20).
[0152] The start condition of the special game can be determined to
be established when the random number value defined by a random
number signal, which is generated in accordance with the timing at
which the spin button 23 is turned ON by the player by executing
the random number generation program included in the base game
execution program, coincides with the random number programmed in
advance to be winning.
[0153] Here, when the start condition of the special game has not
been established (NO in step S20), the controller 48 ends the
one-time base game execution processing and shifts the processing
to the next base game execution processing. On the other hand, when
the start condition of the special game has been established (YES
in step S20), the controller 48 executes the special game execution
processing (step S21).
[0154] FIG. 11 and FIG. 12 are the flow charts showing the specific
processing procedure of the special game execution processing shown
in step S21 in FIG. 10.
[0155] In the special game execution processing, first, the
controller 48 executes the symbol selection processing (step S31).
This symbol selection processing corresponds to the sub game
explained in step S400 in FIG. 1. Then, in the symbol selection
processing, the controller 48 first lights up all the parts of the
backlight 14L to bring each of the symbol display areas 14a to 14j
of the symbol selecting display 14 into the lit state. At this
time, each symbol is lit and displayed in the state of being
color-coded in accordance with its expectation value. In FIG. 18A,
an example is shown in which symbols are color-coded in, for
example, "red", "yellow", and "blue" in accordance with the
expectation values "large", "medium", and "small" shown in FIG. 5.
By lighting and displaying symbols in the state of being thus
color-coded, it is made possible for the player to easily identify
the expectation value of each symbol.
[0156] Next, when the contact operation of the touch panel 69 is
performed by the player, the contact position is detected and the
symbol selected by the player is recognized.
[0157] Subsequently, the controller 48 turns off all the parts of
the backlight 14L excluding the part corresponding to the symbol
selected by the player, as shown in FIG. 18B. Then, only the symbol
display area 14a (14b to 14j) corresponding to the symbol selected
by the player is brought into the lit state. In the following
explanation of the present embodiment, it is assumed that the
player selects the "PLUM" symbol.
[0158] The processing in step S32 to step S36 to be performed
subsequently is the same as the base game execution processing in
step S11 to S15 and therefore the explanation is omitted.
[0159] In step S36, after starting the scrolling of symbols and
executing the processing of causing symbols to come to a stop in
each of the display areas 28 (28a to 28e), the controller 48
determines whether or not the "PLUM" symbol selected by the player
by the contact operation of the touch panel 69 is included in the
symbols having come to a stop in each of the display area 28 (step
S37).
[0160] Then, as shown in FIG. 16C, when the symbol "PLUM" selected
by the player is included in the symbols having come to a stop in
each of the display area 28 (YES in step S37), the number of "PLUM"
symbols (three, in the case of FIG. 16C) selected by the player is
added (accumulated) to the count value M of the counter that
indicates the number of stopped symbols (step S38).
[0161] Subsequently, the controller 48 refers to the payout table
for a special game (refer to FIG. 6C) corresponding to the "PLUM"
symbol selected by the player, acquires the current count value and
the payout amount corresponding to the count value, and displays
them on the count value/payout amount display 71 by associating
with the symbol selected by the player (step S39). The count
value/payout amount display processing in the present embodiment is
performed each time the one-time special game is over.
Consequently, the contents displayed in the count value/payout
amount display 71 are updated each time the one-time special game
is over.
[0162] Next, after incrementing the count value N of the execution
number counter in the RAM 43, which indicates the number of times
of execution of the special game, by "one" (step S40), the
controller 48 determines whether or not the count value N of the
execution number counter has reached a predetermined value (ten in
the present embodiment), that is, whether or not the special game
has been executed a predetermined number of times (ten, in the
present embodiment) (step S41).
[0163] When the count value N of the execution number counter has
reached ten (YES in step S41), the controller 48, regarding that
the number of times of execution of the special game has reached
ten, determines whether or not payout for the specific symbol
selected by the player has occurred during the ten special games
(step S42). Here, if the payout has occurred, the payout processing
in accordance with the count value M of the counter that indicates
the number of stopped symbols in the RAM 43 is executed by applying
the payout table for a special game (refer to FIG. 6C)
corresponding to the "PLUM" symbol selected by the player (step
S43).
[0164] Then, the controller 48 resets to zero the count value M of
the counter that indicates the number of stopped symbols and the
count value N of the execution number counter in the RAM 43. In
addition, as shown in FIG. 18C, the controller 48 turns off all the
parts of the backlight 14L to bring each of the symbol display
areas 14a to 14j of the symbol selecting display 14 into the unlit
state (step S44), ends the special game, and shifts the processing
to the base game execution processing again.
[0165] When coins to be paid out are saved, the controller 48 adds
a predetermined number of credits to the number of credits stored
in the RAM 43. When coins are paid out, the controller 48 makes
payout of a predetermined number of coins by transmitting the
control signal to the hopper 66. At this time, the coin detecting
unit 67 counts the number of coins to be paid out from the hopper
66 and when the counted number reaches a specified number,
transmits the payout completion signal to the controller 48. Due to
this, the controller 48 terminates the drive of the hopper 66 and
completes the coin payout processing.
[0166] Consequently, in the slot machine 10 in the present
embodiment, after the start condition of the special game is
established and the specific symbol (for example, "PLUM") is
selected by the player, and while the special game is being
executed ten times, the payout amount of credits due to the symbol
will increase in accordance with the increase in the number of
specific symbols rearranged in the display area 28.
[0167] Next, the symbol-to-be-stopped determination processing
shown in step S14 in FIG. 9 is explained with reference to the flow
chart shown in FIG. 13.
[0168] FIG. 13 is the flow chart showing the procedure of the
symbol-to-be-stopped determination processing shown in step S14 in
FIG. 9. This processing is one performed by the execution of the
symbol-to-be-stopped determination program stored in the RAM 43 by
the controller 48.
[0169] First, the controller 48 executes the random number
generation program included in the symbol-to-be-stopped
determination program. Then, the controller 48 selects a random
number value corresponding to the display area 28 (28a to 28e) in
each column from among the numerical value range of 0 to 255 (step
S51).
[0170] Next, the controller 48 refers to the symbol weighting data
in accordance with the payout rate setting data output from the GAL
54 and stored in the RAM 43. Then, based on the five selected
random number values, the controller 48 determines the code number
(refer to FIG. 3) of each of the display areas 28 (28a to 28e)
(step S52).
[0171] The code number in each of the display areas 28 (28a to 28e)
corresponds to the code number of the symbol having come to a stop
and being displayed on the payline L. The controller 48 determines
a winning combination by determining the code number of each of the
display areas 28 (28a to 28e). For example, if the code number in
each of the display areas 28 (28a to 28e) is determined as "00",
"00", "00", "00", and "00", respectively, it follows that the
controller 48 has determined the "JACKPOT 7" as a winning
combination.
[0172] FIG. 14 is a flow chart showing the scroll processing of the
symbols shown in step S15 in FIG. 9. Incidentally, this processing
is one performed between the controller 48 and the sub CPU 61.
[0173] First, the controller 48 transmits the start signal to the
sub CPU 61 to the effect that the symbols are started to be
scrolled in the display area 28 of the liquid crystal display 17
(step S61). Upon receipt of the start signal from the controller
48, the sub CPU 61 outputs a command to scroll the symbols to the
VDP 46. The VDP 46 reads the image data of the symbols stored in
the image data ROM 47 and scrolls the symbols in the 5-column
display area 28 (28a to 28e) of the liquid crystal display 17 (step
S71). Due to this, the symbols are started to be scrolled in each
of the 5-column display area 28 (28a to 28e).
[0174] After transmitting the start signal to the sub CPU 61 in
step S61 shown in FIG. 14, the controller 48 performs the effect
when scrolling the symbols (step S62). This processing is
processing of displaying the image on the lower image display panel
16 or outputting sounds from the speaker 29, etc., over the period
of time (for example, three seconds) determined in accordance with
the result etc. of the symbol-to-be-stopped determination
processing (step S14 in FIG. 9).
[0175] Next, the controller 48 determines whether or not it is
proper timing to direct the scrolling to stop (step S63 in FIG.
13).
[0176] In the processing in step S63, when it is determined that it
is not proper timing to direct the scrolling to stop, the
processing is returned to step S63 and the effect when scrolling is
performed continuously. If it is determined that it is proper
timing to direct the scrolling to stop in the processing in step
S63, the controller 48 transmits the code number of the symbol
stored in the RAM 43 to the sub CPU 61 (step S64). Upon receipt of
the code number of the symbol from the controller 48, the sub CPU
61 determines a position to stop the scrolling so as to correspond
to the code number (step S72).
[0177] After this, the processing of stopping the scrolling is
performed and the symbols come to a stop and are displayed in each
of the display areas 28 (28a to 28e) (step S73). In addition, the
display processing of the effect image by the controller 48 is
terminated (step S65).
[0178] FIG. 15 is the flow chart showing the bonus game processing
shown in step S17 in FIG. 9. In the bonus game processing, first,
the controller 48 determines the number of bonus games to be
executed T from among 10 to 25 games based on the random number
value obtained by executing the random number generation program
included in the symbol-to-be-stopped determination program stored
in the RAM 43 (step S81). The controller 48 stores the data of the
determined number of bonus games to be executed T in the RAM
43.
[0179] Next, the controller 48 performs the symbol-to-be-stopped
determination processing (step S82) and the symbol scroll
processing (step S83). The processing in step S82 is substantially
the same processing as that explained using FIG. 13. Further, the
processing in step S83 is substantially the same processing as that
explained using FIG. 14. These processing is already explained and
therefore their explanation is omitted.
[0180] Next, in FIG. 15, the controller 48 determines whether or
not the bonus game trigger has been established, that is, whether
or not the combination of the "APPLE" has come to a stop on the
payline L formed in the display area 28 (28a to 28e) (step S84).
When it is determined that the bonus game trigger has been
established (YES in step S84), the number of repetition times of
the bonus game t is newly determined (step S85). Then, the
determined number of repetition times t is added to the current
number of times of bonus game T (step S86). Due to this, if the
bonus game is won again during the bonus game, the remaining number
of times of bonus game increases.
[0181] If the bonus game trigger has not been established, the
controller 48 determines whether or not a combination for which
payout will be made has come to a stop in each of the display area
28 (step S87).
[0182] It is possible to determine that a combination for which
payout will be made has come to a stop in each of the display area
28 by the event in which the winning combination of the "BELL",
"CHERRY", or "PLUM" has been achieved on the payline L or a
combination including a predetermined number (for example, six) or
more of "BELL" symbols has come to a stop in each of the display
area 28, which combinations are defined in the payout table for a
base game in FIG. 4.
[0183] When it is determined that a combination for which payout
will be made has come to a stop in each of the display area 28 (YES
in step S87), the controller 48 makes payout of coins in accordance
with the number of inserted coins and the winning combination (step
S88). At this time, the payout based on the payout table for a base
game shown in FIG. 4 is made.
[0184] When the processing in step S86 or S88 is executed, or it is
determined in step S87 that a combination for which payout will be
made has not come to a stop in each of the display area 28 (when it
is determined to be losing), the controller 48 reads the number of
times of bonus game T stored in the RAM 43 and subtracts "one" from
the value of the read number of times of game T. Then, the
controller 48 stores again the number of times of game T after
subtraction in the RAM 43 (step S89).
[0185] Next, the controller 48 determines whether or not the number
of times of bonus game T has reached the number of times determined
in step S81 (step S90). Specifically, determination is made
depending on whether or not the stored number of times of game T
has reached zero, and when the number of times of game T is not
zero, that is, when it is determined that the number of times of
execution of the bonus game has not reached the number of times
determined in step S81, the processing is returned to step S82 and
the above-described processing is repeated.
[0186] On the other hand, when the number of times of game T is
zero, that is, it is determined that the number of times of
execution of the bonus game has reached the number of times of game
T determined in step S81, the processing is terminated. In this
manner, the bonus game is performed.
[0187] As described above, with the slot machine 10 according to
the present embodiment, the more the number of rearranged specific
symbols selected by the player increases during the ten times of
special game, the more the payout amount of credits due to the
specific symbol increases. Consequently, it is possible to further
develop the player's interest in the game by causing the player to
expect to receive more payout of credits depending on the number of
rearranged symbols selected by the player.
[0188] Further, in the slot machine 10 according to the present
embodiment, when the specific symbol selected by the player is a
symbol having a small expectation value of payout, control is taken
so that the payout amount of credits in accordance with the number
of rearranged symbols is made larger than that of the symbol having
a large expectation value of payout and when the specific symbol
selected by the player is a symbol having a large expectation value
of payout, control is taken so that the payout amount of credits in
accordance with the number of rearranged symbols is made smaller
than that of the symbol having a small expectation value of payout.
According to this, it follows that when the player selects a symbol
having a small expectation value, the probability of payout is
reduced, however, the player will receive a more payout amount of
credits depending on the number of rearranged symbols. In this
manner, since it is possible to cause a player who prefers a game
taking on much of a gambling nature to expect to receive a more
payout amount of credits, the interest of the player in the game
can be developed. On the other hand, when the player selects a
symbol having a large expectation value, it follows that the player
will receive payout of credits more securely because the
probability of payout is increased. In this manner, since it is
possible to cause a player who does not prefer a game taking on
much of a gambling nature to expect more secure payout, the
interest of the player in the game can be developed.
[0189] Further, in the slot machine 10 according to the present
embodiment, the display contents in the count value/payout amount
display 71 are updated each time the one-time special game is over,
and therefore, it is possible for the player to accurately grasp
the current "count value" and "payout amount". Due to this, it can
be expected that the player will seek more payout and it is
possible to cause the player to have an eagerness for the game
continuously.
[0190] In the case of the configuration in which the display
contents in the count value/payout amount display 71 are updated
each time the symbol selected by the player is rearranged, it is
possible for the player to recognize whether or not the symbol
selected by the player is rearranged, that is, whether or not the
payout due to the selected symbol is caused to occur from the
presence/absence of the display. In other words, when at least one
selected symbol is rearranged, display is produced and therefore it
can be expected that the player has interest in what numerical
value is displayed and it is possible to cause the player to have
an eagerness for the game continuously.
[0191] In the present embodiment, the case where the specified
number of times of special game is ten is explained. In this case,
each time the special game is executed ten times, the symbols
selected by the player, the count value up to that time, etc., are
reset automatically. Consequently, if the player aborts ten times
of special game halfway, it follows that the next player continues
the remaining times of special game with the symbol selected by the
former player and the count value. Here, if the former player has
selected a symbol in expectation of more payout and the next player
expects more secure payout, it follows that the next player is
obliged to continue the remaining times of game under the condition
that does not match the player's desire. Further, even if the
player remains the same, there can be a case where the player feels
to select a symbol having a different expectation value during the
special game. In this case also, it follows that the player is
obliged to continue the remaining times of game under the condition
that does not match the player's desire. Then, it may also be
possible to provide a reset button on the control panel 20 in the
configuration so that when the reset button is pressed, the count
value M of the counter that indicates the number of stopped symbols
and the count value N of the execution number counter stored in the
RAM 43 are deleted. With such a configuration, it is made possible
for the player to execute the special game under the desired
condition irrespective of the specified number of times of special
game.
[0192] With the slot machine 10 according to the present
embodiment, an example is explained, in which control is taken so
that in accordance with the increase in the number of specific
symbols selected by the player rearranged in the display area 28,
the payout amount is increased. As another embodiment, it may also
be possible to take control so that the payout amount of credits is
increased in accordance with the increase in the number of times of
rearrangement of the specific symbol selected by the player in the
display area 28. In this case, the appearance frequency of the
symbol is counted as the number of times of game and therefore in
the one-time special game, the count value will be "one" no matter
how many symbols selected by the player are rearranged.
Consequently, even if the ten times of special game are executed,
the maximum of the count value is "ten". In this case, even if the
symbol has a small expectation value, the count value will be "one"
if there is at least one symbol rearranged. Because of this, when
the count value is the same, the smaller the expectation value, the
more the payout amount is, and therefore, it is possible to further
develop the player's interest in the game by selecting a symbol
having a small expectation value to increase the probability of
receiving a more payout amount of credits.
[0193] The embodiments of the slot machine according to the present
embodiment are explained as above, however, they are only the
concrete examples and not intended to limit the present invention,
and the specific configuration of each unit etc. can be modified in
design adequately. Further, the effects described in the
embodiments of the present invention are only enumerated as most
preferable effects that can be obtained from the present invention
and the effects of the present invention are not limited to those
described in the embodiments of the present invention.
[0194] For example, the controller 48 of the present invention can
be constituted by a CPU that performs processing in accordance with
programs, such as the controller 48 of the mother board 40 and the
CPU 51 of the gaming board 50 in the slot machine in the present
embodiment, but this is not limited and, for example, it may also
be possible to constitute part of the controller 48 by a custom IC
(Integrated Circuit) such as an ASIC (Application Specific
Integrated Circuit) or a DSP (Digital Signal Processor).
* * * * *