U.S. patent application number 12/136254 was filed with the patent office on 2009-01-15 for gaming machine.
This patent application is currently assigned to ARUZE CORP.. Invention is credited to Jun FUJIMOTO, Yukinori INAMURA, Kazumasa YOSHIZAWA.
Application Number | 20090017897 12/136254 |
Document ID | / |
Family ID | 40253599 |
Filed Date | 2009-01-15 |
United States Patent
Application |
20090017897 |
Kind Code |
A1 |
FUJIMOTO; Jun ; et
al. |
January 15, 2009 |
Gaming Machine
Abstract
A method for playing a game with a gaming machine includes the
steps of: (a) receiving a signal indicating an instruction of
starting a game; (b) starting the game; (c) executing the game; (d)
displaying symbols on a display device; (e) each time a
predetermined symbol or a predetermined combination of symbols is
displayed on the display device, adding a predetermined point; (f)
if the point cumulatively added in step (e) has reached a
threshold, performing a lottery to determine a specific combination
of symbols; (g) setting an award for the specific combination of
symbols that is larger than a normal award; (h) if the specific
combination of symbols is displayed on the display device, paying
the larger award; and (i) if a combination of symbols different
from the specific combination of symbols is displayed on the
display device, switching the larger award back to the normal
award.
Inventors: |
FUJIMOTO; Jun; (Tokyo,
JP) ; INAMURA; Yukinori; (Tokyo, JP) ;
YOSHIZAWA; Kazumasa; (Tokyo, JP) |
Correspondence
Address: |
NDQ&M WATCHSTONE LLP
1300 EYE STREET, NW, SUITE 1000 WEST TOWER
WASHINGTON
DC
20005
US
|
Assignee: |
ARUZE CORP.
Tokyo
JP
|
Family ID: |
40253599 |
Appl. No.: |
12/136254 |
Filed: |
June 10, 2008 |
Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/3211 20130101;
G07F 17/3216 20130101; G07F 17/34 20130101; G07F 17/3267 20130101;
G07F 17/3244 20130101 |
Class at
Publication: |
463/20 |
International
Class: |
A63F 13/00 20060101
A63F013/00 |
Foreign Application Data
Date |
Code |
Application Number |
Jul 10, 2007 |
JP |
JP2007-181549 |
Claims
1. A method for playing a game with a gaming machine, the method
comprising the steps of: (a) receiving a signal indicating an
instruction of starting a game; (b) starting the game; (c)
executing the game; (d) displaying a plurality of symbols on a
display device; (e) each time a predetermined symbol or a
predetermined combination of symbols is displayed on the display
device as a result of the game, adding a predetermined point; (f)
if the point cumulatively added in step (e) has reached a
threshold, performing a lottery to determine a specific combination
of symbols; (g) setting an award for the specific combination of
symbols that is larger than a normal award; (h) if the specific
combination of symbols is displayed on the display device, paying
the larger award; and (i) if a combination of symbols different
from the specific combination of symbols is displayed on the
display device, switching the larger award back to the normal
award.
2. A gaming machine comprising: a plurality of reels each having a
plurality of symbols on a circumferential surface thereof; thereof
also can be modified appropriately. In addition, the advantages,
which are shown in the embodiments, are simply listed as most
preferable advantages generated from the embodiments, and the
advantages according to this invention are not limited to what have
been described. In addition, a payout rate and other numerical
values may be changed arbitrarily for the purpose of heightening
and modifying the gaming nature of the slot machine 1 or video slot
1B. a motor for rotating and stopping each of the plurality of
reels in response to reception of a signal; an input device for
transmitting a signal to start a game in response to an acceptance
of operation applied by a player; and a controller configured with
logic to: (a) upon receiving the signal transmitted by the input
device, perform a lottery and start a game; (b) transmit a signal
indicating an instruction for rotating each of the plurality of
reels to the motor; (c) transmit a signal indicating an instruction
for stopping each of the plurality of reels to the motor in
accordance with a result of the lottery; (d) when the plurality of
reels comes to rest to display a combination of symbols and the
combination of symbols matches a predetermined combination of
symbols, determine an amount to be paid from credit; (e) when the
combination of symbols in (d) satisfies a predetermined condition,
add a predetermined point; (f) when the cumulatively added point
has reached a threshold, perform a lottery to determine a specific
combination of symbols; (g) set an award for the specific
combination of symbols that is larger than a normal award; (h) if
the specific combination of symbols is displayed after (g), pay the
larger award; and (i) if a combination of symbols different from
the specific combination of symbols is displayed after (g), switch
the larger award back to the normal award.
3. The gaming machine according to claim 2, wherein the
predetermined condition in (e) is an appearance of a specific
symbol in the combination of symbols.
4. The gaming machine according to claim 2, wherein the
predetermined condition in (e) is an occurrence of a reach
condition satisfied by the combination of symbols.
5. A gaming machine comprising: a display device for displaying a
plurality of symbols; an input device for transmitting a signal to
start a game in response to an acceptance of operation applied by a
player; and a controller configured with logic to: (a) upon
receiving the signal transmitted by the input device, perform a
lottery and start a game; (b) cause the display device to perform a
rotational display of the plurality of symbols; (c) cause the
display device to stop the rotational display in accordance with a
result of the lottery; (d) when a combination of symbols is
statically displayed and the combination of symbols matches a
predetermined combination of symbols, determine an amount to be
paid from credit; (e) when the combination of symbols in (d)
satisfies a predetermined condition, add a predetermined point; (f)
when the cumulatively added point has reached a threshold, perform
a lottery to determine a specific combination of symbols; (g) set
an award for the specific combination of symbols that is larger
than a normal award; (h) if the specific combination of symbols is
displayed after (g), pay the larger award; and (i) if a combination
of symbols different from the specific combination of symbols is
displayed after (g), switch the larger award back to the normal
award.
Description
[0001] This application is based on and claims the benefit of
priority from Japanese Patent Application No. 2007-181549, filed on
10 Jul. 2007, the content of which is incorporated herein by
reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a gaming machine such as a
slot machine that provides a game using a gaming medium (gaming
value) such as coins or the like, the gaming machine paying out the
gaming value such as credits to a player.
[0004] 2. Related Art
[0005] In conventional slot machines, a game is started when a
player bets a certain amount of credits. Then, a plurality of reels
on which a plurality of symbols are arranged starts to rotate, and
comes to rest after a predetermined lapse of time. As a result, a
certain award is provided to the player based on a symbol
combination which is displayed statically (for example, see U.S.
Pat. No. 7,094,148).
[0006] However, in the slot machine described in U.S. Pat. No.
7,094,148, an award to be paid out is set beforehand according to a
winning combination. Thus, the award is always fixed, which
sometimes makes players disinterested.
SUMMARY OF THE INVENTION
[0007] The present invention has been made in view of the
abovementioned problem. Accordingly, it is an object thereof to
provide a novel gaming machine which can vary awards according to
proceedings of a game.
[0008] In order to solve the abovementioned problem, the present
invention provides the following features.
[0009] In an aspect of the present invention, a method for playing
a game with a gaming machine is provided. The method includes the
steps of: (a) receiving a signal indicating an instruction of
starting a game; (b) starting the game; (c) executing the game; (d)
displaying a plurality of symbols on a display device; (e) each
time a predetermined symbol or a predetermined combination of
symbols is displayed on the display device as a result of the game,
adding a predetermined point; (f) if the point cumulatively added
in step (e) has reached a threshold, performing a lottery to
determine a specific combination of symbols; (g) setting an award
for the specific combination of symbols that is larger than a
normal award; (h) if the specific combination of symbols is
displayed on the display device, paying the larger award; and (i)
if a combination of symbols different from the specific combination
of symbols is displayed on the display device, switching the larger
award back to the normal award.
[0010] The method described above provides a gaming machine that
can vary awards according to the proceedings of the game.
[0011] In another aspect of the present invention, a gaming machine
is provided, which includes a plurality of reels, a motor, an input
device, and a controller. Each of the plurality of reels has a
plurality of symbols on its circumferential surface. The motor
rotates and stops each of the plurality of reels in response to
reception of a signal. The input device transmits a signal to start
a game in response to an acceptance of operation applied by a
player. The controller is configured with logic to: (a) upon
receiving the signal transmitted by the input device, perform a
lottery and start a game; (b) transmit a signal indicating an
instruction for rotating each of the plurality of reels to the
motor; (c) transmit a signal indicating an instruction for stopping
each of the plurality of reels to the motor in accordance with a
result of the lottery; (d) when the plurality of reels comes to
rest to display a combination of symbols and the combination of
symbols matches a predetermined combination of symbols, determine
an amount to be paid from credit; (e) when the combination of
symbols in (d) satisfies a predetermined condition, add a
predetermined point; (f) when the cumulatively added point has
reached a threshold, perform a lottery to determine a specific
combination of symbols; (g) set an award for the specific
combination of symbols that is larger than a normal award; (h) when
the specific combination of symbols is displayed after (g), pay the
larger award; and (i) if a combination of symbols different from
the specific combination of symbols is displayed after (g), switch
the larger award back to the normal award.
[0012] With the gaming machine described above, it is possible to
vary awards according to the proceedings of the game.
[0013] In still another aspect of the present invention, a gaming
machine is provided, which includes a display device, an input
device, and a controller. The display device displays a plurality
of symbols. The input device transmits a signal to start a game in
response to an acceptance of operation applied by a player. The
controller is configured with logic to: (a) upon receiving the
signal transmitted by the input device, perform a lottery and start
a game; (b) cause the display device to perform a rotational
display of the plurality of symbols; (c) cause the display device
to stop the rotational display in accordance with a result of the
lottery; (d) when a combination of symbols is statically displayed
and the combination of symbols matches a predetermined combination
of symbols, determine an amount to be paid from credit; (e) when
the combination of symbols in (d) satisfies a predetermined
condition, add a predetermined point; (f) when the cumulatively
added point has reached a threshold, perform a lottery to determine
a specific combination of symbols; (g) set an award for the
specific combination of symbols that is larger than a normal award;
(h) if the specific combination of symbols is displayed after (g),
pay the larger award; and (i) if a combination of symbols different
from the specific combination of symbols is displayed after (g),
switch the larger award back to the normal award.
[0014] With the gaming machine described above, it is possible to
vary awards according to the proceedings of the game.
[0015] In the present invention, it is only if the cumulatively
added point has reached the threshold that the gaming machine
performs the lottery to determine the specific combination of
symbols for which the larger award is to be paid. And if the
specific combination of symbols occurs, a player has a chance to
obtain the larger award, or if the combination of symbols different
from the specific combination of symbols occurs, the gaming machine
switches the larger award back to the normal award. In this way,
the invention provides a novel gaming machine that can vary awards
according to the proceedings of a game.
BRIEF DESCRIPTION OF THE DRAWINGS
[0016] FIGS. 1A and 1B are conceptual diagrams showing that an
award for a specific symbol combination is increased more than a
normal award when a predetermined condition is satisfied and the
increased award is switched to the normal award when another symbol
combination other than the specific symbol combination is
arranged;
[0017] FIG. 2 is a perspective view of a slot machine 1;
[0018] FIG. 3 is a longitudinally-sectional view of a main display
4 and reels 22;
[0019] FIG. 4 is an exploded perspective view of the main display
4;
[0020] FIG. 5 is a view showing symbols drawn on the reels 22L,
22C, and 22R, and code numbers;
[0021] FIG. 6 is a view showing an electric configuration of the
slot machine 1;
[0022] FIG. 7 is a view showing an electrical configuration of a
sub control circuit 171 of the slot machine 1;
[0023] FIG. 8 is a flowchart showing a routine of game execution
processing of the slot machine 1;
[0024] FIG. 9 is a flowchart showing a subroutine of lottery
processing which is called and executed in the game execution
processing shown in FIG. 8;
[0025] FIG. 10 is a flowchart showing a subroutine of win
determination processing 1, which is called and executed in the
game execution processing shown in FIG. 8;
[0026] FIG. 11 is a flowchart showing a subroutine of bonus game
processing, which is called and executed in the win determination
processing 1 as shown in FIG. 10;
[0027] FIG. 12 is a flowchart showing a subroutine of payout
processing, which is called and executed in the win determination
processing 1 as shown in FIG. 10;
[0028] FIG. 13 is a flowchart showing a subroutine of point
addition processing which is called and executed in the win
determination processing as shown in FIG. 10;
[0029] FIGS. 14A and 14B are examples of images representing
trigger rendered effects 1 displayed on the main display 4 and the
sub display 3;
[0030] FIGS. 15A and 15B show examples of images of WIN rendered
effects 1 displayed on the main display 4 and the sub display
3;
[0031] FIGS. 16A and 16B are examples of images representing
trigger rendered effects 2 displayed on the main display 4 and the
sub display 3;
[0032] FIG. 17 is a flowchart showing a subroutine of payout
processing 2 (processing regarding HALF WILD) as an example of
payout processing, which is called and executed in the win
determination processing as shown in FIG. 10;
[0033] FIG. 18 is an example of an image representing trigger
rendered effects 3 displayed on the main display 4;
[0034] FIG. 19 is an example of an image representing WIN rendered
effects 2 displayed on the main display 4;
[0035] FIG. 20 is an example of an image (a gauge type) displaying
an obtained point on the sub display 3;
[0036] FIG. 21 is an example of an image (numeral value display
type) displaying an obtained point on the sub display 3;
[0037] FIG. 22 is an example of an image (appearance of a gauge for
each winning combination) displaying an obtained point on the sub
display 3;
[0038] FIG. 23 shows symbols arranged on reels 22L, 22C, and 22R
(including a "RANKUP!" symbol), and code numbers;
[0039] FIG. 24 is a flowchart showing a subroutine of win
determination processing 2 with regard to "RANK UP!";
[0040] FIG. 25 is a flowchart showing a subroutine of payout rate
change processing for a symbol applicable to point addition which
is called and executed in the win determination processing 2 as
shown in FIG. 24;
[0041] FIGS. 26A and 26B are examples of images showing RANK UP
effects 1 displayed on the main display 4 and the sub display
3;
[0042] FIGS. 27A and 27B are examples of images showing RANK UP
effects 2-1 displayed on the main display 4 and the sub display
3;
[0043] FIGS. 28A and 28B are examples of images of RANK UP effects
2-2 displayed on the main display 4 and the sub display 3;
[0044] FIGS. 29A and 29B are examples of images of WHEEL effects
1-1 displayed on the main display 4 and the sub display 3;
[0045] FIGS. 30A and 30B are examples of images of WHEEL effects
1-2 displayed on the main display 4 and the sub display 3 in a case
where a game has been executed and advanced from FIG. 29;
[0046] FIGS. 31A and 31B are examples of images showing WHEEL
effects 2 displayed on the main display 4 and the sub display 3 in
a case where a rearranged combination matches a WHEEL winning
combination;
[0047] FIG. 32 is a flowchart showing a subroutine of win
determination processing 3 (WILD Effect processing), which is
called and executed in the game execution processing shown in FIG.
8;
[0048] FIG. 33 shows a transition of images displaying HALF WILD
effects displayed on the main display 4;
[0049] FIG. 34 is a perspective view of a slot machine 1A;
[0050] FIG. 35 is a block diagram schematically showing the control
system of the slot machine 1A;
[0051] FIG. 36 is a diagram showing a symbol and a code number
displayed on a first sub reel 26;
[0052] FIG. 37 is a flowchart showing a subroutine of win
determination processing 4, which is called and executed in the
game execution processing shown in FIG. 8;
[0053] FIG. 38 is an example of an image of first sub reel effects
1 displayed on the main display 4;
[0054] FIG. 39 is an example of an image of the first sub reel
effects 1 displayed on the main display 4 in a case where a game
has been executed and advanced from FIG. 38;
[0055] FIG. 40 shows symbols and code numbers displayed on the
first sub reel 26 and a second sub reel 27;
[0056] FIG. 41 is a flowchart showing a subroutine of win
determination processing 5 which is called and executed in the game
execution processing shown in FIG. 8;
[0057] FIG. 42 is an example of an image of first and second sub
reels effects 1-1 displayed on the main display 4;
[0058] FIG. 43 is an example of an image of first and second sub
reels effects 1-2 displayed on the main display 4 in a case where a
game has been executed and advanced from FIG. 42;
[0059] FIG. 44 is an example of an image of first and second sub
reels effects 1-3 displayed on the sub display 3 in a case where a
game has been executed and advanced from FIG. 43;
[0060] FIG. 45 is an example of an image of first and second sub
reels effects 1-4 displayed on the sub display 3 in a case where a
game has been executed and advanced from FIG. 44;
[0061] FIGS. 46A and 46B are examples of images of first and second
sub reels effects 2 displayed on the main display 4 and the sub
display 3;
[0062] FIG. 47 is a perspective view of a video slot 1B;
[0063] FIG. 48 is a block diagram schematically showing the control
system of the video slot 1B;
[0064] FIGS. 49A and 49B are examples of images showing award
increasing effects 1 displayed on the main display 4 and the sub
display 3;
[0065] FIG. 50 is an example of an image showing free game start
effects displayed on the main display 4;
[0066] FIG. 51 is an example of an image showing free game effects
displayed on the main display 4 when a game is performed and the
gaming status has been advanced;
[0067] FIG. 52 is a flowchart showing a subroutine of progressive
payout processing;
[0068] FIGS. 53A and 53B are examples of images showing trigger
rendered effects 4 displayed on the main display 4 and the sub
display 3;
[0069] FIG. 54 is a flowchart showing a game execution processing
routine during an insurance mode;
[0070] FIG. 55 is a flowchart showing a subroutine of count
processing which is called and executed in the game execution
processing routine shown in FIG. 54;
[0071] FIG. 56 is a flowchart showing a subroutine of win
determination processing 6 which is called and executed in the game
execution processing shown in FIG. 54;
[0072] FIG. 57 is a flowchart showing a subroutine of win
determination processing 7, which is called and executed in the
game execution processing shown in FIG. 54;
[0073] FIGS. 58A, 58B, 59A and 59B are examples of images during an
insurance mode displayed on the sub display 3 and the main display
4;
[0074] FIG. 60 is an example of images during an insurance mode
displayed on the sub display 3 and the main display 4;
[0075] FIGS. 61A and 61B are examples of images displayed on the
sub display 3 and the main display 4 during switching to a cashback
mode;
[0076] FIG. 62 is a flowchart showing a subroutine of win
determination processing 8 which is called and executed in the game
execution processing;
[0077] FIG. 63 is a flowchart showing a subroutine of point
addition processing which is called and executed in the win
determination processing as shown in FIG. 62;
[0078] FIGS. 64A and 64B are examples of images illustrating
trigger rendered effects 5 displayed on the main display 4 and the
sub display 3;
[0079] FIG. 65 is an example of an image of cumulatively added
points displayed on the sub display 3;
[0080] FIG. 66 is an example of an image of an increased specific
symbol combination displayed on the sub display 3;
[0081] FIGS. 67A and 67B are examples of images of award increasing
effects 3 displayed on the main display 4 and the sub display
3;
[0082] FIG. 68 is a flowchart showing a subroutine of win
determination processing 9 which is called and executed in the game
execution processing;
[0083] FIG. 69 is a flowchart showing a subroutine of win
determination processing 10, which is called and executed in the
game execution processing;
[0084] FIG. 70 is a flowchart showing a subroutine of free game
processing, which is called and executed in the win determination
processing;
[0085] FIG. 71 is a flowchart showing a subroutine of normal payout
processing, which is called and executed in the win determination
processing;
[0086] FIG. 72 is a flowchart showing a subroutine of free game
payout processing 4 which is an exemplary embodiment of payout
processing called and executed in the free game processing;
[0087] FIG. 73 is a flowchart showing a subroutine of point
addition processing 2 which is called and executed in the win
determination processing 9;
[0088] FIGS. 74A and 74B are examples of images showing award
increasing effects 2 displayed on the main display 4 and the sub
display 3;
[0089] FIG. 75 is an example of an image of free game start effects
displayed on the main display 4;
[0090] FIGS. 76 and 77 are examples of images showing free game
effects displayed on the main display 4 when a game is performed
and the gaming status has been advanced from FIG. 75;
[0091] FIG. 78 is an example of an image during a normal game
displayed on the main display 4;
[0092] FIG. 79 is a flowchart showing a subroutine of win
determination processing 11 which is called and executed in the
game execution processing shown in FIG. 54;
[0093] FIG. 80 is a flowchart showing a subroutine of lottery
processing 2 which is called and executed in the game execution
processing shown in FIG. 54 or in the free game processing shown in
FIG. 70;
[0094] FIG. 81 is a flowchart showing a subroutine of reel rotation
control processing which is called and executed in the game
execution processing shown in FIG. 54 or in the free game
processing shown in FIG. 70;
[0095] FIG. 82 is an example of an image displayed on the main
display 4 showing rendered effects for cumulatively added
points;
[0096] FIGS. 83 and 84 are examples of images displayed on the main
display 4 showing rendered effects for a payout rate of a specific
symbol combination selected by a lottery;
[0097] FIG. 85 is an example of an image of rearrangement of a
specific symbol combination displayed on the main display 4;
[0098] FIG. 86 is a flowchart showing a subroutine of win
determination processing 12 which is called and executed in the
game execution processing;
[0099] FIG. 87 is a flowchart showing a subroutine of normal
lottery processing 3 which is an example of lottery processing
called and executed in the game execution processing;
[0100] FIG. 88 is a flowchart showing a subroutine of free lottery
processing 4 which is an example of lottery processing called and
executed in the free game processing;
[0101] FIG. 89 is a flowchart showing a subroutine of point
addition processing 3 which is called and executed in the win
determination processing;
[0102] FIGS. 90A and 90B are examples of images showing lottery
winning probability raising effects displayed on the main display 4
and the sub display 3;
[0103] FIG. 91 is an example of an image showing free game start
effects displayed on the main display 4;
[0104] FIG. 92 is an example of an image showing free game effects
displayed on the main display 4 when a game is performed and the
gaming status has been advanced;
[0105] FIG. 93 is an example of an image showing the free game
effects displayed on the main display 4 when a game is performed
and the gaming status has been advanced from FIG. 91;
[0106] FIG. 94 is an example of an image during a normal game
displayed on the main display 4;
[0107] FIG. 95 shows a winning table; and
[0108] FIG. 96 is an example of variations of symbol sequences of
reels.
DETAILED DESCRIPTION OF THE INVENTION
[0109] In the present embodiment, a slot machine 1 is provided with
a plurality of reels 22L, 22C, and 22R having a plurality of
symbols on the respective surfaces thereof, and display windows 23,
24, and 25, a motor 68 for rotating and stopping the plurality of
reels in response to reception of a signal, a 1-bet button 11, a
3-bet button 13, and a 5-bet button for accepting bets of credits,
and RAM 52 for cumulatively storing a portion of the bet of credits
thus accepted. The slot machine 1 accepts an operation by a player,
performs a lottery of random numbers in lottery processing (Step
S14 in FIG. 8), starts a game, causes rotation of the plurality of
reels to stop in reel rotation control processing (Step S15 in FIG.
8), and rearranges the plurality of symbols. Then, in win
determination processing (Step S16 in FIG. 8), the slot machine 1
cumulatively adds a predetermined point value when a predetermined
symbol combination is arranged, determines a specific symbol
combination by a lottery when the point values thus cumulatively
added reaches a predetermined value, increases an award for the
specific symbol combination more than a normal award (for example,
point FULL rendered effects 1 in FIGS. 65 and 66), and pays out the
increased award when the specific symbol combination is arranged.
When another symbol combination other than the specific symbol
combination is arranged, the slot machine 1 switches the increased
award to a normal award. Therefore, the slot machine 1 can vary
awards according to proceedings of the game.
[0110] FIGS. 1A and 1B are conceptual diagrams showing that an
award for a specific symbol combination is increased more than a
normal award when a predetermined condition is satisfied and the
increased award is switched to the normal award when another symbol
combination other than the specific symbol combination is arranged.
FIG. 1A shows the following proceedings: A predetermined symbol
combination, including "POINT UP!", for example, has been arranged
and a point value has reached a predetermined value as a result of
cumulative addition. Accordingly, the specific symbol combination
(for example, "7, 7, 7") is determined by lottery and its award is
increased more than that of a normal award (for example, 300
credits three times as the normal award of 100 credits for the
combination "7, 7, 7").
[0111] FIG. 1B shows that the increased award is switched to the
normal award since another symbol combination (for example, BAR,
BAR, BAR) other than the specific symbol combination (for example,
7, 7, 7) is arranged.
First Embodiment
[0112] A slot machine 1 according to a first embodiment is
described below in reference to FIGS. 2 to 33. In the present
embodiment, a predetermined symbol or a combination of symbols that
triggers a cumulative addition of a predetermined point value is
referred to as a point awarding symbol, and a specific combination
of symbols entitled to advantages due to the cumulative points is
referred to as a combination of symbols applicable to point
addition or a combination of symbols applicable to payout rate
change. Firstly, an outline of the configuration of the slot
machine 1 according to the present embodiment is described with
reference to FIGS. 2 and 6.
Exterior Appearance of Slot Machine 1
[0113] FIG. 2 is a perspective view of the slot machine 1. In FIG.
2, the slot machine 1 has a cabinet 2 which forms the whole body
thereof, and a sub display 3 disposed front on an upper portion of
the cabinet 2. In addition, a main display 4 is disposed front in a
center portion of the cabinet 2. Here, the sub display 3 is
configured by a liquid crystal display. In addition, the main
display 4 is configured by a transparent liquid crystal display. A
payout table is displayed on the sub display 3, in a case of a
normal gaming state and a standby state.
[0114] On a lower side of the main display 4, an operation table 5
projecting forward is disposed. On the operation table 5, a CHANGE
button 6, a CASH-OUT button 7, and a HELP button 8 are disposed
from a leftmost side. In addition, on the right side of the HELP
button 8, a coin insertion slot 9 and a bill insertion slot 10 are
disposed. In addition, on the front side of the operation table 5,
a 1-BET button 11, a SPIN/REPEAT-BET button (hereinafter referred
to as "SPIN button") 12, a 3-BET button 13, and a 5-BET button 14
are disposed from a left side.
[0115] Here, the CHANGE button 6 is pressed when exchanging the
bill inserted into the bill (or paper money) insertion slot 10, and
the exchanged coins are discharged to a coin tray 16 through a coin
payout opening 15, which is disposed at a lower portion of the
cabinet 2. A CHANGE switch 62 (described later) is attached to the
CHANGE button 6, and a switch signal is output to a CPU 50 from the
CHANGE switch 62 in response to pressing of the CHANGE button
6.
[0116] The CASH-OUT button 7 is usually pressed when a normal game
is terminated. When the CASH-OUT button 7 is pressed, coins
obtained in a game are discharged from the coin payout opening 15
to the coin tray 16. A payout (CASH-OUT) switch 63 (described
later) is attached to the CASH-OUT button 7, and a switch signal is
output to the CPU 50 in response to pressing of the CASH-OUT button
7.
[0117] The HELP button 8 is pressed when it is unclear to the
player how to play the game. When the HELP button 8 is pressed,
various help information is displayed on the sub display 3 and the
main display 4. A HELP switch 64, which is described later, is
attached to the HELP button 8. A switch signal is output to the CPU
50 from the HELP switch 64 in response to pressing of the HELP
button 8.
[0118] Meanwhile, when a payout table is not displayed on the sub
display 3 in the game, the payout table is displayed on the sub
display 3 through pressing of the HELP button 8.
[0119] A coin sensor 65 is disposed in the coin insertion slot 9.
When a coin is inserted in the coin insertion slot 9, a coin
detection signal is output to the CPU 50 from the coin sensor 65.
In addition, a bill sensor 66 is disposed in the bill insertion
slot 10. When a bill is inserted into the bill insertion slot 10, a
bill detection signal is output to the CPU 50 from the bill sensor
66.
[0120] Every time the 1-BET button 11 is pressed, one credit is
bet, and the 1-BET button 11 can be pressed up to three times. A
1-BET switch 59 is attached to this 1-BET button 11. When the 1-BET
button 11 is pressed, a switch signal is output from the 1-BET
switch 59 to the CPU 50 in response to pressing of the 1-BET button
11.
[0121] The SPIN button 17 initiates rotation of the reels 22L, 22C,
22R so as to start a game with a current bet amount or a previous
bet amount in response to pressing of the SPIN button 17. A SPIN
switch 58 is attached to the SPIN button 17. When the SPIN button
17 is pressed, a switch signal is output from the SPIN switch 58 to
the CPU 50 in response to pressing of the SPIN switch 58. Here, as
the bet amount, which can be bet by press of the SPIN button 17,
there may exist 1 bet, 2 bets, 3 bets, and 5 bets.
[0122] The 3-BET button 13 is a button to start a game with 3 bets.
A 3-BET switch 60 is attached to the 3-BET button 13. When the
3-BET button 13 is pressed, a switch signal is output from the
3-BET switch 60 to the CPU 50. In addition, the 5-BET button 14 is
a button to be pressed when starting a game with 5 bets, and when
starting a bonus game. A 5-BET switch 61 is attached to the 5-BET
button 14. A switch signal is output from the 5-BET switch 61 to
the CPU 50 in response to pressing of the 5-BET button 14.
[0123] The cabinet 2 has the coin payout opening 15 and coin tray
16 in the lower part. The coin tray 16 receives a coin discharged
from the coin payout opening 15. A coin detection unit 73, which is
configured with a sensor and the like, is disposed inside of the
coin payout opening 15, and detects the number of coins discharged
from the coin payout opening 15.
Reel and Main Display
[0124] Subsequently, a detailed structure of the main display 4 and
the three reels 22L, 22C, and 22R, which are disposed rotatably
inside of the cabinet 2 on a back surface side of the main display
4, is described according to FIGS. 3 and 4. FIG. 3 is a
longitudinal-sectional view of the main display 4 and the reels
22L, 22C, and 22R. FIG. 4 is an exploded perspective view of the
main display 4.
[0125] In FIGS. 3 and 4, the main display 4, together with a
transparent touch panel 30 (hereinafter, referred to as "touch
panel 30") that is arranged on a front side (left side in FIG. 3)
of the main display 4, is disposed within a display window section
21 of a front panel 20 disposed front at a center portion of the
cabinet 2 of the slot machine 1. In addition, on a back side (right
side in FIG. 3) of the main display 4, the three reels 22L, 22C,
and 22R (FIG. 3 shows only one reel) are supported in parallel,
each of which is supported so as to rotate independently.
[0126] The reels 22L, 22C and 22R of the slot machine 1 face a left
display window 23, a center display window 24 and a right display
window 25 (see, FIG. 2), respectively, which are formed in the main
display 4. Structure of respective display windows 23, 24, and 25
is described later in Structure of Main Display.
Symbol Columns of Reels
[0127] FIG. 5 shows one example of symbol columns in which nine
pieces of plural types of symbols arranged on the respective reels
22L, 22C, and 22R. This arrangement is converted into a table as
data and stored in a ROM 51 (see, FIG. 6). That is, code numbers of
"00" to "08" are given to respective symbols as shown in FIG. 5,
and stored in the ROM 51 as a data table (see, FIG. 6). In other
words, it is possible to specify a symbol uniquely, by
identification of the reels 22L, 22C, and 22R, and the code
numbers.
[0128] On a peripheral surface of each of the reels 22L, 22C, and
22R, nine types of symbols including a blank symbol are depicted as
shown in FIG. 4. More specifically, the symbols, which are formed
on a peripheral surface of each of the reels 22L, 22C, and 22R, are
a WILD symbol 91, a RED 7 symbol 92, a 7 DORA symbol 93, a 3 BAR
symbol 94 (BAR BAR BAR), a 2 BAR symbol 95 (BAR BAR), a BAR symbol
96, a blank symbol 97, a BARDORA symbol 98, and HALF WILD symbol
99. Then, on a peripheral surface of each of the reels 22L, 22C,
and 22R, these nine types of symbols are arranged in the order
shown in FIG. 5. Each of the reels 22L, 22C, and 22R is driven to
rotate in such a manner that a symbol column moves in the direction
of an arrow in FIG. 5.
[0129] In addition, various winning combinations have been set up
in advance based on a plurality of types of combinations of each
symbol. When a symbol combination corresponding to a winning
combination comes to rest along a pay line L (see FIG. 2), coins
are discharged from the coin payout opening 15 according to the
winning combination. In this respect, the gaming machine 1 is
similar to a conventional slot machine, and therefore an
explanation thereof is omitted. In addition, regarding the various
symbols formed on a peripheral surface of each of the reels 22, it
is a typical way that a long seal printed with nine pieces of
symbols, which has a width and a peripheral length fit for each of
the reels 22, is bonded to the peripheral surface of each of the
reels 22. However, it may be alternatively possible to form the
symbols in different manners.
[0130] In this embodiment, only a center line is selected for the
pay line L. The pay line L is displayed on the main display 4 when
games are carried out by rotating and stopping the reels 22 in
response to pressing of the 1-BET button 11, the 3-BET button 13,
and the 5-BET button 14 or the SPIN button 17. On the other hand,
the pay line L is eliminated from the main display 4 for a bonus
game which is performed in response to pressing of the 5-BET button
14 when a player is entitled to various bonus games.
[0131] In addition, the BONUS trigger symbol 93 (7 DORA symbol) is
the one which serves as a trigger for the purpose of achieving
various bonus games. In this embodiment, one BONUS trigger symbol
93 is arranged only on a peripheral surface of the reel 22R. When
the BONUS trigger symbol 93, which exists on the peripheral surface
of the reel 22R, comes to rest on the pay line L, a player is
entitled to various bonus games.
Structure of Main Display 4
[0132] Subsequently, a structure of the main display 4 is described
according to FIGS. 3 and 4. In FIGS. 3 and 4, the main display 4 is
configured with the following components arranged from the front
side of the slot machine 1: a touch panel 30, a reel glass base 31,
a bezel metal frame 32, a liquid crystal panel 33, a liquid crystal
holder 34, a diffusion sheet 35, a light guiding plate 36, a white
reflector 37, a rear holder 38, and an anti-static sheet 39. In the
diffusion sheet 35, openings 35A, 35B, and 35C are formed.
Similarly, in the light guiding plate 36, the reflector 37 and the
rear holder 38, three openings 36A to 36C, three openings 37A to
37C, and three openings 38A to 38C are formed, respectively, so as
to be aligned with the openings 35A, 35B, and 35C. Here, the
openings 35A to 38A configure the left display window 23 (see FIG.
2). Similarly, the openings 35B to 38B and the openings 35C to 38C
configure the center display window 24 and the right display window
25 (see FIG. 2), respectively.
[0133] Here, the openings 35A to 35C in the diffusion sheet 35 and
the openings 36A to 36C in the light guiding plate 36 configure the
light transmitting areas to retain visibility while variable
display is being conducted by each rotating reel 22.
[0134] In order to install the main display 4 to the display window
21 of the front panel 20, as shown in FIG. 3, brackets 40 extending
in upward and downward directions of the reel glass base 31 are
screwed to the rear side of the front panel 20 by screws 41.
[0135] In addition, a pair of cold cathode ray tubes 42 is disposed
as a light source of the liquid crystal panel 33, at upper and
lower ends of the light guiding plate 36. In addition, a pair of
cold cathode ray tubes 43, which illuminates symbols formed on an
outer peripheral surface of each of the reels 22, is disposed at
upper and lower positions on the rear side of each of the openings
38A to 38C in the rear holder 38.
[0136] The liquid crystal panel 33 is a transparent electric
display panel on which transparent electrodes such as ITO are
formed, and arranged in front of each of the reels 22 which can be
seen therethrough. The circumference of the rear side of the
display part of the liquid crystal panel 33 is held by the liquid
crystal holder 34. In the light guiding plate 36, which is made of
a light transmitting resin panel, lens cut portions are formed. The
lens cut portions lead light emitted from the cold cathode ray
tubes 43 positioned at end positions of the light guiding plate 36
to the rear side of the liquid crystal panel 33. The diffusion
sheet 35, which is made of a light transmitting resin sheet,
scatters light led by the light guiding plate 36 and levels light
irradiated to the liquid crystal panel 33. The liquid crystal
holder 34 for holding the liquid crystal panel 33, the diffusion
sheet 35, and the light guiding plate 36 are assembled into a
one-piece construction, with the circumference thereof inserted in
a bezel metal frame 32. Thereby, the front side of the display part
in the liquid crystal panel 33 is retained by the bezel metal frame
32.
[0137] The circumference of the liquid crystal holder 34, the light
diffusion sheet 35, and the light guiding plate 36 is further
inserted into the reel glass base 31. In this way, the reel glass
base 31 holds these components in a state in which the front
display plane of the liquid crystal panel 33 is open. The touch
panel 30 is attached in pressure contact to the front side of the
reel glass base 31, which is attached to the front panel 20 by way
of the screws 41.
[0138] The rear holder 38 made of a white resin plate retains the
bezel metal frame 32 supported by the reel glass base 31, the
liquid crystal holder 34 holding the liquid crystal panel 33, the
light diffusion sheet 35, and the light guiding plate 36 to the
reel glass base 31 from the rear side thereof. The rear holder 38
also functions as a reflecting plate for reflecting light emitted
from the cold cathode ray tubes 42 to the light guiding plate 36
toward the liquid crystal panel 33. The anti-static sheet 39, which
is transparent and adhered to the rear plane of the rear holder 38
by way of double-sided adhesive tape, covers the rear plane of each
of the openings 38A to 38C formed in the rear holder 38.
Electric Configuration of Slot Machine 1
[0139] Next, the configuration of the control system in the slot
machine 1 is described with reference to FIG. 6. FIG. 6 is a block
diagram schematically showing the control system in the slot
machine 1.
[0140] In FIG. 6, the control system of the slot machine 1 is
basically configured of the CPU 50. ROM 51 and RAM 52 are connected
to the CPU 50. A main control circuit 50a of the slot machine 1 is
configured with the CPU 50, the ROM 51, and the RAM 52. The ROM 51
stores a game control program, various effect programs and effect
data for executing various effects on the sub display 3 and the
main display 4 according to progress in games, a probability table
(not shown) for conducting a lottery of various winning
combinations, various programs necessary for controlling the slot
machine 1, and various data tables and the like. In addition, the
RAM 52 is a memory for temporarily storing various data computed by
the CPU 50.
[0141] In addition, a clock pulse generation circuit 53 for
generating standard clock pulses and a frequency divider 54 are
connected to the CPU 50, and a random number generator 55 and a
random number sampling circuit 56 are also connected to the CPU 50.
A random number sampled by the random number sampling circuit 56 is
utilized in various lotteries of the winning combinations, the
effects, and the like. Furthermore, the spin switch 58 attached to
the SPIN button 17, the 1-BET switch 59 attached to the 1-BET
button 11, the 3-BET switch 60 attached to the 3-BET button 13, the
5-BET switch 61 attached to the 5 BET-button 14, the change switch
62 attached to the change button 6, the cashout switch 63 attached
to the CASH-OUT button 7, and the help switch 64 attached to the
help button 8 are connected to the CPU 50, respectively. The CPU 50
controls the slot machine 1 to execute various operations
corresponding to each button, based on a switch signal output from
each switch when each button is pressed.
[0142] Furthermore, the coin sensor 65, which is disposed in the
coin insertion slot 9, and the bill sensor 66, which is disposed in
the bill insertion slot 10, are connected to the CPU 50,
respectively. The coin sensor 65 detects a coin inserted from the
coin insertion slot 9, and the CPU 50 computes the amount of coins
inserted based on a coin detection signal output from the coin
sensor 65. The bill sensor 66 detects a type and an amount of a
bill inserted from the bill insertion slot 10, and the CPU 50
computes an amount of coins which is equivalent to the amount of a
bill based on a bill detection signal output from the bill sensor
66.
[0143] Three stepping motors 68L, 68C, and 68R, which are driven
through a motor driving circuit 67 to rotate the reels 22L, 22C,
and 22R, respectively, are connected to the CPU 50. In addition, a
reel position detection circuit 69 is connected to the CPU 50. When
a motor driving signal is output from the CPU 50 to the motor
driving circuit 67, each of the stepping motors 68 is driven so as
to rotate by the motor drive circuit 67. Thereby, each of the reels
22L, 22C, and 22R is rotated.
[0144] At this time, after each of the reels 22L, 22C, and 22R
starts to rotate, the number of driving pulses supplied to each of
the stepping motors 68 is calculated, and the calculated value is
written in a predetermined area of the RAM 52. In addition, a reset
pulse is output from each of the reels 22L, 22C, and 22R with
respect to each one spin, and the reset pulse is input to the CPU
50 through the reel position detection circuit 69. When the reset
pulse is input to the CPU 50, the calculated value written in the
RAM 52 is cleared to "0", and the CPU 50 recognizes a rotational
position of symbols on each of the reels 22L, 22C, and 22R, based
on the calculated value corresponding to the rotational position of
each of the reels 22L, 22C, and 22R within one rotation, and a
symbol table in which the rotational position of each of the reels
22L, 22C, and 22R stored in the ROM 51 and the symbols formed on a
peripheral surface of each of the reels 22L, 22C, and 22R are
correlated with each other.
[0145] A hopper 71 is connected to the CPU 50 through a hopper
driving circuit 70. When the CPU 50 outputs a driving signal to the
hopper driving circuit 70, the hopper 71 discharges a predetermined
amount of coins through the coin payout opening 15.
[0146] In addition, a coin detection unit 73 is connected to the
CPU 50 through a payout complete signal circuit 72. The coin
detection unit 73 is disposed inside of the coin payout opening 15.
When the coin detection unit 73 detects a predetermined amount of
coins discharged from the coin payout opening 15, a coin payout
detection signal is output from the coin detection unit 73 to the
payout complete signal circuit 72. Based on this signal, the payout
complete signal circuit 72 outputs a payout complete signal to the
CPU 50.
[0147] In addition, a sub-control circuit 171 is connected to the
CPU 50. The sub display 3, the main display 4, speakers 80L and
80R, an LED 78, and the touch panel 30 are connected to the
sub-control circuit 171. In addition, two-way communication is
carried out between the CPU 50 and the sub-control circuit 171.
Electric Structure of Sub-Control Circuit
[0148] Next, the sub-control circuit 171 shown in FIG. 7 is
described. The sub-control circuit 171 is configured by a sub CPU
221, sub ROM 223, sub RAM 222, image display control circuits 74
and 75, a sound output circuit 79, an LED control circuit 77, and a
touch panel control circuit 76. In addition, an IN port and an OUT
port, etc. are disposed arbitrarily between the main control
circuit 50a and the sub-control circuit 171, and between the sub
CPU 221 and each actuator.
[0149] The sub CPU 221 determines what is displayed on the sub
display 3 and the main display 4 based on a gaming information
command transmitted from the main control circuit 50a, and
transmits contents to be displayed to the image display control
circuits 74 and 75.
[0150] The sub ROM 223 stores a communication sequence program for
communicating with the main control circuit 50a, and a program and
data necessary for a slot game and a bonus game.
[0151] The sub RAM 222 is used as a working area for executing
these control programs.
[0152] The image display control circuit 74 that includes video ROM
(not shown) and video RAM (not shown) controls contents to be
displayed on the sub display 3. The image display control circuit
75 that also includes video ROM (not shown) and video RAM (not
shown) controls contents to be displayed on the main display 4. The
image display control circuits 74 and 75 cause the sub display 3
and the main display 4 respectively to display predetermined
rendered effects based on various effect commands transmitted from
the main control circuit 50a.
[0153] The sound output circuit 79 that includes a sound source ROM
(not shown) and work RAM (not shown) controls sound output to the
speakers 80L and 80R. The sound output circuit 79 makes the
speakers 80L and 8OR generate predetermined audio based on various
audio effect commands transmitted from the main control circuit
50a.
[0154] The LED control circuit 77 controls light emitted from
various LEDs 78 which decorate a game of the slot machine 1. The
LED control circuit 77 makes the LED 78 emit light with
predetermined timing, based on various LED effect commands
transmitted from the main control circuit 50a.
[0155] The touch panel control circuit 76 controls the touch panel
30 and detects whether a player has touched a predetermined touch
area image, and then conveys the detection to the sub CPU 221.
Then, the sub CPU 221 performs predetermined control of images to
allow various games to be performed and continued on the sub
display 3 and the main display 4.
[0156] In addition, in this embodiment, the sub control circuit
171, which is independent from the main control circuit 50a,
controls the sub display 3, the main display 4, the speakers 80L
and 80R, etc. However, the present invention is not limited to the
abovementioned configuration, and may be of such a configuration in
which the main control circuit 50a directly controls the sub
display 3, the main display 4, the speakers 80L and 80R, etc.
Control Operation of Slot Machine 1
[0157] Various control operations executed in the main control
circuit 50a and the sub-control circuit 171 of the slot machine 1
are described. In the description, a point awarding symbol
indicates a symbol or a combination of symbols entitled to a point.
For example, it indicates a combination satisfying a REACH state, a
symbol of 7 DORA, a symbol of RANKUP!, and the like. Combination of
symbols applicable to point addition indicates a combination of
symbols for which a multiplication of a payout rate determined
based on a point value or another method is to be performed at
payout. For example, it refers to a combination "7, 7, 7".
[0158] FIG. 8 is a flowchart showing a routine of game execution
processing of the slot machine 1.
[0159] In the game execution processing, the CPU 50 first
determines whether or not a player has bet any coins (Step S10). In
this processing, the CPU 50 determines whether or not the CPU 50
has received an input signal from the 1-BET switch 59, the 3-BET
switch 60, or the 5-BET switch 61, which sends the signal when the
player operates the 1-BET button 11, the 3-BET button 13, or the
5-BET button 14. In a case where the CPU 50 determines that the
player has not bet any coins, the CPU 50 returns the processing to
Step S10.
[0160] On the other hand, in a case where the CPU 50 determines in
Step S10 that a coin has been bet, the CPU 50 performs processing
for subtracting an amount from the credit amount stored in the RAM
52, depending on the amount of coins bet (Step S11).
[0161] Next, the CPU 50 determines whether the SPIN button 17 is
activated (Step S12). In this processing, the CPU 50 determines
whether or not the CPU 50 has received an input signal from the
spin switch 58 that sends a signal in response to the activated
SPIN button 17. In a case where the CPU 50 determines that the SPIN
button 17 is not activated, the CPU 50 returns the flow to Step
S12. It should be noted that in a case where the SPIN button 17 is
not activated (for example, when an instruction for terminating a
game is input), the CPU 50 cancels the result of subtraction
obtained in Step S11.
[0162] Next, the CPU 50 performs a progressive addition (Step S13).
More specifically, the CPU 50 performs an addition of a certain
percentage of coins bet. The amount of credits thus added may be
left undisplayed (hidden progressive), and is preferentially paid
out when a player wins a combination of symbols applicable to
increased award or awarding rate change, which is described
later.
[0163] Next, the CPU 50 performs lottery processing (Step S14). In
the lottery processing, the CPU 50 (computation processing device)
executes a lottery program stored in the RAM 52 (storage device) so
as to determine a code number for each of the reels 22 when it is
stationary. Thus, the symbol combination to be rearranged is
determined. It should be noted that the description is made in the
present embodiment regarding an arrangement in which the symbol
combination to be rearranged is determined, thereby selecting one
winning combination from among multiple types of winning
combinations. However, an arrangement may be made according to the
present invention in which one winning combination is first
selected from among the multiple types of winning combinations by
lottery, followed by determining the symbol combination to be
rearranged based on the winning combination thus selected.
[0164] Next, the CPU 50 performs reel rotation control processing
(Step S15). In this processing, after all the reels 22 start to
rotate, the CPU 50 stops the rotation of each reel such that the
symbol combination rearranged along the pay line matches the symbol
combination that corresponds to the winning combination determined
in Step S14. Next, the CPU 50 performs win determination processing
(Step S16). A detailed description is provided later regarding this
processing with reference to FIGS. 10, 24, 32, 37, and 41.
Thereafter, the CPU 50 terminates the present processing.
[0165] FIG. 9 is a flowchart showing a subroutine of lottery
processing which is called and executed in Step S14 of the game
execution processing shown in FIG. 8. The CPU 50 executes a lottery
program stored in the RAM 52, thereby executing the lottery
processing.
[0166] First, the CPU 50 selects a random number in a range of
values from 0 to 255 for each of the three reels 22 by executing a
random number generating program included in the lottery program
(Step S20). A description is provided in the present embodiment
regarding an arrangement in which each random number is generated
by a program (a so-called random number by software).
Alternatively, a random number generator 55 may be used (a
so-called random number by hardware ).
[0167] Next, based on the selected three random numbers, the CPU 50
determines the code number of each reel 22 (see FIG. 5) (Step S21).
Thereafter, the CPU 50 terminates the processing.
[0168] The code number selected for each reel 22 corresponds to the
code number of the symbol which is to be rearranged along the pay
line. The CPU 50 determines the code number for each reel 22,
thereby determining a winning combination. For example, in a case
where the CPU 50 determines that the code numbers for the reels 22
are "00", "00", and "00", it indicates that the CPU 50 has
determined that a player wins the "WILD" winning combination. It
should be noted that the reel rotation control processing is
performed based on the reel code numbers.
[0169] FIG. 10 is a flowchart showing a subroutine of the win
determination processing 1, which is called and executed in Step
S16 of the game execution processing shown in FIG. 8.
[0170] In the win determination processing 1, the CPU 50 first
determines whether a bonus game has been triggered or not (Step
S30). In this processing, the CPU 50 determines whether the
rearranged symbol combination matches a winning combination for
triggering a bonus game. In a case where the CPU 50 determines that
a bonus game has been triggered, the CPU 50 calls bonus game
processing (see FIG. 11) (Step S31). Thereafter, the CPU 50
terminates the present processing.
[0171] On the other hand, in a case where the CPU 50 determines
that a bonus game has not been triggered in Step S30, the CPU 50
determines whether a winning combination occurs or not (Step S32).
In this processing, the CPU 50 determines whether the rearranged
symbol combination matches a winning combination. In a case where
the combination matches a winning combination, the CPU 50 calls
payout processing (see FIG. 12 or 17) (Step S33). Thereafter, the
CPU 50 terminates the present processing.
[0172] On the other hand, in a case where the CPU 50 determines
that the rearranged symbol combination does not match a winning
combination in Step S32, the CPU 50 then determines whether the
rearranged symbol combination matches a point awarding symbol or
not (Step S34). With reference to FIG. 14, for example, the point
awarding symbol may be a combination of symbols such as "7, 7, BAR
BAR", which is a premature combination. The CPU 50 may determine
the point awarding symbol beforehand. In a case where the CPU 50
determines that the rearranged symbol combination matches a point
awarding symbol, the CPU 50 performs processing for determining a
combination of symbols applicable to point addition (Step S35). In
this processing, the CPU 50 determines a combination of symbols
(for example, "7, 7, 7" in FIG. 14) for which a multiplication of a
payout rate is to be performed at payout. Next, the CPU 50 performs
point addition processing (see FIG. 13) (Step S36). Thereafter, the
CPU 50 terminates the present processing.
[0173] On the other hand, in a case where the CPU 50 determines
that the rearranged symbol combination does not match a point
awarding symbol in Step S34, the CPU 50 then terminates the present
processing.
[0174] FIG. 11 is a flowchart showing a subroutine of bonus game
processing, which is called and executed in Step S31 of win
determination processing 1 as shown in FIG. 10, in Step S81 of win
determination processing 2 as shown in FIG. 24, in Step S101 of win
determination processing 3 as shown in FIG. 32, in Step S121 of win
determination processing 4 as shown in FIG. 37, and in Step S131 of
win determination processing 5 as shown in FIG. 41. In the bonus
game processing, firstly, the CPU 50 determines a number of bonus
games T based upon the random number which is obtained by executing
a random number generating program included in a lottery program
stored in the RAM 52 (Step S40). The CPU 50 stores the number of
bonus games T thus determined in the RAM 52.
[0175] Subsequently, the CPU 50 performs lottery processing (Step
S41) and reel rotation control processing (Step S42). The
processing in Step S41 is substantially the same as that described
with reference to FIG. 9. In addition, the processing in Step S42
is substantially the same as that described with reference to FIG.
8. Accordingly, no description is given of the processing described
above.
[0176] Next, the CPU 50 determines whether a bonus game has been
triggered or not, i.e., whether a symbol triggering a bonus game
has been appeared in display windows 23, 24, and 25 (Step S43). In
a case where the CPU 50 determines that a bonus game has been
triggered, it determines a repetition number t for the bonus game
by lottery (Step S44). The repetition number t thus determined is
added to the number of currently remaining bonus games T (Step
S45). With such an arrangement, in a case where the player has won
another bonus game award in a bonus game, the remaining number of
the bonus games is incremented. More specifically, in a case where
the player wins another bonus game award that provides 17 rounds of
games during the twelfth game of an initial bonus game of 20 rounds
of games, the player wins 25 (=20-12+17) rounds of bonus games.
[0177] In a case where the bonus game has not been triggered in
Step S43, the CPU 50 determines whether or not the player has won a
winning combination (Step S46). In a case where the CPU 50
determines that the player has won a winning combination, the CPU
50 performs payout processing (see FIG. 12 or 17) (Step S47).
[0178] After the execution of the processing in Step S45 or S47, or
in a case where the CPU 50 determines in Step S46 that the player
has not won any winning combination (i.e., in a case where the
player has lost the game), the CPU 50 reads the number of bonus
games T stored in the RAM 52, and subtracts 1 from the number of
bonus games T. Then, the CPU 50 stores the updated number of bonus
games T after subtraction in the RAM 52 (Step S48).
[0179] Next, the CPU 50 determines whether or not the number of
bonus games T has reached the number determined in Step S45 (Step
S49). More specifically, the CPU 50 determines whether or not the
number of bonus games T stored in the RAM 52 is equal to zero. When
the number of bonus games is not equal to zero, i.e., in a case
where the CPU 50 determines that the number of bonus games executed
has not reached the number determined in Step S45, the CPU 50
returns the processing to Step S41, and repeats the aforementioned
processing. On the other hand, in a case where the CPU 50
determines that the number of bonus games T is equal to zero, i.e.,
in a case where the CPU 50 determines that the number of bonus
games executed has reached the number determined in Step S45, the
CPU 50 terminates the present subroutine.
[0180] FIG. 12 is a flowchart showing a subroutine of payout
processing 1, an exemplary embodiment of payout processing, which
is called and executed in Step S33 of win determination processing
1 as shown in FIG. 10, in Step S83 of win determination processing
2 as shown in FIG. 24, in Step S103 of win determination processing
3 as shown in FIG. 32, in Step S123 of win determination processing
4 as shown in FIG. 37, in Step S133 of win determination processing
5 as shown in FIG. 41, or in Step S47 of bonus game processing as
shown in FIG. 11.
[0181] In the payout processing 1, the CPU 50 first determines
whether a winning is a combination of symbols applicable to point
addition or not (Step S50). In a case where the CPU 50 determines
that the winning is a combination of symbols applicable to point
addition, the CPU 50 refers to the payout rate (Step S51). Next,
the CPU 50 advances the processing to Step S53.
[0182] On the other hand, in Step S50, in a case where the CPU 50
determines that the winning is not a combination of symbols
applicable to point addition, the CPU 50 sets the payout rate to 1
(Step S52).
[0183] Next, in Step S53, the CPU 50 pays out the amount which is
equivalent to an award of the winning combination of symbols
multiplied by the payout rate.
[0184] FIG. 13 is a flowchart showing a subroutine of point
addition processing which is called and executed in Step S36 of the
win determination processing shown in FIG. 10.
[0185] In the point addition processing, the CPU 50 first performs
a summation of points (Step S60). Next, the CPU 50 determines
whether the points have exceeded a reference value or not (Step
S61). In a case where the CPU 50 determines that the points have
not exceeded the reference value, the CPU 50 terminates the present
processing. On the other hand, in a case where the CPU 50
determines that the points have exceeded the reference value, the
CPU 50 performs processing for updating the payout rate (Step S62).
Thereafter, the CPU 50 terminates the present processing.
Trigger Rendered Effects and WIN Rendered Effects
[0186] As described in Steps S33 and S34 to S36 in FIG. 10, trigger
rendered effects are performed by the point addition processing for
a point awarding symbol, and WIN rendered effects are performed by
the payout processing for a combination of symbols applicable to
point addition. Regarding the abovementioned rendered effects, an
example of images displayed for trigger rendered effects 1 and its
variations, trigger rendered effects 2 and 3 are described with the
drawings. In addition, an example of images displayed for WIN
rendered effects 1 in the trigger rendered effects 1 and 2 and WIN
rendered effects 2 in the trigger rendered effects 3 are described
with reference to the drawings.
Trigger Rendered Effects 1
[0187] In the trigger rendered effects 1, a payout rate is
determined based on points which are added when a rearranged symbol
combination is in the REACH state. As shown in FIGS. 14A and 14B,
the rearranged symbol combination is in the REACH state of a "7"
combination, and the point and the payout rate are 1 and 1.5,
respectively. Even if a player loses a game, the point is
accumulated, thereby preventing a player from losing interest in
the game.
[0188] The image shown in FIG. 14A indicates an obtained point, a
payout rate, and a symbol combination of payout. The obtained point
is represented with a circle with oblique lines 102 in the trigger
rendered effects 1 (a display type for showing a required number).
The payout rate is represented with "x 1.5", "x 2", "x 3", and "x
6". The symbol combination of payout is represented as "7, 7, 7" as
indicated by a numeral 104. In addition, points required to upgrade
the payout rate, 1.5 to 2 times, e.g., is represented with an open
circle 103. For example, the image shown in FIG. 14A indicates that
the rate is 1.5 if the point is not more than 2, the rate is 2 if
the point is 3 to 5, the rate is 3 if the point is 6 to 10, and the
rate is 6 if the point is equal to or greater than 11. FIG. 14A
indicates that the amount of normal payout multiplied by the rate
1.5 is paid out if a symbol combination "7, 7, 7" occurs. Also in
this image, the message "POINT GET!" 101 represents that a player
has obtained a point.
[0189] The image shown in FIG. 14B illustrates rearranged symbols,
the combination "7, 7, BARBAR", which is in the REACH state of the
combination "7, 7, 7", is displayed in the left display window 23,
the center display window 24, and the right display window 25. A
message "YOU'VE GOT A POINT!" 105 represents that a player has
obtained a point.
WIN Rendered Effects 1
[0190] In the WIN rendered effects, a certain amount is paid out
based on a rate resulting from point addition for a case where a
rearranged symbol combination matches a combination of symbols
applicable to point addition. The images of the WIN rendered
effects 1 shown in FIGS. 15A and 15B indicate that a certain amount
is paid out for the rearranged symbol combination "7, 7, 7."
[0191] As shown in FIG. 15A, the image represents 5 points obtained
by a player, as indicated by circles with oblique lines 102. In
addition, "7, 7, 7" 104 and "x 2" indicate a chance to obtain
double amount of normal payout if a symbol combination "7, 7, 7"
occurs.
[0192] The image in FIG. 15B represents a rearrangement of symbols
and the resulting combination "7, 7, 7" displayed in the left
display window 23, the center display window 24, and the right
display window 25. A message "WIN! 100.times.2" 111 indicates that
a player obtains double the normal payout, 100.times.2 credits, for
example.
Trigger Rendered Effects 2
[0193] In the trigger rendered effects 1, a payout rate is
determined based on points which are added when a rearranged symbol
combination is in the REACH state. On the other hand, in the
trigger rendered effects 2, a payout rate is determined based on
points added when one of the rearranged symbols matches a DORA
symbol. An embodiment regarding the foregoing is described with
reference to FIGS. 16A and 16B.
[0194] As shown in FIGS. 16A and 16B, the images of the trigger
rendered effects 2 show that points are added in a case where one
of the rearranged symbols is "7 DORA".
[0195] An image shown in FIG. 16A indicates the amount of a normal
payout multiplied by the rate 1.5 paid for a symbol combination
with "7 DORA", "7, 7, 7 DORA", for example.
[0196] As shown in FIG. 16B, the image represents a rearrangement
of symbols and the resulting combination "BAR BAR, BAR, 7 DORA",
which includes a DORA symbol, displayed in the left display window
23, the center display window 24, and the right display window
25.
[0197] In addition, as a variation for awarding points, such an
arrangement may alternatively be made in which when a symbol with a
DORA symbol is displayed, a lottery is performed to determine
whether points are given or not, as well as an arrangement in which
points are added, whenever a symbol with a DORA symbol is
displayed.
Trigger Rendered Effects 3 (HALF WILD)
[0198] In trigger rendered effects 3, a payout rate is determined
based on points which are added when one of the rearranged symbols
is a specific symbol ("HALF WILD"). An embodiment regarding the
foregoing is described with reference to FIGS. 17 to 19.
Flowchart of Payout Processing 2 (HALF WILD)
[0199] FIG. 17 is a flowchart showing a subroutine of payout
processing 2 as an example of payout processing which is called and
executed in Step S33 of win determination processing shown in FIG.
10, Step S83 of win determination processing 2, Step S103 of win
determination processing 3, Step S123 of win determination
processing 4, Step S131 of win determination processing 5 or Step
S47 of bonus game processing.
[0200] In payout processing 2, the CPU 50 first determines whether
a winning matches a combination of symbols applicable to point
addition or not (Step S70). In a case where the CPU 50 determines
that the winning matches a combination of symbols applicable to
point addition, the CPU 50 refers to a payout rate (Step S71).
Next, the CPU 50 advances the processing to Step S73.
[0201] On the other hand, in Step S70, in a case where the CPU 50
determines that the winning does not match a combination of symbols
applicable to point addition, the CPU 50 sets the payout rate to 1
(Step S72).
[0202] Next, in Step S73, the CPU 50 determines whether the
rearranged symbol combination includes a HALF WILD symbol or not.
In a case where the CPU 50 determines that the rearranged symbol
combination includes a HALF WILD symbol, the CPU 50 pays out half
of the amount of an award for a winning symbol combination
multiplied by a payout rate (Step S74). Thereafter, the CPU 50
terminates the present processing.
[0203] On the other hand, in Step S73, in a case where the CPU 50
determines that a HALF WILD symbol is not included, the CPU 50 pays
out an amount which is equivalent to the award for the winning
symbol combination multiplied by the payout rate (Step S75).
Thereafter, the CPU 50 terminates the present processing.
[0204] As shown in FIG. 18, the image represents a rearrangement of
symbols and the resulting combination "7, 7, HALF WILD" displayed
in the left display window 23, the center display window 24, and
the right display window 25. Since one of the rearranged symbols is
"HALF WILD", it shows that points are added.
WIN rendered effects 2
[0205] FIG. 19 is an example of an image representing WIN rendered
effects 2 displayed on the main display 4. The image represents a
rearrangement of symbols and the resulting combination "7, 7, HALF
WILD" displayed in the left display window 23, the center display
window 24, and the right display window 25. Since a winning of HALF
WILD occurs, the image represents that a certain amount multiplied
by the payout rate based on points is paid out. A message "WIN!
80.times.3 240 CREDITS!" 113 indicates the payout of 240 credits
that are equivalent to half the amount (80 credits) multiplied by 3
is paid for a case where the payout rate is 3 based on the
currently obtained points and normal payout of the combination "7,
7, 7" is 160 credits.
Variations of Points Display
[0206] An image of the trigger rendered effects indicates obtained
points, a payout rate, and a combination of symbols entitled to a
payout. As an example of an image, a display type for showing
required points to upgrade the payout rate is shown in FIG. 14A.
Here, other display types are described. Examples for the other
display types are as follows: point saving effects 1, which do not
show at which points a payout rate is upgraded (see FIG. 20); point
saving effects 2, which do not show information as to current
points obtained by a player(see FIG. 21); and point saving effects
3, which accumulate points for each winning combination (see FIG.
22). Each of these types can be displayed in combination with the
trigger rendered effects. Details of each display type are
described below with reference to the drawings.
Points Saving Effects 1
[0207] FIG. 20 is an example of an image displaying the obtained
points on the sub display 3. This display type (gauge type) does
not show any specific information such as current points that a
player has obtained, points by which a payout rate is upgraded, and
the like. In the image shown in FIG. 20, a message "RANK UP BAR"
121 indicates that a gauge 123 represents progress of upgrading to
the next level, and "NEXT x 2" 122 indicates that a payout rate
becomes double by an upgrade to the next level through incrementing
of points. More specifically, this example shows that a certain
amount is paid out based on a rate according to point addition, and
a payout rate becomes double as a result of upgrading for a case
where the rearranged symbol combination is "7, 7, 7".
Points Saving Effects 2
[0208] FIG. 21 is an example of an image displaying the obtained
point on the sub display 3. This display type (a numeral value
display type) does not show any information as to what points a
player possesses. An arrow 131 divided into three sections
represents a current payout rate and a probability that the current
payout rate is upgraded to the next level of payout rate if a
predetermined condition is fulfilled. "7 DORA" 133 represents a
point awarding symbol. "x 3 Hit" 132 represents that the current
payout rate is upgraded to the next level of payout rate if the
number of appearances of the point awarding symbol reaches three
times. That is, the present example represents that the current
payout rate is 1.5 and the payout rate becomes double if the number
of appearances of "7 DORA" reaches three times. In a case where a
payout rate is changed, for example, the displayed "x 1.5" 134
changes to "x 2" and the displayed "x 2" 135 changes to "x 3".
Points Saving Effects 3
[0209] FIG. 22 is an example of an image displaying the obtained
points on the sub display 3. This display includes a gauge that is
divided to show the points required for each winning combination.
When points are accumulated, a gauge applicable to the next
upgrading appears on the display. As shown in FIG. 22, an image 141
indicates that the payout is 100 credits in a case where a
rearranged symbol combination is "7, 7, 7". This example shows that
the current payout rate is 1.5, three points are required for
upgrading, and the current points obtained by a player are two.
Similarly, an image 142 indicates that the payout is 50 credits in
a case where a rearranged symbol combination is "3 BAR, 3 BAR, 3
BAR". This example shows that the current payout rate is 2, six
points are required for upgrading, and the current points obtained
by a player are three. Furthermore, an image 143 indicates that the
payout is 30 credits in a case where a rearranged symbol
combination is "BAR, BAR, BAR". This example shows that the current
payout rate is 1, two points are required for upgrading, and the
current point obtained by a player is one.
[0210] In an aspect of the point saving effects 3, for example, the
CPU 50 may add points for the combination "7, 7, 7" (the image 141)
in a case where a rearranged symbol combination is "7, 7, BAR", and
may add points for the combination "3BAR, 3BAR, 3BAR" in a case
where a rearranged symbol combination is "3BAR, 3BAR, 7". That is,
a symbol combination entitled to receiving points may be different
depending on each winning combination.
Variation 2: RANK UP!
[0211] A variation that provides a symbol "RANKUP!" is described
here. In a case where the symbol "RANK UP!" appears in a
rearrangement, points are added. When the accumulated points exceed
a reference value, a combination of symbols applicable to point
addition is updated. This example is described with reference to
FIGS. 23 to 28.
[0212] FIG. 23 shows one example of a symbol column that includes
seven pieces of symbols, a plurality of types of symbols, which are
shown on each of the reels 22L, 22C, and 22R. Symbol columns with a
plurality of types of symbols in FIG. 23 are similar to those of
FIG. 5 except for the "RANK UP!" symbol 100.
[0213] FIG. 24 is a flowchart showing a subroutine of win
determination processing 2 for a case where "RANK UP!" appears. Win
determination processing 2 is called and executed in Step S16 of
the game execution processing shown in FIG. 8 in a case where the
"RANK UP!" symbol 100 occurs among the plurality of types of
symbols shown on the reels 22L, 22C, and 22R.
[0214] In the win determination processing 2, the CPU 50 first
determines whether a bonus game has been triggered or not (Step
S80). In the processing, the CPU 50 determines whether the
rearranged symbol combination matches a winning combination for
triggering a bonus game. In a case where the CPU 50 determines that
a bonus game has been triggered, the CPU 50 calls the bonus game
processing (see FIG. 11) (Step S81), and then terminates the
present processing.
[0215] On the other hand, in a case where the CPU 50 determines
that the bonus game has not been triggered, the CPU 50 determines
whether or not a player has won any award (Step S82). In this
processing, the CPU 50 determines whether the rearranged symbol
combination matches a winning combination. In a case where the
rearranged symbol combination matches a winning combination, the
CPU 50 calls the payout processing (see FIG. 12 or 17) (Step S83)
and terminates the present processing.
[0216] On the other hand, in a case where the CPU 50 determines
that the rearranged symbol combination does not match a winning
combination, the CPU 50 then determines whether the rearranged
symbol combination achieves "RANK UP!" or not (Step S84). In this
processing, the CPU 50 determines whether the rearranged symbols
include a "RANK UP!" symbol or not. In a case where the CPU 50
determines that the rearranged symbol includes a "RANK UP!", the
CPU 50 performs payout rate change processing for the combination
of symbols applicable to point addition (see FIG. 25 described
later) (Step S85). Thereafter, the CPU 50 terminates the present
processing.
[0217] On the other hand, in a case where the CPU 50 determines
that the rearranged symbol combination does not achieve "RANK UP!"
in Step S84, the CPU 50 then terminates the present processing.
[0218] FIG. 25 is a flowchart showing a subroutine of payout rate
change processing for a combination of symbols applicable to point
addition, which is called and executed in Step S85 of win
determination processing 2 as shown in FIG. 24.
[0219] In payout rate change processing for a combination of
symbols applicable to point addition, the CPU 50 first performs
point addition processing (Step S90). Next, the CPU 50 determines
whether a point value has exceeded a reference value or not (Step
S91). In a case where the CPU 50 determines that the point value
has not exceeded the reference value, the CPU 50 terminates the
present processing.
[0220] On the other hand, in a case where the CPU 50 determines
that the point value has exceeded the reference value in Step S91,
the CPU 50 changes a combination of symbols applicable to point
addition (Step S92) (see FIG. 27). Next, the CPU 50 determines
whether the symbol combination is "7, 7, 7" or not (Step S93). In a
case where the CPU 50 determines that the symbol combination is not
"7, 7, 7", the CPU 50 terminates the present processing. On the
other hand, in a case where the CPU 50 determines that the symbol
combination is "7, 7, 7", the CPU 50 changes the payout rate (Step
S94) (see FIG. 28 described later). Thereafter, the CPU 50
terminates the present processing.
RANK UP effects 1
[0221] Images of RANK UP effects 1 shown in FIGS. 26A and 26B
indicate that points are added in a case where a rearranged
combination of symbols includes a "RANK UP!" symbol and that a
combination of symbols applicable to point addition is updated if
the point value thus added exceeds a reference value.
[0222] As shown in FIG. 26A, "BAR BAR, BAR BAR, BAR BAR--50", as
indicated by a numeral 156, represents that an amount of payout is
50 credits for a rearranged symbol combination made up of "BAR
BAR". Similarly, "BAR BAR BAR--100", as indicated by a numeral 155,
represents that an amount of payout is 100 credits for a rearranged
symbol combination made up of "BAR". In addition, "7 7 7--300", as
indicated by a numeral 154, represents that an amount of payout is
300 credits for a rearranged symbol combination made up of "7, 7,
7". "x 2" represents that a payout rate is double. In addition, an
arrow 158 indicates that a combination of symbols applicable to
point addition is updated in a case where a "RANK UP!" symbol
appears following a rearrangement of symbols in a game, and the
point value thus added exceeds a predetermined reference value. In
the present example identified by a bold line 157 enclosing "x 2",
a combination of symbols applicable to point addition is that of
2BAR (BARBAR), and the payout rate is double.
[0223] In the image shown in FIG. 26B, symbols are rearranged and
the combination "BAR, 7, RANK UP!" is displayed on the left display
window 23, the center display window 24, and the right display
window 25, respectively. Marks 151, 152, and 153 represent that a
"RANK UP!" symbol has appeared and points have been added. The
present example represents that the mark 151 is turned on when the
"RANK UP!" symbol appears once. When the "RANK UP!" symbol appears
three times, the point value thus added exceeds a reference value.
Then, a combination of symbols applicable to point addition is
changed from a combination made up of 2BAR (BARBAR) to "BAR, BAR,
BAR--100".
RANK UP Effects 2
[0224] FIGS. 27A and 27B illustrate updating of a payout rate for a
case where points accumulated based on the number of appearances of
the "RANK UP!" symbol exceeds a reference value, and one round of
updating of symbol combination applicable to point addition is
completed.
[0225] In an exemplary image shown in FIG. 27A, "BARBAR, BARBAR,
BARBAR--50" 156, "x 2", and the like are similar to those of FIG.
26A. An arrow 160 indicates that the payout rate is upgraded to
triple for a case when the following conditions are met: a game is
executed, the "RANK UP!" symbol appears following a rearrangement
of symbols, the point value added exceeds a predetermined reference
value, and a combination of symbols applicable to point addition is
updated from "7, 7, 7--300 x2" to the next one. Similarly, the
arrow 160 indicates the payout rate is further upgraded to
quadruple when another round of updating of the combination of
symbols applicable to point addition occurs.
[0226] FIG. 27B is an example of an image of the RANK UP effects
2-1 displayed on the main display 4. The image shows a
rearrangement of symbols and the resulting combination "BARBAR,
BAR, RANK UP!" displayed in the left display window 23, the center
display window 24, and the right display window 25, respectively.
Since the points thus added are three, all the marks 151, 152, and
153 are turned on. The sub display 3 shows that the combination of
symbols applicable to point addition is changed to "BAR, BAR,
BAR--100".
[0227] FIGS. 28A and 28B are an example of images of the RANK UP
effects 2-2 displayed on the main display 4 and the sub display 3
after a transition of game state shown in FIGS. 27A and 28B.
[0228] In the image shown in FIG. 28A, "x 3" with a bold line 161
indicates that an award is 100 credits and its payout rate is
triple in a case where a rearranged symbol combination forms "BAR,
BAR, BAR".
[0229] In the image shown in FIG. 28B, symbols are rearranged and
the combination "BAR, BAR, BAR" is displayed in the left display
window 23, the center display window 24, and the right display
window 25, respectively. Since the combination "BAR, BAR, BAR" is
achieved, the message "WIN! 100.times.3 300 CREDTIS!!" 162 is
displayed, which indicates that the payout is 300 credits.
Variation 3: WHEEL
[0230] A variation that provides a symbol "WHEEL" is described
here. In a case where a "WHEEL" symbol is arranged, a payout rate
or an award is determined by lottery. A WHEEL winning combination
is also determined here. The WHEEL winning combination refers to a
symbol combination to which an award determined by lottery is
provided along with a payout rate, which is also determined by
lottery. This example is described with reference to FIGS. 29 to
31.
WHEEL Effects 1
[0231] As shown in FIGS. 29A and 29B, a payout rate or an award is
selected for a case where a "WHEEL!" symbol is arranged.
[0232] FIG. 29A is an example of an image of the WHEEL effects 1-1
displayed on the sub display 3. The image shown in FIG. 29A shows
that a payout rate or an award on four elliptical sections 190
(hereinafter referred to as "layers 190") is selected based on a
result of a lottery. When a "WHEEL" symbol appears, a payout rate
or an award on a first layer 191 is to be selected by a lottery.
Based on the result of the lottery, a payout rate such as "x 2" or
an arrow oriented to a second layer is selected. In this example,
"x 2" is selected, and a circle with a bold line 195 and the
message "BONUS WHEEL! x 2" 196 indicate that the payout rate is
double. The WHEEL winning combination may be determined by lottery
when a "WHEEL!" symbol has appeared or may alternatively be
determined in advance.
[0233] For example, the CPU 50 determines any one of a payout rate
and an arrow on the first layer by lottery of random numbers. In a
case where an arrow is selected based on the result of the lottery,
a game shifts to the second layer. Subsequently, the CPU 50
determines any one of a payout rate, an award, and an arrow on the
second layer. In a case where the CPU 50 selects "30" indicating an
award, the CPU 50 provides a normal award plus 30 credits every
time a WHEEL winning combination (7-7-WILD) is formed in a
subsequent game. In addition, for example, in a case where the CPU
50 selects "x 2", the CPU 50 provides double the amount of a normal
payout every time a WHEEL winning combination (7-7-WILD) is formed
in a subsequent game. In addition, every time a "WHEEL!" symbol
appears and the WHEEL effects are performed, the CPU 50 changes a
status such as "x 2", "x 3", and "30". Furthermore, in a case where
a game reaches a fourth layer by the WHEEL effects, the CPU 50
provides a progressive award. In addition, regarding a way of
lottery on the WHEEL effects, a symbol may be determined for each
layer or may be determined for all the layers (the first layer to
the fourth layer) based on a result of a single lottery.
[0234] FIG. 29B is an example of an image of the WHEEL effects 1-1
displayed on the main display 4. The image indicates a
rearrangement of symbols and the resulting combination "BAR, 7,
WHEEL!" displayed in the left display window 23, the central
display window, and the right display window, respectively. The
message "BONUS WHEEL!" 197 indicates that rendered effects start as
a result of an appearance of "WHEEL!".
[0235] FIGS. 30A and 30B are an example of images of the WHEEL
effects 1-2 displayed on the main display 4 and the sub display 3
in a case where a game has been executed and advanced from FIG.
29.
[0236] The image in FIG. 30A depicts a rearranged combination
matching a WHEEL winning combination. A circle with a bold line 181
and the message "BONUS WHEEL! X 3" 182 indicate that a payout rate
is triple selected by a lottery on the second layer 192.
[0237] The image in FIG. 30B indicates a rearrangement of symbols
and the resulting combination "7, 7, WILD" forming a WHEEL winning
combination displayed in the left display window 23, the center
display window 24, and the right display window 25. The message
"WIN! 300.times.3 900 CREDITS!!" 183 indicates that 900 credits are
paid out for the rearranged symbol forming a WHEEL winning
combination.
WHEEL Effects 2
[0238] FIGS. 31A and 31B are an example of images showing the WHEEL
effects 2 displayed on the main display 4 and the sub display 3 in
a case where a rearranged combination matches a WHEEL winning
combination. The image of the WHEEL effects 2 shown in FIG. 31A
indicates that an arrow orienting to the second layer and "30" on
the second layer are selected by a lottery of random numbers.
[0239] In the image shown in FIG. 31A, a circle with a bold line
185 and the message "BONUS WHEEL! 30" 186 indicate that a payout as
a fixed award is 30 credits based on a lottery on the second layer
192. Suppose that although "x 2" has been selected as a payout rate
as described above, a player wins an arrow orienting to the second
layer and an award "30" by a lottery of random numbers. When the
player achieves a WHEEL winning combination, she earns a total of
330 credits, which includes a normal award of 300 and an additional
award of 30. That is, the payout rate "x 2" is cancelled and a
predetermined award "30" is paid out instead. Then the CPU 50
terminates the WHEEL effects.
[0240] The image in FIG. 31B indicates a rearrangement of symbols
and the resulting symbol combination "7, 7, WILD", which matches a
WHEEL winning combination, displayed in the left display window 23,
the center display window 24, and the right display window 25,
respectively. The message "WIN! 300+30 330 CREDITS!!" indicates
that 330 credits are paid out for the rearranged symbols matching a
WHEEL winning combination.
WILD
[0241] Here, a case is described in which a "WILD" symbol is
arranged. The "WILD" symbol can represent any symbol in an arranged
combination. For example, in a case where an arranged symbol
combination is "BAR, BAR, WILD", this combination is equivalent to
a combination "BAR, BAR, BAR". The equivalent symbol combination in
this case ("BAR, BAR, BAR"), in which one "BAR" symbol is
represented by a "WILD" symbol, is called a "supplemented
combination". The wild effects are described with reference to
FIGS. 32 and 33. In addition, since the payout rate is not
determined based on added points in the following embodiments,
explanations are made using the term "a combination of symbols
applicable to payout rate change" instead of using "a combination
of symbols applicable to point addition".
[0242] FIG. 32 is a flowchart showing a subroutine of win
determination processing 3 (WILD Effect), which is called and
executed in Step S16 of the game execution processing shown in FIG.
8.
[0243] In the win determination processing 3, the CPU 50 first
determines whether a bonus game has been triggered or not (Step
S100). In the processing, the CPU 50 determines whether the
rearranged symbol combination matches a winning combination for
triggering a bonus game. In a case where the CPU 50 determines that
a bonus game has been triggered, the CPU 50 calls the bonus game
processing (see FIG. 11) (Step S101). Thereafter, the CPU 50
terminates the present processing.
[0244] On the other hand, in a case where the CPU 50 determines
that a bonus game has not been triggered in Step S100, the CPU 50
determines whether the combination of symbols is a winning
combination or not (Step S102). In this processing, the CPU 50
determines whether the rearranged symbol combination matches a
winning combination. In a case where the combination matches a
winning combination, the CPU 50 calls the payout processing (see
FIG. 12 or 17) (Step S103). Thereafter, the CPU 50 terminates the
present processing. In the payout processing, the CPU 50 also
performs payout processing for occurrence of a "supplemented
combination", as described later.
[0245] In a case where the CPU 50 determines that the rearranged
symbol combination does not match a winning combination in Step
S102, the CPU 50 determines whether the rearranged symbol
combination matches "a REACH combination and WILD" or not (Step
S104). Here, "REACH combination" refers to a winning combination
including symbols displayed on the first reel 22L and the second
reel 22C as well as WILD. For example, a REACH combination in S110
of FIG. 33 is "BAR, BAR". In addition, a "supplemented
combination", as described later, refers to a symbol combination in
which symbols included in a REACH combination are displayed on the
first reel 22L, the second reel 22C, and the third reel 22R. For
example, in a case where a "REACH combination" is "BAR, BAR", the
"supplemented combination" is "BAR, BAR, BAR".
[0246] Next, in Step S105, the CPU 50 determines whether a REACH
combination stored in the RAM 52 previously is the same as the
current rearranged REACH combination or not. In a case where the
CPU 50 determines that those combinations are different from each
other, the CPU 50 advances the processing to Step S106. That is, in
a case where a "REACH combination and WILD" is achieved after the
rearrangement, the CPU 50 consistently stores the REACH combination
as a symbol combination applicable to payout rate change. Then, the
REACH combination is stored in the RAM 52 and retained in
subsequent games. Here, the symbol combination applicable to payout
rate change refers to a symbol combination for which a payout rate
is changed as shown in FIG. 33.
[0247] In a case where the CPU 50 determines that those
combinations are different from each other, the CPU 50 sets a
symbol combination applicable to payout rate change to a
supplemented combination corresponding to the current REACH
combination in Step S106. Thereafter, the CPU 50 advances the
processing to Step S108.
[0248] On the other hand, in a case where the CPU 50 determines
that those combinations are identical with each other, the CPU 50
changes a payout rate to be used when a supplemented combination is
achieved. In other words, the CPU 50 changes a payout rate for
credits which are paid out when a player wins a supplemented
combination (Step S107).
[0249] Next, after the processing of Step S106 or Step S107, the
CPU 50 provides credits to be paid out when the supplemented
combination is achieved in Step S108. Thereafter, the CPU 50
terminates the present processing.
HALF WILD Effects
[0250] FIG. 33 shows a transition of images depicting HALF WILD
effects displayed on the main display 4. Here, a HALF WILD symbol
differs from a WILD symbol in that an amount of payout for a HALF
WILD combination is half the amount of payout for a WILD
combination. However, a symbol on the third reel 22R serves as a
wild card in the HALF WILD combination, which is the same as that
in the WILD combination. Therefore, although a description is made
regarding HALF WILD in the following embodiments, the description
is also applicable to a description regarding WILD.
[0251] If a REACH combination and a "HALF WILD" symbol are arranged
and the same REACH combination and a "HALF WILD" symbol are
rearranged while performing the HALF WILD effects, the payout rate
is increased. On the other hand, in a case where a different REACH
combination and a "HALF WILD" symbol are rearranged, a symbol
combination applicable to payout rate change is updated. In FIG.
33, it is assumed that the payout is 100 credits for the rearranged
symbol combination of "BAR, BAR, BAR", and the payout is 200
credits for the rearranged symbol combination of "7, 7, 7".
[0252] FIG. 33 (S110) shows that a symbol applicable to payout rate
change is "BAR" and a payout rate of double is set for an
occurrence of the combination "BAR, BAR, HALF WILD". In addition,
FIG. 33 shows that since the combination thus achieved includes a
"HALF WILD" symbol, 50 credits, which is half of 100, is
obtained.
[0253] FIG. 33 (S111) shows that 200 credits, which is double of
100 credits, has been obtained for an occurrence of the combination
"BAR, BAR, BAR".
[0254] FIG. 33 (S112) shows that as a result of a recurrence of the
combination "BAR, BAR, HALF WILD" following Step S110, which is the
same REACH combination, a payout rate to be used when a winning
combination is achieved is changed from double to triple.
[0255] FIG. 33 (S113) shows that 300 credits, which is triple of
100 credits, is obtained for the combination "BAR, BAR, BAR"
occurred following Step S112.
[0256] FIG. 33 (S114) shows that as a result of an occurrence of
the combination "7, 7, HALF WILD" following Step S110, whose REACH
combination is "7, 7", a symbol combination applicable to payout
rate change is updated from "BAR, BAR, BAR" to "7, 7, 7", and the
payout rate is double. FIG. 33 (S114) also shows that since the
combination thus achieved includes a "HALF WILD" symbol, 100
credits, which is half of 200, is obtained. In this case, a payout
rate of the previous REACH combination "BAR, BAR, BAR" is reset,
and its payout rate "x 2" is not maintained for the subsequent
occurrence of "BAR, BAR" REACH combination.
[0257] FIG. 33 (S115) shows that 400 credits, which is double of
200 credits, is obtained for an occurrence of the combination "7,
7, 7" following Step S114.
Second Embodiment
[0258] In the following, a slot machine 1A with a sub reel
according to a second embodiment is described with reference to
FIGS. 34 to 46. In addition, in the present embodiment, a
predetermined symbol combination for triggering a cumulative
addition of points is referred to as a point awarding symbol, and a
specific symbol combination entitled to an addition of points or an
update of payout rate is referred to as a combination of symbols
applicable to point addition or a combination of symbols applicable
to payout rate change. Firstly, a description is given of the
outline configuration of the slot machine 1A according to the
present embodiment, focusing on the differences from the slot
machine 1 of the first embodiment with reference to FIGS. 34 and
35.
[0259] FIG. 34 is a perspective view of the slot machine 1A. The
slot machine 1A has a configuration in which a first sub reel 26
and a second sub reel 27 are added to the slot machine 1 of the
first embodiment. The first sub reel 26 is provided in a main
display 4. Symbols on the first sub reel 26 are rotated and
rearranged upon a rearrangement of three reels 23, 24, and 25. The
second sub reel 27 is provided in a sub display 3. Symbols on the
second sub reel 27 are rotated and rearranged upon a rearrangement
of the first sub reel 26.
[0260] As shown in FIG. 35, as a result of introduction of the
first sub reel 26 and the second sub reel 27, the following
components are added: a motor driving circuit 82, a stepping motor
82R, and a reel position detecting circuit 85 for the first sub
reel 26; and a motor driving circuit 83, a stepping motor 83R, and
a reel position detecting circuit 84 for the second sub reel
27.
Example of First Sub Reel
[0261] Examples using the first sub reel 26 are described with
reference to FIGS. 36 to 39.
Symbol Arrangement of First Sub Reel
[0262] FIG. 36 is a diagram showing symbols displayed on the first
sub reel 26 and code numbers corresponding to the symbols. FIG. 36
shows one example of a symbol column in which six pieces, a
plurality of types of symbols, are arranged on the first sub reel
26. This arrangement is converted into a table as data, and stored
in a ROM 51 (see, FIG. 35). Code numbers of "00" to "05" are given
to respective symbols, as shown in FIG. 36, and stored in the ROM
51 as a data table (see FIG. 35). In this way, it is possible to
specify a symbol uniquely by identification of the first sub reel
26 and a code number.
[0263] As shown in FIG. 36, four types of symbols are arranged on
the peripheral surface of the first sub reel 26, a "x 1" symbol
210, "x 2" symbol 211, "x 10" symbol 212, and "x 3" symbol 213. The
first sub reel 26 is driven to rotate in such a manner that the
symbol column moves in an arrow direction of FIG. 36.
[0264] FIG. 37 is a flowchart showing a subroutine of win
determination processing 4, which is called and executed in Step
S16 of the game execution processing shown in FIG. 8.
[0265] In the win determination processing 4, CPU 50 first
determines whether a bonus game has been triggered or not (Step
S120). In the processing, the CPU 50 determines whether the
rearranged symbol combination matches a winning combination for
triggering a bonus game. In a case where the CPU 50 determines that
a bonus game has been triggered, the CPU 50 calls the bonus game
processing (see FIG. 11) (Step S121). Thereafter, the CPU 50
terminates the present processing.
[0266] On the other hand, in a case where the CPU 50 determines
that a bonus game has not been triggered in Step S120, the CPU 50
determines whether or not a player has won any award (Step S122).
In this processing, the CPU 50 determines whether the rearranged
symbol combination matches a winning combination. In a case where
the rearranged symbol combination matches a winning combination,
the CPU 50 calls the payout processing (see FIG. 12 or 17) (Step
S123). Thereafter, the CPU 50 terminates the present
processing.
[0267] On the other hand, in Step S122, in a case where the CPU 50
determines that the rearranged symbol combination does not match a
winning combination, the CPU 50 then determines whether the
rearranged symbol combination includes "RANK UP" or not (Step
S124). In a case where the CPU 50 determines that "RANK UP!" is
included, the CPU 50 performs first sub reel rotation processing
(Step S125). Next, the CPU 50 performs payout rate determination
processing in preparation for an occurrence of a supplemented
combination (Step S126). The "supplemented combination" here may be
the same as that described in WILD of the first embodiment 1.
Alternatively, the CPU 50 may determine in advance a predetermined
combination as a supplemented combination. Thereafter, the CPU 50
terminates the present processing.
[0268] In a case where the first sub reel 26 is rotated again after
the rearrangement, the payout rate determined previously based on
the payout rate determination processing (S126) is reset. A new
payout rate is determined based on the result of a rearrangement of
the first sub reel 26, which is newly driven to rotate.
[0269] FIG. 38 is an example of an image of first sub reel effects
1 displayed on the main display 4. The image shown in FIG. 38
indicates a rearrangement of symbols and the resulting combination
"7, BAR, RANKUP!" displayed in the left display window 23, the
center display window 24, and right display window 25,
respectively. An arrow 241 of the first sub reel 26 indicates that
the first sub reel 26 is rotating, following an occurrence of a
"RANK UP!" symbol.
[0270] FIG. 39 is an example of an image of the first sub reel
effects 1 displayed on the main display 4 in a case where a game
has been executed and advanced from FIG. 38. The image shown in
FIG. 39 indicates the rotation of the first sub reel 26, a
rearrangement of symbols, and the resulting appearance of a "x 1"
symbol, a "x 2" symbol, and a "x 10" symbol. A frame 242 on the
first sub reel 26 and a "x 2" symbol 243 indicate that the
determined payout rate is "x 2".
Examples of First and Second Sub Reels
[0271] Examples using the first and second sub reels are described
with reference to FIGS. 40 to 46.
Symbol Arrangement of the First and Second Sub Reels
[0272] FIG. 40 shows symbols and code numbers displayed on the
first sub reel 26 and the second sub reel 27. FIG. 40 shows one
example of a symbol column in which seven pieces, a plurality of
types of symbols, are arranged on the first sub reel 26. This
arrangement is converted into a table as data, and stored in the
ROM 51 (see, FIG. 35). More specifically, code numbers of "00" to
"06" are given to respective symbols, as shown in FIG. 40, and
stored in the ROM 51 as a data table (see FIG. 35). In this way, it
is possible to specify a symbol uniquely by identification of the
first sub reel 26 and the code numbers.
[0273] On a peripheral surface of the first sub reel 26, seven
types of symbols including a blank symbol are formed, as shown in
FIG. 40. More specifically, symbols formed on the peripheral
surface of the first sub reel 26 are a WILD symbol 200, a RED 7
symbol 201, a 7 DORA symbol 202, a 3 BAR symbol 203, a 2 BAR symbol
204, a BAR symbol 205, and a blank symbol 206. These seven types of
symbols are arranged in the order shown in FIG. 40. The first sub
reel 26 is driven to rotate in such a manner that the symbol column
moves in the arrow direction of FIG. 40.
[0274] FIG. 40 shows one example of a symbol column in which six
pieces, a plurality of types of symbols, are arranged on the second
sub reel 27, respectively. This arrangement is converted into a
table as data, and stored in the ROM 51 (see, FIG. 35). Code
numbers of "00" to "05" are given to respective symbols, as shown
in FIG. 40, and stored in the ROM 51 as a data table (see, FIG.
35). In this way, it is possible to specify a symbol uniquely by
identification of the second sub reel 27 and the code numbers.
[0275] On a peripheral surface of the second sub reel 27, four
types of symbols are formed, as shown in FIG. 40. More
specifically, symbols arranged on the peripheral surface of the
second sub reel 27 are a "x 1" symbol 230, "x 2" symbol 231, "x 10"
symbol 232, and "x 3" symbol 233. These four types of symbols are
arranged in the order shown in FIG. 40. The second sub reel 27 is
driven to rotate in such a manner that the symbol column moves in
the arrow direction of FIG. 40.
[0276] FIG. 41 is a flowchart showing a subroutine of win
determination processing 5, which is called and executed in Step
S16 of the game execution processing shown in FIG. 8.
[0277] In the win determination processing 5, the CPU 50 first
determines whether a bonus game has been triggered or not (Step
S130). In the processing, the CPU 50 determines whether the
rearranged symbol combination matches a winning combination for
triggering a bonus game. In a case where the CPU 50 determines that
a bonus game has been triggered, the CPU 50 calls the bonus game
processing (see FIG. 11) (Step S131). Thereafter, the CPU 50
terminates the present processing.
[0278] On the other hand, in a case where the CPU 50 determines
that the bonus game has not been triggered in Step S130, the CPU 50
determines whether or not a player has won any award (Step S132).
In this processing, the CPU 50 determines whether the rearranged
symbol combination matches a winning combination. In a case where
the rearranged symbol combination matches a winning combination,
the CPU 50 calls the payout processing (see FIG. 12 or 17) (Step
S133). Thereafter, the CPU 50 terminates the present
processing.
[0279] On the other hand, in Step S132, in a case where the CPU 50
determines that the rearranged symbol combination does not match a
winning combination, the CPU 50 then determines whether the
rearranged symbol combination achieves "RANK UP" or not (Step
S134). In a case where the CPU 50 determines that a "RANK UP!"
symbol is achieved, the CPU 50 performs the first sub reel rotation
processing (Step S135). Then, the CPU 50 determines a supplemented
combination (Step S136). Next, the CPU 50 performs second sub reel
rotation processing (Step S137). Then, the CPU 50 performs
processing for determining a payout rate to be used when the
supplemented combination is achieved. Thereafter, the CPU 50
terminates the present processing.
[0280] On the other hand, in Step S134, in a case where the CPU 50
determines that a "RANK UP!" symbol has not been achieved, the CPU
50 terminates the present processing.
[0281] FIG. 42 is an example of an image of first and second sub
reels effects 1-1 displayed on the main display 4. The image of
first and second sub reels effects 1-1 indicates a rearrangement of
symbols and the resulting combination "7, BAR, RANK UP!" displayed
in the left display window 23, the center display window 24, and
the right display window 25, respectively. An arrow 245 of the
first sub reel 26 indicates that the first sub reel 26 is rotating
as a result of an appearance of a "RANK UP!" symbol.
[0282] FIG. 43 is an example of an image of first and second sub
reels effects 1-2 displayed on the main display 4 in a case where a
game has been executed and advanced from FIG. 42. The image of the
first and second sub reels effects 1-2 shown in FIG. 43 indicates
the rotation of the first sub reel 26, a rearrangement of symbols,
and the resulting appearance of a "7" symbol, a "7" symbol, and a
"BAR" symbol. Then, a frame 246 on the first sub reel 26 and a
message "RANK UP7!" 247 indicate that a "7" symbol is selected.
Consequently, a supplemented combination is determined to be "7, 7,
7".
[0283] FIG. 44 is an example of an image of first and second sub
reels effects 1-3 displayed on the sub display 3 in a case where a
game has been executed and advanced from FIG. 43. The image of the
first and second sub reels effects 1-3 shown in FIG. 44 depicts an
arrow 248 of the second sub reel indicating that the second sub
reel 27 is rotating.
[0284] FIG. 45 is an example of an image of first and second sub
reels effects 1-4 displayed on the sub display 3 in a case where a
game has been executed and advanced from FIG. 44. The image of the
first and second sub reels effects 1-4 shown in FIG. 45 indicates a
rearrangement of a symbol on the second sub reel 27 and the
determination of the resulting symbol "x 2". A message "x 2 GET!"
249 indicates that a payout rate of double is used when the
supplemented combination "7, 7, 7" is achieved.
[0285] FIGS. 46A and 46B are an example of images of first and
second sub reels effects 2 displayed on the main display 4 and the
sub display 3. The image shown in FIG. 46B indicates that a "RANK
UP!" symbol appears while performing the first and second sub reels
effects 2. In order to explain operations, a main display of FIG.
46B is described first.
[0286] The image shown in FIG. 46B indicates a rearrangement of
symbols and the resulting combination "7, BAR, RANKUP!" displayed
in the left display window 23, the center display window 24, and
right display window 25, respectively. FIG. 46B also indicates that
symbols are rearranged and a "BAR" symbol is achieved.
Consequently, a message "RANK UP BAR!" indicates that a
supplemented combination is determined to be "BAR, BAR, BAR". After
the supplemented combination is determined on the first sub reel
26, the second sub reel 27 starts rotation.
[0287] The image shown in FIG. 46A indicates a rearrangement of a
symbol on the second sub reel 27 and the resulting symbol "x 10". A
message "x 10 GET!" 251 indicates that when the supplemented
combination "BAR, BAR, BAR" is achieved, a player wins a payout
rate of tenfold. Although the abovementioned first and second sub
reels 26 and 27 are described as mechanical reels, those may
alternatively be virtual reels displayed on the main display 4.
Third Embodiment
[0288] A video slot 1B according to a third embodiment is described
with reference to FIGS. 47 to 51. In the present embodiment, when
the point values cumulatively added reach a predetermined value
after an occurrence of predetermined symbol combination, an award
for a specific symbol combination is increased to be more than a
normal award, and the increased award is paid out when the specific
symbol combination is arranged in a free game. A description is
provided below regarding the present embodiment with reference to
the drawings. Firstly, a description is given of the outline
configuration of the slot machine 1B according to the present
embodiment, focusing on the differences from the slot machine 1 of
the first embodiment with reference to FIGS. 34 and 35.
[0289] FIG. 47 is a perspective view of the video slot 1B. The
video slot 1B is different from the slot machine 1 of the first
embodiment in that the video slot 1B does not have display windows
23, 24, and 25 since the video slot 1B does not have reels 22L,
22C, and 22R. Symbols are arranged in symbol display frames
provided on a display. In the case of the present embodiment, five
symbol display frames 301, 302, 303, 304, and 305 are provided on
the display (see FIG. 49).
[0290] FIG. 48 is a block diagram schematically showing a control
system of the video slot 1B. The video slot 1B without a reel does
not have a motor drive circuit, a stepping motor, or a reel
position detecting circuit, which are differences from the slot
machine 1 of the first embodiment.
[0291] FIGS. 49A and 49B are examples of images showing award
increasing effects 1 displayed on the main display 4 and the sub
display 3. The images indicate selection of a specific symbol
combination and an increase of award as a result of lottery, which
is performed when accumulated points have reached a predetermined
threshold after occurrences of a predetermined symbol.
[0292] The image shown in FIG. 49A depicts "x 2" displayed in an
award display frame 314 and a combination of symbols "7" on the sub
display 3, which indicate that the combination of symbols "7" 311
is selected from a combination of symbols "7" 311, a combination of
symbols "BAR" 312, and a combination of symbols "BAR-BAR" 313 and
the award for the combination of symbols "7" is increased double
the normal award. This is determined by a lottery which is
performed for the accumulated points reached the predetermined
threshold as a result of an occurrence of the predetermined symbol
"RANKUP!" on the main display 4.
[0293] The image shown in FIG. 49B indicates a rearrangement of
symbols in the symbol display frames 301, 302, 303, 304, and 305
and the resulting combination of symbols "7, BAR, BAR-BAR,
BAR-BAR-BAR, RANK UP!". Marks 151, 152, and 153 indicate that
accumulated points have reached the predetermined threshold as a
result of counting a point for an occurrence of the predetermined
symbol "RANKUP!". The image shown in FIG. 49A is displayed on the
sub display 3 as a result of the lottery. A message "PAYOUT UP 7!"
306 is displayed on the main display 4, which indicates a chance of
an increased payout rate more than a normal game when a specific
combination of symbols "7, 7, 7, 7, 7" is achieved in a free
game.
[0294] FIG. 50 is an example of an image showing free game start
effects displayed on the main display 4. Similar to the bonus game
shown in the flowchart of FIG. 11, a free game is started when a
predetermined condition is satisfied, and a predetermined number of
free games is performed. The image shown in FIG. 50 shows a
rearrangement of symbols and the resulting combination "S, 7, S,
BAR, S". The image also shows an appearance of scatter symbols "S"
in the three windows, followed by determining the number of free
games to be performed, and a message "10 FREE GAMES START" 321,
which indicates that the number of free games determined is
ten.
[0295] FIG. 51 is an example of an image showing the free game
effects displayed on the main display 4 when a game is performed
and the gaming status has been advanced from FIG. 50. The image
shown in FIG. 51 indicates a rearrangement of symbols and the
resulting combination "7, 7, 7, 7, 7" displayed in the symbol
display windows 301, 302, 303, 304, and 305, respectively. In
addition, the image shows a message "3 FREE GAMES REMAINING" 322,
which indicates the 3 free games to go, and a message "WIN!
300.times.2 600 CREDITS!!" 323 indicating that 600 credits are paid
out, which is twice the normal payout of 300 credits, for an
occurred specific combination of symbols "7, 7, 7, 7, 7".
Another Variation: Progressive Payout
[0296] FIG. 52 is a flowchart showing a subroutine of progressive
payout processing. FIG. 52 shows an example of payout processing
which is called and executed in the progressive payout
processing.
[0297] In the progressive payout processing, the CPU 50 first
determines whether a payout is requested or not (Step S140). When a
payout is not requested, the CPU 50 returns the processing to Step
S140.
[0298] On the other hand, in Step S140, when a payout is requested,
the CPU 50 then determines whether or not an amount of progressive
addition is equal to or greater than zero (Step S141).
[0299] In Step S141, in a case where the CPU 50 determines that the
amount of progressive addition is equal to or greater than zero,
the CPU 50 performs a payout preferentially from the amount of
progressive addition (Step S142). Thereafter, the CPU 50 terminates
the present processing.
[0300] On the other hand, in Step S141, when the amount of
progressive addition is not equal to or greater than zero, the CPU
50 performs a normal payout (Step S143). Thereafter, the CPU 50
terminates the present processing.
Another Variation: Trigger Rendered Effects 4
[0301] FIGS. 53A and 53B are an example of images showing trigger
rendered effects 4 displayed on the main display 4 and the sub
display 3. The images show an addition of points for a case where a
combination falls into a predetermined lose symbol combination.
This variation prevents a player from losing interest in the game.
The predetermined lose symbol combination may be determined in
advance or may alternatively be determined at predetermined timing
by lottery.
[0302] The image shown in FIG. 53A shows an addition of points for
an occurrence of a predetermined lose symbol combination on the
main display 4. The image also shows: when accumulated points reach
a predetermined threshold, 2 points for "x 1.5", 5 points for "x
2", 10 points for "x 3", and not less than 22 points for "x 6", for
example, a lottery is performed. In addition, if a specific symbol
combination (for example, "7, 7, 7") displayed in the display frame
104 is arranged on the main display 4, an increased award more than
a normal award (1.5 times for "x 1.5", for example) is paid
out.
[0303] The image shown in FIG. 53B shows a rearrangement of symbols
and the resulting predetermined lose symbol combination "BAR BAR,
BAR, 7", which does not fall into any predetermined winning
combination, displayed in the left, center and right display
windows 23, 24 and 25. Since the rearranged symbol combination
matches the predetermined lose symbol combination, the points are
cumulatively added on the sub display in FIG. 53A.
Fourth Embodiment
[0304] In the following, a slot machine 1 with an insurance mode
according to a fourth embodiment is described with reference to
FIGS. 54 to 61. In the present embodiment, when a predetermined
amount of credits has been inserted into the slot machine 1, a game
mode is switched from a non-insurance mode to an insurance mode
according to operation by a player. The number of games is counted
in the insurance mode, and when the number of games thus counted
reaches a predetermined number, a predetermined amount of credits
are paid out. Therefore, even though the player does not win, the
player can obtain a profit if the number of games played has
reached a specific number. In a case of moving on to a bonus game
during an insurance mode or in a case where the amount of credits
paid out is equal to or greater than a predetermined amount, the
counted number of games is reset. Such an arrangement prevents a
player not only from having an impression of unfairness while
earning profits, but also from feeling uneasy and distrustful to
lose interest in the game while consuming a large amount of credits
such as coins.
[0305] FIG. 54 is a flowchart showing a game execution processing
routine during an insurance mode instead of the game execution
processing routine in FIG. 8. In this flowchart, the number of
games counted by the game counter is represented by G.
[0306] In the game execution processing, the CPU 50 first
determines whether or not a player has bet any coins (Step S310).
In this processing, the CPU 50 determines whether or not the CPU 50
has received an input signal from the 1-BET switch 59 at operation
of the 1-BET button 11 by the player, or an input signal outputted
from the 5-BET switch 61 at operation of the 5-BET button 14 by the
player. In a case where the CPU 50 determines that the player has
not bet any coins, the CPU 50 returns the processing to Step
S310.
[0307] On the other hand, in a case where the CPU 50 determines in
Step S310 that a coin has been bet, the CPU 50 performs a
subtraction for the credit amount stored in the RAM 52, depending
on the amount of coins bet (Step S311).
[0308] Next, the CPU 50 determines whether the SPIN button 17 is
activated (Step S312). In this processing, the CPU 50 determines
whether or not the CPU 50 has received an input signal from the
spin switch 58 that reacts to the pressed SPIN button 17. In a case
where the CPU 50 determines that the SPIN button 17 is not
activated, the CPU 50 returns the flow to Step S312. It should be
noted that when an indication for terminating a game is inputted
instead of the activation of the SPIN button 17, for example, the
CPU 50 cancels the result of subtraction obtained in Step S311.
[0309] Next, the CPU 50 determines whether or not the player has
bet the MAX BET credits (Step S313). In this processing, the CPU 50
determines whether or not the amount thus bet matches the maximum
bet amount. In a case where the CPU 50 has determined that the MAX
BET credits have been bet, the CPU 50 counts the number of games
(G) (Step S314). Here, the number of games (G) is reset (G=0) for a
case where the game moves on to a cashback mode, a bonus game, or
where an amount of credits paid out is not less than a
predetermined amount.
[0310] After the execution of the processing in Step S314, or when
the CPU 50 determines in Step S313 that the MAX BET credits have
not been bet, the CPU 50 performs lottery processing (Step S315).
In the lottery processing, the CPU 50 executes a lottery program
stored in the PAM 52 so as to determine a code number for assigning
a resting position to each of the reels 22L, 22C, and 22R. Thus, a
symbol combination to be rearranged is determined (see FIG. 9).
[0311] Next, the CPU 50 performs reel rotation control processing
for each of reels 22L, 22C, and 22R (Step S316). In this
processing, after all the reels 22L, 22C, and 22R start to rotate,
the CPU 50 stops the rotation of each of the reels 22L, 22C, and
22R such that a symbol combination rearranged along a pay line
matches the winning combination determined in Step S315. Next, the
CPU 50 performs win determination processing (Step S317). In the
win determination processing, the CPU 50 determines whether a
winning combination has occurred and performs payout processing
(see FIG. 56 or 57). Next, the CPU 50 performs count processing
(Step S318). A detailed description is provided later regarding
this processing with reference to FIG. 55. Thereafter, the CPU 50
terminates the processing.
[0312] FIG. 55 is a flowchart showing a subroutine of count
processing which is called and executed in Step S318 of the game
execution processing routine shown in FIG. 54. In this flowchart,
the number counted by the game counter is represented by G, and a
specific number switching a game to a cashback mode is represented
by X.
[0313] First, the CPU 50 determines whether or not G is equal to or
greater than (X-10) (Step S330). That is, the CPU 50 determines
whether the number of games to go is ten games or less before a
value (G) of the game count reaches a specified number (X), which
switches the game to a cashback mode. In a case where there are ten
or less games remaining, the CPU 50 performs processing for
displaying insurance notification effects (Step S331). In the
processing for displaying insurance notification effects, the CPU
50 performs a display of rendered effects, such as displaying the
number of games to go until switching to a cashback mode in an
enlarged form (see FIGS. 59 and 60).
[0314] Next, the CPU 50 determines whether or not G is equal to X
(Step S332). When the CPU 50 determines that G is equal to X, it
switches the game mode to the cashback mode, and performs
processing for displaying insurance effects (Step S333). In this
processing, images shown in FIG. 61 described later are
displayed.
[0315] Next, the CPU 50 performs payout processing (Step S334). In
this processing, the CPU 50 performs the payout processing
according to the cashback mode (360 credits for rescue payout in
the present embodiment). Next, the CPU 50 sets an insurance mode
flag to an OFF state (Step S335). Then, the CPU 50 terminates the
present subroutine.
[0316] FIG. 56 is a flowchart showing a subroutine of win
determination processing 6, which is an example of a subroutine of
win determination processing which is called and executed in Step
S317 of the game execution processing routine shown in FIG. 54.
[0317] The CPU 50 first determines whether a bonus game has been
triggered or not (Step S321). When the bonus game has been
triggered, the CPU 50 reads a program from RAM 52 for providing a
bonus game, and executes the bonus game processing (Step S322).
[0318] After the processing in Step S322, the game counter is reset
to zero (Step S323). It should be noted that it may be possible to
switch an insurance mode to a non-insurance mode (an insurance mode
flag is set to an OFF state) instead of resetting the game counter
to zero as described above. Since the game returns to a
non-insurance mode following the start of a bonus game, it is
possible to realize fairness among players.
[0319] On the other hand, when the bonus game has not been
triggered in Step S321, the CPU 50 determines whether or not a
winning combination is achieved (Step S324). When the winning
combination is achieved, the CPU 50 performs payout processing
(payout of coins according to the bet amount and the winning
combination) (Step S325). In a case of reserving coins, the CPU 50
performs an addition of coins for the credits stored in the RAM 52.
On the other hand, in a case of paying out coins, the CPU 50
transmits a control signal to the hopper 71 so as to discharge a
predetermined number of coins. In this case, the coin detection
unit 73 counts the number of coins discharged from the hopper 71.
When the counted value reaches a specified number, the coin
detection unit 73 transmits a payout completion signal to the CPU
50. Thus, the CPU 50 stops driving the hopper 71 so as to terminate
the coin payout processing.
[0320] When the CPU 50 has executed the processing in Step S323 or
Step S325, or when the CPU 50 determines that any winning
combination has not been achieved (a lost game), the CPU 50 ends
the present subroutine.
[0321] FIG. 57 is a flowchart showing a subroutine of win
determination processing 7, which is the other example of win
determination processing which is called and executed in Step S317
of the game execution processing routine shown in FIG. 54. In the
win determination processing 6, the game counter is reset to zero
(or the insurance mode flag is set to the OFF state) immediately
after the bonus game processing. On the other hand in the win
determination processing 7, if the payout amount is not less than a
predetermined amount, the game count is reset to zero (or the
insurance mode flag is set to the OFF state). The predetermined
amount is represented by P in this flowchart.
[0322] The CPU 50 first determines whether a bonus game has been
triggered or not (Step S350). When the bonus game has been
triggered, the CPU 50 reads a program for the bonus game from the
RAM 52, and executes the bonus game processing (Step S351).
[0323] On the other hand, when the bonus game has not been
triggered in Step S350, the CPU 50 determines whether or not a
winning combination has been achieved (Step S353). When the winning
combination has been achieved, the CPU 50 performs the payout
processing (payout of coins according to the bet amount and the
winning combination) (Step S354). In a case of reserving coins, the
CPU 50 performs an addition of the coins for the credits stored in
the RAM 52. On the other hand, in a case of paying out coins, the
CPU 50 transmits a control signal to the hopper 71 so as to
discharge a predetermined number of coins. In this case, the coin
detection unit 73 counts the number of coins discharged from the
hopper 71. When the counted value reaches a specified number, the
coin detection unit 73 transmits a payout completion signal to the
CPU 50. Thus, the CPU 50 stops driving the hopper 71 so as to
terminate the coin payout processing.
[0324] When the CPU 50 has executed the processing in Step S351 or
Step S354, or when any winning combination has not been achieved (a
lost game), the CPU 50 determines whether or not the credit amount
paid out is equal to or greater than P (Step S352). In this
processing, P represents a predetermined payout amount (180 credits
in the present embodiment). When the credit amount paid out is
equal to or greater than P, the CPU 50 resets the game counter to
zero. It should be noted that it may be possible to switch from an
insurance mode to a non-insurance mode (cancellation of insurance
mode) instead of resetting the game counter to zero as described
above. Since the game returns to a non-insurance mode following the
start of a bonus game, it is possible to realize fairness among
players.
[0325] On the other hand, when the credit amount paid out is not
equal to or greater than P in Step S352, or when the CPU 50 has
executed the processing in Step S355, the CPU 50 ends this
subroutine.
[0326] FIGS. 58A and 58B are an example of images during the
insurance mode displayed on the sub display 3 and the main display
4. FIG. 58A is an example of images during the insurance mode (a
sub display image 502 and a main display image 403) displayed on
the sub display 3 and the main display 4. The sub display image 502
displays an image "RESCUE ON" 530 for a game in an insurance mode.
An image 435, which shows "RESCUE ON MORE INFO" indicating that the
game mode is in an insurance mode, is displayed in the lower-right
portion of the main display image 403. Furthermore, an image 436 is
displayed, which shows "If you do not win any award in 1000 games
with the MAX BET, you will receive a rescue payout of 360 credits",
indicating the conditions that allow the game mode to be switched
from an insurance mode to a cashback mode. Here, the term "MAX BET"
represents the maximum bet amount that the player can bet on one
game.
[0327] FIG. 58B is an example of an image (a main display image
404) displayed on the main display 4 when a player performs a unit
game during the insurance mode. The main display image 404 displays
an image 437, which shows "If you do not win any award in 999 games
with the MAX BET, you will receive a rescue payout of 360 credits",
which indicates information related to the number of remaining
games for switching to the cashback mode (rescue payout).
[0328] In the present embodiment, the description has been give of
the notification data, the sub display image 502 and the main
display image 403 on the sub display 3 and the main display 4,
respectively. It may alternatively be possible to use the speaker
80 so as to produce sound notifying the player of switching to an
insurance mode.
[0329] FIGS. 59A and 59B are an example of images during the
insurance mode displayed on the sub display 3 and the main display
4. FIG. 59A is an example of images during the insurance mode (a
sub display image 506 and a main display image 406) displayed on
the sub display 3 and the main display 4. An image 540, showing an
explanatory text "The number of MAX BET games remaining before
providing rescue payment", and a notice "10 GAMES", is placed in
the central portion of the sub display image 506. Furthermore, an
image 538, showing a notice "RESCUE ON RESCUE PAY 360 CREDITS",
which indicates that the game mode is in a RESCUE ON mode, is
placed in the sub display image 506. An image 442, showing a notice
"10 GAMES", which indicates that 10 games remain before the rescue
payout is provided, is placed in the main display image 406.
[0330] FIG. 59B is a diagram illustrating an image with the number
of remaining games nine as a result of one game advanced from FIG.
59A. The image is an example (a sub display image 507 and a main
display image 407) displayed on the sub display 3 and the main
display 4. Each of the sub display image 507 and the main display
image 407 displays the number of remaining games, i.e., 9.
Furthermore, light 445 is displayed in the lower portion of the
main display image 407. The light 445 serves as a hint that visual
effects up to the rescue payout are about to start. Such visual
effects allow the player to recognize that the rescue payout comes
soon.
[0331] Images shown in FIG. 60 are examples (a sub display image
515 and a main display image 415) displayed on the sub display 3
and the main display 4. FIG. 60 shows an image depicting that the
number of remaining games is one based on the counted number of
games executed. Each of the sub display image 515 and the main
display image 415 displays the number of remaining games, i.e., 1.
An angel 449 is displayed in a lower portion of the main display
image 415, spreading her wings widely, which is visual effects
notifying the player of the rescue payout to come soon. Such visual
effects allow the player to feel the rescue payout approaching.
[0332] FIGS. 61A and 61B are an example of images displayed on the
sub display 3 and the main display 4 during switching to the
cashback mode. FIG. 61A depicts a sub display image 516 and a main
display image 416 displayed for the cashback mode, which has
started with the number of remaining games zero, one game advanced
from FIG. 60. The sub display image 516 depicts an enlarged rescue
payout of 360 credits. Furthermore, the main display image 416
displays an image 452 showing that a rescue payout is performed in
the cashback mode and an angel image 453 inviting the player to
receive the rescue payout.
[0333] FIG. 61B is an example of an image (a main display image
417) displayed on the main display 4 when the cashback mode is
terminated. The main display image 417 displays the credit amount
"1146" (786+360) as a result of a rescue payout of 360 credits, and
an image 455 showing "RESCUE OFF", which indicates completion of
the cashback mode.
Fifth Embodiment
[0334] In the following, a slot machine 1 with an insurance mode
according to a fifth embodiment is described with reference to
FIGS. 62 to 67. In the present embodiment, the slot machine 1
executes a game as follows: The slot machine 1 cumulatively adds a
point when "POINT UP!" as a predetermined symbol is arranged, and
determines a specific symbol combination by a lottery (for example,
"7, 7, 7") when a summation of points reaches a predetermined value
(a point FULL). Subsequently, the slot machine 1 increases an award
for the specific symbol combination more than a normal award, and
when the specific symbol combination is arranged, the slot machine
1 pays out the increased award. As a result, the slot machine 1
provides a novel game which can vary awards according to
proceedings of the game.
[0335] FIG. 62 is a flowchart showing a subroutine of win
determination processing 8 which is called and executed in Step
S317 of the game execution processing shown in FIG. 54.
[0336] In the win determination processing 8, the CPU 50 first
determines whether a bonus game has been triggered or not (Step
S430). In this processing, the CPU 50 determines whether the
rearranged symbol combination matches a winning combination for
triggering a bonus game. When a bonus game has been triggered, the
CPU 50 calls the bonus game processing (see FIG. 11) (Step S431).
Thereafter, the CPU 50 advances the processing to Step S436.
[0337] On the other hand, when the bonus game has not been
triggered in Step S430, the CPU 50 determines whether or not a
player has won any award (Step S432). In this processing, the CPU
50 determines whether the rearranged symbol combination matches a
winning combination. In a case where the rearranged symbol
combination matches a winning combination, the CPU 50 performs
payout processing (Step S433). Thereafter, the CPU 50 advances the
processing to Step S436.
[0338] On the other hand, when the rearranged symbol combination
does not match a winning combination in Step S432, the CPU 50 then
determines whether the rearranged symbol combination matches a
predetermined symbol combination or not (Step S434). For example, a
predetermined symbol combination may be a symbol combination such
as "7, 7, BAR BAR", which is a lose combination satisfying a REACH
condition. The CPU 50 may determine the predetermined symbol
combination beforehand. When the rearranged symbol matches a
predetermined symbol combination, the CPU 50 performs point
addition processing (see FIG. 63) (Step S435). Thereafter, the CPU
50 terminates the present processing.
[0339] On the other hand, when the rearranged symbol combination
does not match a predetermined symbol combination in Step S434, the
CPU 50 terminates the present processing.
[0340] In Step S436, the CPU 50 determines whether the winning
symbol combination in the bonus game in Step S431 or the symbol
combination paid out in Step S433 matches another symbol
combination, which is different from the specific symbol
combination for which an award has been increased. In a case where
the different symbol combination is arranged, the CPU 50 changes
the increased award of the specific symbol combination into a
normal award (Step S437) (see FIG. 67). On the other hand, in Step
S436, in a case where the specific symbol combination is
rearranged, the processing advances to Step S438. It should be
noted that it may alternatively be possible to restore the
increased award to a normal award (Step S437) for a case where the
specific combination is rearranged (Step S436). In this case, the
increased award is maintained if another symbol combination
deferring from the specific symbol combination is arranged.
[0341] Next, in Step S438, the CPU 50 determines whether a payout
is not less than a predetermined number. When the payout is not
less than a predetermined number, the CPU 50 resets the game
counter to zero (Step S439). It should be noted that the
description has been made regarding an arrangement in which the
game counter is reset to zero. Alternatively, an arrangement may be
made in which the game mode is switched from the insurance mode to
the non-insurance mode (cancellation of the insurance mode). With
such an arrangement, in a case where the amount of payout is not
less than a predetermined amount, the game mode is returned to the
non-insurance mode, thereby allowing other players not to feel
discriminated against while a particular player is enjoying
lucrative awards from the game. Thereafter, the CPU 50 terminates
the present processing. On the other hand, when the payout is less
than a predetermined number in Step S438, the CPU 50 then
terminates the present processing.
[0342] FIG. 63 is a flowchart showing a subroutine of point
addition processing which is called and executed in Step S435 of
the win determination processing shown in FIG. 62.
[0343] In the point addition processing, the CPU 50 first performs
a summation of points (Step S460). Next, the CPU 50 determines
whether the points have exceeded a reference value or not (Step
S461). In a case where the CPU 50 determines that the points have
not exceeded the reference value, the CPU 50 terminates the present
processing. On the other hand, in a case where the CPU 50
determines that the points have exceeded the reference value, the
CPU 50 performs lottery processing for a specific symbol
combination (Step S462). Next, the CPU 50 increases the award of
the specific symbol combination determined by the lottery (Step
S463) (see FIG. 66). Thereafter, the CPU 50 terminates the present
processing.
Trigger Rendered Effects 5
[0344] FIGS. 64A and 64B are an example of images illustrating
trigger rendered effects 5 displayed on the main display 4 and the
sub display 3. The trigger rendered effects 5 show that points are
cumulatively added when a predetermined symbol combination is
rearranged. Since the points are accumulated, it can prevent a
situation in which a player loses interest in the game.
[0345] The image shown in FIG. 64A shows an addition of points
following an arrangement of a predetermined symbol combination
"POINT UP!" on the main display 4. The points thus cumulatively
added are represented with oblique lines.
[0346] The image shown in FIG. 64B shows that symbols are
rearranged and the combination "BAR, 7, POINT UP!" is displayed in
the left display window 23, the center display window 24, and the
right display window 25, respectively. A message "YOU'VE GOT A
POINT!" 105 represents that a player has obtained a point. "RESCUE
ON" 461 is displayed at the upper right portion of the main display
4, and it indicates that a game is in the insurance mode.
Point Full Effects 1
[0347] FIG. 65 is an example of an image of Point FULL Effects 1
displayed on the sub display 3, showing cumulatively added points.
In this type of display, the points cumulatively added for a
predetermined symbol combination are represented with an arrow 131
which is divided into three parts. In the present embodiment, all
of the three parts of the arrow 131 are filled with oblique lines,
which indicates that the accumulated points have reached a
predetermined value. A message "FULL POINT! GO TO FEATURE"
indicates that an increase of an award for a specific symbol
combination is determined.
Award Increasing Effects 2
[0348] FIG. 66 is an example of an image displayed on the sub
display 3 showing an increased specific symbol combination. FIG. 66
shows a result of the following processing: When the cumulatively
added points reach a predetermined value after a predetermined
symbol combination is rearranged, a lottery is performed. As a
result of the lottery, the combination "7, 7, 7" is arranged and an
award for the symbol combination is increased to threefold.
Award Increasing Effects 3
[0349] FIGS. 67A and 67B are an example of images displayed on the
main display 4 and the sub display 3, showing award increasing
effects 3. The images indicate a change from increased to normal
award following an occurrence of a winning combination different
from a specific symbol combination.
[0350] The image shown in FIG. 67A shows that, since the symbol
combination "BAR BAR, BAR BAR, BAR BAR", which is different from
the specific symbol combination, is displayed on the main display
4, an award for the specific symbol combination "7, 7, 7" is
changed to 100, an award for a combination "3 BAR, 3 BAR, 3 BAR" is
changed to 50, and an award for a combination "BAR, BAR, BAR" is
changed to 30. The image also shows a message "ALL CANCELED",
indicating that an award for the specific symbol combination is
changed to a normal award.
[0351] The image in FIG. 67B shows a rearrangement of symbols and
the resulting combination "BAR BAR, BAR BAR, BAR BAR" displayed in
the left display window 23, the center display window 24, and the
right display window 25, respectively. Since the combination "BAR
BAR, BAR BAR, BAR BAR" is not a specific symbol combination, an
award for the specific symbol combination is changed to a normal
award on the sub display 3 shown in FIG. 67A.
Sixth Embodiment
[0352] In the following, a slot machine 1 with an insurance mode
according to a sixth embodiment is described with reference to
FIGS. 68 to 78. In the present embodiment, the slot machine 1
cumulatively adds a predetermined value of points when "7 DORA" as
a predetermined symbol is arranged, increases an award in a free
game more than a normal award, and pays out the increased award
when the specific symbol combination "BAR BAR" in the free game is
arranged. As a result, the gaming machine 1 can provide a novel
game having a variety of awards corresponding to proceedings of the
game.
[0353] FIG. 68 is a flowchart showing a subroutine of win
determination processing 9 which is called and executed in Step
S317 of the game execution processing shown in FIG. 54.
[0354] In the win determination processing 9, the CPU 50 first
determines whether a free game has been triggered or not (Step
S630). In this processing, the CPU 50 determines whether the
rearranged symbol combination matches a winning combination for
triggering a free game. When a free game has been triggered, the
CPU 50 calls free game processing (see FIG. 70) (Step S631).
Thereafter, the CPU 50 advances the processing to Step S636.
[0355] On the other hand, when a free game has not been triggered
in Step S630, the CPU 50 determines whether a winning combination
occurs or not (Step S632). In this processing, the CPU 50
determines whether the rearranged symbol combination matches a
winning combination. In a case where the combination matches a
winning combination, the CPU 50 calls payout processing (see FIG.
71) (Step S633).
[0356] Next, in Step S636, the CPU 50 determines whether a payout
is not less than a predetermined number. When the payout is not
less than a predetermined number, the CPU 50 resets the game
counter to zero (Step S637). It should be noted that the
description has been made regarding an arrangement in which the
game counter is reset to zero. Alternatively, an arrangement may be
adopted in which the game mode is switched from an insurance mode
to a non-insurance mode (cancellation of the insurance mode). With
such an arrangement, in a case where the amount of payout is not
less than a predetermined amount, the game mode is returned to the
non-insurance mode, thereby providing fairness among players.
Thereafter, the CPU 50 terminates the present processing. On the
other hand, when the payout is less than a predetermined number in
Step S636, the CPU 50 then terminates the present processing.
[0357] On the other hand, in a case where the CPU 50 determines
that the rearranged symbol combination does not match a winning
combination in Step S632, the CPU 50 then determines whether the
rearranged symbol combination matches a predetermined symbol
combination or not (Step S634). For example, the predetermined
symbol combination may be a symbol combination including "7 DORA",
and a lose combination satisfying a REACH condition, for example.
The CPU 50 may determine the predetermined symbol combination
beforehand. In a case where the CPU 50 determines that the
rearranged symbol matches a predetermined symbol combination, the
CPU 50 performs point addition processing 2 (see FIG. 73 which is
described later) (Step S635). Thereafter, the CPU 50 terminates the
present processing.
[0358] On the other hand, in a case where the CPU 50 determines
that the rearranged symbol combination does not match a
predetermined symbol combination in Step S634, the CPU 50 then
terminates the present processing.
[0359] FIG. 69 is a flowchart showing a subroutine of win
determination processing 10 which is called and executed in Step
S317 of the game execution processing shown in FIG. 54.
[0360] In the win determination processing 10, the CPU 50 first
determines whether a free game has been triggered or not (Step
S530). In this processing, the CPU 50 determines whether the
rearranged symbol combination matches a winning combination for
triggering a free game. In a case where the CPU 50 determines that
a free game has been triggered, the CPU 50 calls free game
processing (see FIG. 70) (Step S531). When a free game is
terminated, the CPU 50 changes the increased award of the specific
symbol combination into a normal award (Step S536). In this case,
since the increased award of the specific symbol combination is
restored to a normal award regardless of whether a payout for the
specific symbol combination has been performed or not in a free
game, a normal award is paid out in payout processing in FIG. 71 or
72. Thereafter, the CPU 50 advances the processing to Step
S537.
[0361] On the other hand, in a case where the CPU 50 determines
that a free game has not been triggered in Step S530, the CPU 50
determines whether a winning combination occurs or not (Step S532).
In this processing, the CPU 50 determines whether the rearranged
symbol combination matches a winning combination. In a case where
the combination matches a winning combination, the CPU 50 calls
payout processing (see FIG. 71) (Step S533).
[0362] Next, in Step S537, the CPU 50 determines whether a payout
is not less than a predetermined number. When the payout is not
less than the predetermined number, the CPU 50 resets the game
counter to zero (Step S538). It should be noted that the
description has been made regarding an arrangement in which the
game counter is reset to zero. Alternatively, an arrangement may be
adopted in which the game mode is switched from an insurance mode
to a non-insurance mode (cancellation of the insurance mode). With
such an arrangement, in a case where the amount of payout is not
less than a predetermined amount of payout, the game mode is
returned to the non-insurance mode, thereby providing fairness
among the players. Thereafter, the CPU 50 terminates the present
processing. On the other hand, in a case where the CPU 50
determines that the payout is less than the predetermined number in
Step S537, the CPU 50 then terminates the present processing.
[0363] On the other hand, in a case where the CPU 50 determines
that the rearranged symbol combination does not match a winning
combination in Step S532, the CPU 50 then determines whether the
rearranged symbol combination matches a predetermined symbol
combination or not (Step S534). For example, the predetermined
symbol combination may be a symbol combination including "7 DORA"
and a lose combination satisfying a REACH condition, for example.
The CPU 50 may determine the predetermined symbol combination
beforehand. In a case where the CPU 50 determines that the
rearranged symbol matches the predetermined symbol combination, the
CPU 50 performs point addition processing (see FIG. 73) (Step
S535). Thereafter, the CPU 50 terminates the present
processing.
[0364] On the other hand, in a case where the CPU 50 determines
that the rearranged symbol combination does not match the
predetermined symbol combination in Step S534, the CPU 50 then
terminates the present processing.
[0365] FIG. 70 is a flowchart showing a subroutine of free game
processing, which is called and executed in Step S631 of the win
determination processing 9 (FIG. 68) or in Step S531 of the win
determination processing 10 (FIG. 69). In the free game processing,
firstly, the CPU 50 determines a number of free games T based upon
a random number obtained by executing a random number generating
program included in a lottery program stored in the RAM 52 (Step
S440). The CPU 50 stores the number of free games T thus determined
in the RAM 52. In addition, the CPU 50 turns on an activation flag,
which is turned off when a payout for a specific symbol combination
is performed in a free game, and stores it in the RAM 52.
[0366] Subsequently, the CPU 50 performs lottery processing (Step
S441) and reel rotation control processing (Step S442). The
processing in Step S441 is substantially the same as that described
with reference to FIG. 9. In addition, the processing in Step S442
is substantially the same as that described with reference to FIG.
8. Accordingly, no description thereof follows hereafter.
[0367] The CPU 50 determines whether a free game has been triggered
or not (Step S443). When a free game has been triggered, the CPU 50
determines a repetition number t for the free game by lottery (Step
S444). The repetition number t thus determined is added to the
number of currently remaining free games T (Step S445). With such
an arrangement, in a case where the player has won another free
game award in a free game, the remaining number of the free games
is incremented. More specifically, in a case where the player wins
another free game award that provides 17 rounds of games during the
twelfth game of an initial free game of 20 rounds of games, the
player wins 25 (=20-12+17) rounds of free games.
[0368] In a case where the free game has not been triggered in Step
S443, the CPU 50 determines whether or not a winning combination is
achieved (Step S446). In a case where the CPU 50 determines that
the winning combination is achieved, the CPU 50 performs payout
processing (see FIG. 72) (Step S447).
[0369] After the execution of the processing in Step S445 or S447,
or in a case where the CPU 50 determines in Step S446 that any
winning combination is not achieved (i.e., a lost the game), the
CPU 50 reads the number of free games T stored in the RAM 52, and
subtracts 1 from the number of free games T thus read. Then, the
CPU 50 again stores the number of free games T after subtraction in
the RAM 52 (Step S448).
[0370] Next, the CPU 50 determines whether or not the number of
free games T has reached the number determined in Step S40 (Step
S449). More specifically, the CPU 50 determines whether or not the
number of free games T stored in the RAM 52 is equal to zero. When
the number of free games is not equal to zero, i.e., in a case
where the CPU 50 determines that the number of free games executed
has not reached the number determined in Step S440, the CPU 50
returns the processing to Step S441, and repeats the aforementioned
processing. On the other hand, in a case where the CPU 50
determines that the number of free games T is equal to zero, i.e.,
in a case where the CPU 50 determines that the number of free games
executed has reached the number determined in Step S440, the CPU 50
terminates the present subroutine.
[0371] FIG. 71 is a flowchart showing a subroutine of normal payout
processing 3, which is an example of payout processing called and
executed in Step S633 of the win determination processing 9 (FIG.
68) or in Step S533 of the win determination processing 10 (FIG.
69).
[0372] In payout processing 3, the CPU 50 first determines whether
the winning combination matches a specific symbol combination or
not (Step S450). When it matches the specific symbol combination,
the CPU 50 determines whether a payout for the specific symbol
combination is performed or not in a free game (Step S451). More
specifically, the CPU 50 determines whether a specific activation
flag is OFF or not. The specific activation flag turns on when a
free game starts and turns off when a payout for a specific symbol
combination is performed. In a case where the CPU 50 determines
that the specific activation flag is OFF, the CPU 50 moves the
processing to Step S454. On the other hand, when the CPU 50
determines that the specific activation flag is ON, the CPU 50
advances the processing to Step S452.
[0373] Next, in Step S452, the CPU 50 refers to an award. Then, the
CPU 50 turns off the specific activation flag, and resets the
points cumulatively added (Step S453). Subsequently, the CPU 50
advances the processing to Step S455.
[0374] On the other hand, in a case where the CPU 50 determines
that the rearranged symbol combination does not match the specific
symbol combination in Step S450, or in a case where the CPU 50
determines that the specific activation flag is OFF in Step S451,
the CPU 50 refers to a normal award (Step S454).
[0375] Next, in Step S455, the CPU 50 pays out an award for a
winning symbol combination. Thereafter, the CPU 50 terminates the
processing.
[0376] FIG. 72 is a flowchart showing a subroutine of free game
payout processing 4, which is an example of payout processing
called and executed in Step S447 of the free game processing (FIG.
70).
[0377] In the free game payout processing 4, the CPU 50 first
determines whether the winning combination matches a specific
symbol combination or not (Step S550). When the winning combination
matches the specific symbol combination, the CPU 50 refers to an
award (Step S551), turns off the specific activation flag, and
resets the points cumulatively added (Step S552). Next, the CPU 50
advances the processing to Step S554.
[0378] On the other hand, in Step S550, in a case where the CPU 50
determines that the winning combination does not match the specific
symbol combination, the CPU 50 refers to a normal award (Step
S553).
[0379] Next, in Step S554, the CPU 50 pays out an award for the
winning symbol combination. Thereafter, the CPU 50 terminates the
processing.
[0380] FIG. 73 is a flowchart showing a subroutine of point
addition processing 2, which is called and executed in Step S635 of
the win determination processing 9 shown in FIG. 68 or Step S535 of
the win determination processing 10 shown in FIG. 69.
[0381] In the point addition processing 2, the CPU 50 first
performs a summation of points (Step S560). Next, the CPU 50
increases an award according to the points cumulatively added (Step
S561). Thereafter, the CPU 50 terminates the present
processing.
Award Increasing Effects 2
[0382] FIGS. 74A and 74B are an example of images showing award
increasing effects 2 displayed on the main display 4 and the sub
display 3. In the award increasing effects 2, the main display 4
displays cumulatively added points for a rearranged symbol
combination including a predetermined symbol, and the sub display 3
displays an increased award for a specific symbol combination more
than a normal award corresponding to the points.
[0383] The image shown in FIG. 74A indicates that the award for the
specific symbol combination "BAR BAR", where the normal award is 50
credits, is increased by 30 credits corresponding to the points
cumulatively added.
[0384] The image shown in FIG. 74B illustrates a rearrangement of
symbols and the resulting combination "BAR BAR, 7, BAR BAR, 7, 7
DORA". A mark 153 is added to marks 151 and 152, which indicates
that a point is added as a result of an occurrence of a combination
including "7 DORA" as the predetermined symbol. A message "YOU'VE
GOT A POINT!" 105 represents that a player has obtained a point.
"RESCUE ON" 461 is displayed at an upper right portion of the main
display 4, which indicates that a game is in an insurance mode.
[0385] FIG. 75 is an example of an image of free game start effects
displayed on the main display 4. The image shows a rearrangement of
symbols and the resulting combination "S, 7, S, BAR, S". The image
also shows a message "10 FREE GAMES START" 321 indicating ten, the
number of free games, which is determined as a result of an
appearance of scatter symbols "S" in the three windows. A message
"BAR BAR+30" at the lower portion of the main display 4 indicates
that an award is increased by 30 credits compared to a normal award
when a combination of "BAR BAR" is arranged in a free game.
[0386] FIG. 76 is an example of an image showing free game effects
displayed on the main display 4, advanced from FIG. 75. The image
indicates a rearrangement of symbols and the resulting combination
"BAR BAR, BAR BAR, BAR BAR, BAR BAR, BAR BAR" displayed in the
symbol display windows 301, 302, 303, 304, and 305, respectively. A
message "WIN! 50+30 80 CREDITS!!" 323 indicates payout of an
increased award, 50 of a normal award plus 30 as a result of an
occurrence of a specific symbol combination "BAR BAR" in a free
game. In addition, a message "3 FREE GAMES REMAINING" 322 indicates
that the remaining 3 free games are going to be performed, and a
message "RESCUE ON" 461 indicates that the game is in an insurance
mode.
[0387] FIG. 77 is an example of an image showing the free game
effects displayed on the main display 4, advanced from FIG. 75. The
image indicates the completion of the certain number of games (for
example, 10 games), which is determined at a start of a free game
and a message "0 FREE GAME END" indicating the termination of the
free game. In addition, a message "BAR BAR CONTINUE" indicates
that, since the specific symbol combination is not rearranged in
the free game, the increased award for the specific symbol
combination is inherited by a normal game.
[0388] FIG. 78 is an example of an image during a normal game
displayed on the main display 4. The image indicates a
rearrangement of symbols and the resulting combination of "BAR
BAR", which is a specific symbol combination. A message "WIN! 50+30
80 CREDITS!!" 323 indicates payout of increased award, the normal
award of 50 plus 30, for a case where the specific symbol
combination "BAR BAR" is not arranged in the bonus game but
arranged in the normal game.
Seventh Embodiment
[0389] In the following, a slot machine 1 with an insurance mode
according to a seventh embodiment is described with reference to
FIGS. 79 to 85. In the present embodiment, the slot machine 1
cumulatively adds a point when "7 DORA" as a predetermined symbol
is arranged, and determines a payout rate of an award for a
specific symbol combination by a lottery when points thus
cumulatively added reach a predetermined value (a point FULL),
before rearranging a plurality of symbols. In a case where the
specific symbol combination is rearranged, the slot machine 1
performs a payout, a product of the award and the payout rate. As a
result, the gaming machine 1 provides a novel game which can vary
awards according to proceedings of the game.
[0390] FIG. 79 is a flowchart showing win determination processing
11, which is called and executed in Step S317 of the game execution
processing shown in FIG. 54.
[0391] In the win determination processing 11, the CPU 50 first
determines whether a free game has been triggered or not (Step
S830). In this processing, the CPU 50 determines whether the
rearranged symbol combination matches a winning combination for
triggering a free game. In a case where the CPU 50 determines that
a free game has been triggered, the CPU 50 calls free game
processing (see FIG. 70) (Step S831). Thereafter, when the free
game is terminated, the CPU 50 advances the processing to Step
S836.
[0392] On the other hand, in a case where the CPU 50 determines
that the free game has not been triggered in Step S830, the CPU 50
determines whether a winning combination occurs or not (Step S832).
In this processing, the CPU 50 determines whether the rearranged
symbol combination matches a winning combination. In a case where
the combination matches a winning combination, the CPU 50 calls
payout processing (see FIG. 71 which is described later) (Step
S833).
[0393] Next, in Step S836, the CPU 50 determines whether a payout
is not less than a predetermined number. When the payout is not
less than the predetermined number, the CPU 50 resets the game
counter to zero (Step S837). It should be noted that the
description has been made regarding an arrangement in which the
game counter is reset to zero. Alternatively, an arrangement may be
made in which the game mode is switched from an insurance mode to a
non-insurance mode (cancellation of the insurance mode). With such
an arrangement, in a case where the amount of payout is not less
than the predetermined amount, the game mode is returned to the
non-insurance mode, thereby providing fairness among the players.
Thereafter, the CPU 50 terminates the present processing. On the
other hand, in a case where the CPU 50 determines that the payout
is less than the predetermined number, the CPU 50 then terminates
the present processing.
[0394] On the other hand, in a case where the CPU 50 determines
that the rearranged symbol combination does not match the winning
combination in Step S832, the CPU 50 then determines whether the
rearranged symbol combination matches a predetermined symbol
combination or not (Step S834). For example, the predetermined
symbol combination may be a symbol combination including "7 DORA",
or a lose combination satisfying a REACH condition, for example.
The CPU 50 may determine the predetermined symbol combination
beforehand. In a case where the CPU 50 determines that the
rearranged symbol matches the predetermined symbol combination, the
CPU 50 performs point addition processing (Step S835). Thereafter,
the CPU 50 terminates the present processing.
[0395] On the other hand, in a case where the CPU 50 determines
that the rearranged symbol combination does not match the
predetermined symbol combination in Step S834, the CPU 50 then
terminates the present processing.
[0396] FIG. 80 is a flowchart showing a subroutine of lottery
processing 2 which is called and executed in Step S315 of the game
execution processing shown in FIG. 54 or Step S441 of the free game
processing shown in FIG. 70. The CPU 50 executes a lottery program
stored in the RAM 52, thereby executing the lottery processing.
[0397] First, the CPU 50 selects a random number in a range of
values from 0 to 255 for each of the three reels 22 by executing a
random number generating program included in the lottery program
(Step S220). A description is provided in the present embodiment
regarding an arrangement in which each random number is generated
by a program (a so-called software random number generation).
Alternatively, an arrangement may be adopted in the present
invention, in which each random number is extracted from a random
number generator 55 (a so-called hardware random number
generation).
[0398] Next, based on the selected three random numbers, the CPU 50
determines respective code numbers of the reels 22 (see FIG. 5)
(Step S221).
[0399] Next, the CPU 50 determines whether the point value has
exceeded a reference value or not (Step S222). That is, the CPU 50
determines whether the points cumulatively added for a
predetermined symbol combination reach a predetermined value or
not. In a case where the CPU 50 determines that the points have
reached the predetermined value, the CPU 50 selects a random number
value (Step S223), and determines a payout rate of an award for a
specific symbol combination (Step S224). Thereafter, the CPU 50
terminates the processing. On the other hand, in a case where the
CPU 50 determines that the points have not reached the
predetermined value in Step S222, the CPU 50 then terminates the
processing.
[0400] FIG. 81 is a flowchart showing a subroutine of reel rotation
control processing, which is called and executed in Step S316 of
the game execution processing shown in FIG. 54 or Step S442 of the
free game processing shown in FIG. 70.
[0401] Firstly, the CPU 50 performs reel rotation control
processing for each of reels 22L, 22C, and 22R (Step S620). Next,
the CPU 50 determines whether the point value has exceeded the
reference value or not (Step S621). That is, the CPU 50 determines
whether the points cumulatively added for the predetermined symbol
combination have reached the predetermined value or not. In a case
where the CPU 50 determines that the points have not reached the
predetermined value, the CPU 50 advances the processing to Step
S623. On the other hand, in a case where the CPU 50 determines that
the points have reached the predetermined value, the CPU 50
controls a display of the sub reel 26 and rearranges the symbols
(Step S622). That is, the CPU 50 variably displays the sub reel 26
and alters the payout rate previously determined.
[0402] Then, the CPU 50 stops rotation of each of the reels 22L,
22C, and 22R based on the code number previously determined (Step
S623). Thereafter, the CPU 50 terminates the processing.
[0403] FIG. 82 is an example of an image of rendered effects
depicting cumulatively added points displayed on the main display
4. In the image, a mark 153 is added to marks 151 and 152,
indicating that points are cumulatively added due to an occurrence
of a combination including "7 DORA". The three marks 151, 152, and
153 all turned on indicates accomplishment of the predetermined
value. "RESCUE ON" 461 displayed at an upper right portion of the
main display 4 indicates that a game is in an insurance mode.
[0404] FIG. 83 is an example of an image of rendered effects
displayed on the main display 4 showing that a payout rate of an
award for a specific symbol combination is selected by a lottery.
The image of downward arrows indicates that symbols are being
rearranged in the left display window 23, the center display window
24, and the right display window 25. In addition, the downward
arrows in a sub reel 26 indicate a lottery in progress to select
the payout rate of the award for the specific symbol
combination.
[0405] FIG. 84 is an example of an image of rendered effects
displayed on the main display 4, showing that the payout rate of
the award for the specific symbol combination is selected by a
lottery. Downward arrows of the image show symbols being rearranged
in the left display window 23, the center display window 24, and
the right display window 25. In addition, a frame 252 with a bold
line surrounding "x 2" in the sub reel 26 indicates the payout rate
of double that is determined by a lottery before rearrangement of
symbols.
[0406] FIG. 85 is an example of an image of the rearranged specific
symbol combination displayed on the main display 4. The image
indicates the rearranged combination "BAR, BAR, BAR" subsequent to
the selection of the payout rate by the lottery as shown in FIG.
84. In addition, a message "x 2" 243 indicates that a payout is
performed with the selected payout rate for an occurrence of the
specific symbol combination "BAR, BAR, BAR".
Eighth Embodiment
[0407] In the following, a slot machine 1 with an insurance mode
according to an eighth embodiment is described with reference to
FIGS. 86 to 96. In the present embodiment, the slot machine 1
cumulatively adds points when "7 DORA" or "BAR DORA" as a
predetermined symbol is arranged. These points are taken into
account in setting lottery winning probability of each of the
specific symbol combinations "7, 7, 7, 7, 7" and "BAR, BAR, BAR,
BAR, BAR". A lottery winning probability in a free game is raised
higher than a normal one according to the points thus cumulatively
added. When a specific symbol combination is arranged in a free
game, an award is paid out. Although the award is not changed, the
probability for winning is raised. As a result, it is possible that
awards may be varied for one player to another according to the
points cumulatively added. Although in the present embodiment the
raising of a lottery winning probability is performed in a free
game, it may alternatively be carried out in a normal game.
[0408] FIG. 86 is a flowchart showing a subroutine of win
determination processing 12, which is called and executed in Step
S317 of the game execution processing shown in FIG. 54.
[0409] In the win determination processing 12, the CPU 50 first
determines whether a free game has been triggered or not (Step
S730). In this processing, the CPU 50 determines whether the
rearranged symbol combination matches a winning combination for
triggering a free game. In a case where the CPU 50 determines that
a free game has been triggered, the CPU 50 calls the free game
processing (see FIG. 70) (Step S731). When the free game is
terminated, the CPU 50 restores the raised lottery winning
probability of the specific symbol combination to a normal lottery
winning probability (Step S736). Alternatively, the CPU 50 may also
maintain the raised lottery winning probability after the
termination of the free game.
[0410] Next, in Step S737, the CPU 50 determines whether a payout
is not less than a predetermined number. When the payout is not
less than the predetermined number, the CPU 50 resets the game
counter to zero (Step S738). It should be noted that the
description has been made regarding an arrangement in which the
game counter is reset to zero. Alternatively, an arrangement may be
made in which the game mode is switched from an insurance mode to a
non-insurance mode (cancellation of the insurance mode). With such
an arrangement, in a case where the amount of payout is not less
than a predetermined amount, the game mode is returned to the
non-insurance mode, thereby providing fairness among the players.
Thereafter, the CPU 50 terminates the present processing. On the
other hand, in a case where the CPU 50 determines that the payout
is less than a predetermined number, the CPU 50 then terminates the
present processing.
[0411] On the other hand, in a case where the CPU 50 determines
that a free game has not been triggered in Step S730, the CPU 50
determines whether a winning combination occurs or not (Step S732).
In this processing, the CPU 50 determines whether the rearranged
symbol combination matches a winning combination. In a case where
the combination matches a winning combination, the CPU 50 calls
payout processing (see FIG. 87 described later) (Step S733).
Subsequently, the CPU 50 advances the processing to Step S737.
[0412] On the other hand, in a case where the CPU 50 determines
that the rearranged symbol combination does not match a winning
combination in Step S732, the CPU 50 then determines whether the
rearranged symbol combination matches a predetermined symbol
combination or not (Step S734). For example, the predetermined
symbol combination may be a symbol combination including such as "7
DORA", which is a lose combination satisfying a REACH condition.
The CPU 50 may determine the predetermined symbol combination
beforehand. In a case where the CPU 50 determines that the
rearranged symbols match the predetermined symbol combination, the
CPU 50 performs point addition processing (see FIG. 89) (Step
S735). Thereafter, the CPU 50 terminates the present
processing.
[0413] On the other hand, in a case where the CPU 50 determines
that the rearranged symbol combination does not match the
predetermined symbol combination in Step S734, the CPU 50 then
terminates the present processing.
[0414] FIG. 87 is a flowchart showing a subroutine of normal
lottery processing, which is an example of lottery processing
called and executed in Step S315 of the game execution processing
shown in FIG. 54.
[0415] First, the CPU 50 selects a random number in a range of
values from 0 to 65535 by executing a random number generating
program included in the lottery program (Step S650).
[0416] Next, in Step S651, the CPU 50 determines whether a payout
for a specific symbol combination in a free game has been performed
or not. More specifically, the CPU 50 determines whether a specific
activation flag is OFF or not. The specific activation flag is
turned on when a free game starts and turned off when a payout for
a specific symbol combination is performed. In a case where the CPU
50 determines that the specific activation flag is OFF, the CPU 50
advances the processing to Step S655. In a case where the CPU 50
determines that the specific activation flag is ON, the CPU 50 then
refers to a winning table (see FIG. 95) corresponding to points,
and extracts a symbol combination as a winning combination in a
case where the symbol combination matches any winning combination
in the winning table (Step S652). More specifically, based on the
winning table, the CPU 50 creates a current winning table depending
on points, and extracts a symbol combination corresponding to a
selected random number value. Suppose that cumulative points for
"7" are 1 point and cumulative points for "BAR" are 4 points. The
CPU 50 creates a current winning table corresponding to the points
as follows: a probability 150/65536 for "7", a probability
200/65536 for "7 ANY", a probability 600/65536 for "3 BAR", a
probability 800/65536 for "3 BAR ANY", a probability 1500/65536 for
"2 BAR", a probability 2000/65536 for "2 BAR ANY", and a
probability 20000/65536 for "BAR". Then, the CPU 50 refers to the
current winning table so as to extract a symbol combination as a
winning combination if the selected random number matches any
symbol combination.
[0417] Next, the CPU 50 determines whether the selected symbol
combination by lottery matches a specific symbol combination or not
(Step S653). In a case where the CPU 50 determines that the
selected symbol combination matches the specific symbol
combination, the CPU 50 turns off the specific activation flag
(Step S654) and advances the processing to Step S656. On the other
hand, when the selected symbol combination does not match the
specific combination, the CPU 50 advances the processing to Step
S656.
[0418] Next, in Step S656, based on the selected random numbers,
the CPU 50 determines code numbers of respective reels 22 (see FIG.
5). Thereafter, the CPU 50 terminates the processing.
[0419] On the other hand, in a case where the CPU 50 determines
that the specific activation flag is OFF, the CPU 50 refers to a
normal winning table and extracts a symbol combination as a winning
combination in a case where the symbol combination matches any
winning combination in the winning table (Step S655). Subsequently,
the CPU 50 advances the processing to Step S656.
[0420] FIG. 88 is a flowchart showing a subroutine of free game
lottery processing 4, which is an example of lottery processing
called and executed in Step S441 of the free game processing shown
in FIG. 70.
[0421] Firstly, the CPU 50 selects a random number in a range of
values from 0 to 65535 by executing a random number generating
program included in the lottery program (Step S750).
[0422] Next, in Step S751, the CPU 50 refers to a winning table
(see FIG. 95) corresponding to points and extracts a symbol
combination as a winning combination in a case where the symbol
combination matches any winning combination in the winning table as
described above.
[0423] Next, the CPU 50 determines whether the selected symbol
combination by lottery matches a specific symbol combination or not
(Step S752). When the selected symbol combination matches the
specific symbol combination, the CPU 50 turns off a specific
activation flag (Step S753) and advances the processing to Step
S754. On the other hand, when the selected symbol combination does
not match the specific combination, the CPU 50 advances the
processing to Step S754.
[0424] Next, in Step S754, based on the selected random numbers,
the CPU 50 determines code numbers of respective reels 22 (see FIG.
5). Thereafter, the CPU 50 terminates the processing.
[0425] FIG. 89 is a flowchart showing a subroutine of point
addition processing 3, which is called and executed in Step S735 of
the win determination processing 12 shown in FIG. 86.
[0426] In the point addition processing 3, the CPU 50 first
acquires a specific symbol combination corresponding to a
predetermined symbol combination (Step S660). Next, the CPU 50 adds
points for respective specific symbol combinations (Step S661).
Thereafter, the CPU 50 terminates the present processing.
Lottery Winning Probability Raising Effects
[0427] FIGS. 90A and 90B are an example of images of raising
lottery winning probability effects displayed on the main display 4
and the sub display 3. In the raising lottery winning probability
effects, the main display 4 displays points cumulatively added for
an arrangement of a predetermined symbol combination, and the sub
display 3 displays a lottery winning probability for a specific
symbol combination, which is raised higher than a normal one
corresponding to the points thus cumulatively added.
[0428] The image shown in FIG. 90A indicates lottery winning
probabilities for the specific symbol combinations "BAR" and "7",
which are increased according to the points cumulatively added.
[0429] The image shown in FIG. 90B illustrates a rearrangement of
symbols and the resulting combination "BAR BAR, 7, BAR BAR, 7, 7
DORA". A mark 153 indicates an addition of points due to the symbol
"7 DORA" as a predetermined symbol. A message YOU'VE GOT A POINT!"
105 represents that a player has obtained a point. "RESCUE ON" 461
is displayed at an upper right portion of the main display 4, which
indicates that a game is in an insurance mode.
[0430] FIG. 91 is an example of an image of free game start effects
displayed on the main display 4. The image shows a rearrangement of
symbols and the resulting combination "S, 7, S, BAR, S". The image
also shows an appearance of scatter symbols "S" in the three
windows and a message "10 FREE GAMES START" 321, indicating that
the number of free games determined is ten. A message "BAR" and "7
UP" at the lower portion of the main display 4 indicates that the
lottery winning probability is raised higher than a normal one for
combination of "BAR" and a combination of "7" in a free game.
[0431] FIG. 92 is an example of an image of free game effects
displayed on the main display 4, advanced from FIG. 91. The image
indicates a rearrangement of symbols and the resulting combination
"BAR, BAR, BAR, BAR, BAR" displayed in the symbol display windows
301, 302, 303, 304, and 305, respectively. A message "WIN! 30 30
CREDITS!!" 323 indicates payout of a normal award of 30 credits as
a result of an occurrence of a specific symbol combination "BAR" in
a free game. In addition, a message "3 FREE GAMES REMAINING" 322
indicates that the remaining 3 free games are going to be
performed, and a message "RESCUE ON" 461 indicates that a game is
in an insurance mode.
[0432] FIG. 93 is an example of an image of free game effects
displayed on the main display 4, advanced from FIG. 91. A message
"0 FREE GAME END" 321 in the image indicates the execution of the
number of games (for example, 10 games) determined at a start of a
free game and the termination of the free game. In addition, a
message "BAR and 7 CONTINUE" indicates that the raised lottery
winning probability for the specific symbol combination is
maintained for a subsequent normal game, which is for a case where
the specific symbol combination is not rearranged in a free
game.
[0433] FIG. 94 is an example of an image during a normal game
displayed on the main display 4. The image indicates a
rearrangement of symbols and the resulting combination of "BAR",
which is a specific symbol combination. A message "WIN! 30 30
CREDITS!!" 323 indicates payout of 30 credits for a case where the
specific symbol combination is arranged as a result of performing a
normal game with the raised lottery winning probability. In this
case, the specific symbol combination is not arranged in a free
game, and the increased lottery winning probability is maintained
in the normal game.
[0434] FIG. 95 is an example of an image showing a winning table
stored in the RAM 52. In the winning table, "symbol combination",
"probability" for each point, and "predetermined symbol" are
associated with each other.
[0435] "Symbol combination" represents winning symbol combinations.
"Probability" of each point represents a lottery winning
probability correlated with each "symbol combination" and points
cumulatively added. "Predetermined symbol", which is a symbol to
trigger an accumulation of points for a specific symbol
combination, is included in a predetermined combination such as
"ANY, ANY, ANY, ANY, 7 DORA". When there is a symbol in the column
of "Predetermined symbol" in the winning table, a lottery winning
probability is increased according to the points.
Variations of Symbol Sequences of Reels
[0436] FIG. 96 is an example of variations of symbol sequences of
reels shown in FIG. 5 in the slot machine 1 (FIG. 2) with the
plurality of reels 22L, 22C, and 22R having a plurality of symbols
on each surface thereof. FIG. 96 shows one example of a symbol
sequence that includes a plurality types of twenty-one symbols on
each of the reels 22L, 22C, and 22R. This arrangement is converted
into a table as data, and stored in ROM 51 (see FIG. 6). Code
numbers of "00" to "20" are given to respective symbols, as shown
in FIG. 96, and stored in the ROM 51 as a data table (see FIG. 6).
In other words, it is possible to specify a symbol uniquely, by
identification of the reels 22L, 22C, and 22R, and the code
numbers. Thus, code numbers are determined and symbols are
rearranged using the raised lottery winning probability according
to points cumulatively added.
[0437] Although the embodiments described above are for the purpose
of exemplification, they are not intended to limit the present
invention. For example, the present invention is not limited to a
symbol combination displayed on the reels 22L, 22C, and 22R of a
slot machine and the like, but can be applied to a symbol
combination of a table game (such as a card game and a mahjong
game). Designs of various elements
* * * * *