U.S. patent application number 12/188848 was filed with the patent office on 2009-05-07 for game system including slot machines and game control method thereof.
This patent application is currently assigned to ARUZE CORP.. Invention is credited to Kazumasa Yoshizawa.
Application Number | 20090117981 12/188848 |
Document ID | / |
Family ID | 40588642 |
Filed Date | 2009-05-07 |
United States Patent
Application |
20090117981 |
Kind Code |
A1 |
Yoshizawa; Kazumasa |
May 7, 2009 |
Game System Including Slot Machines And Game Control Method
Thereof
Abstract
In a case where a combination for starting a second game is
formed in a basic game, a second game is started. In the second
game, a so-called race in which a plurality of moving symbols moves
toward a stationary symbol is performed. A player predicts which
moving symbol reaches the stationary symbol first before the race
is started, and inputs the data by an input device. Upon starting
the race, in a case where a moving symbol to reach the stationary
symbol first is the symbol selected by the player, a relatively
large amount of coins is paid out. In a case where a winning symbol
is different from the symbol selected by the player, a relatively
small amount of coins is paid out.
Inventors: |
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: |
40588642 |
Appl. No.: |
12/188848 |
Filed: |
August 8, 2008 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
60985423 |
Nov 5, 2007 |
|
|
|
Current U.S.
Class: |
463/20 ;
463/16 |
Current CPC
Class: |
G07F 17/3267 20130101;
G07F 17/3262 20130101; G07F 17/3244 20130101 |
Class at
Publication: |
463/20 ;
463/16 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A gaming machine comprising: a display device for displaying an
image; an input device for accepting a selection of a single moving
symbol, in a second game, among a plurality of specified symbols
displayed on the display device, including a stationary symbol,
which is in a stationary state, and a plurality of moving symbols,
which move within a screen of the display device; and a controller
configured to perform the following operations of: (a) determining
whether the plurality of the specified symbols are displayed on the
display device in a specified mode in a basic game; (b) in a case
where the plurality of the specified symbols are displayed in the
specified mode, starting to perform a second game; (c) moving the
plurality of the moving symbols toward the stationary symbol in
response to the selection of the single moving symbol among the
plurality of specified symbols by way of the input device in the
second game; (d) determining an order in which the plurality of
moving symbols reach the stationary symbol; (e) in a case of
determining that a moving symbol to reach the stationary symbol
first is the single moving symbol, providing a relatively large
award; and (f) in a case of determining that a moving symbol other
than the single moving symbol reaches the stationary symbol first,
providing a smaller award compared to the award which is provided
in the case where the single moving symbol reaches the stationary
symbol first.
2. A gaming machine according to claim 1, comprising: memory for
storing a determination table for determining which one of the
plurality of the moving symbols reaches the stationary symbol
first, wherein the controller determines a moving symbol to reach
the stationary symbol first based on the determination table.
3. A gaming machine according to claim 1, comprising: a counter for
counting a number of times each of the plurality of moving symbols
is displayed on the display device before starting to perform the
second game; and memory for storing a plurality of determination
tables for determining which one of the plurality of the moving
symbols reaches the stationary symbol first, wherein the controller
selects a single determination table among the plurality of the
determination tables based on a result from a comparison between
each value of the counter, and determines a moving symbol to reach
the stationary symbol first based on the single determination
table.
4. A gaming machine, comprising: a display device for displaying an
image; an input device for accepting a selection of a single moving
symbol, in a second game, among a plurality of specified symbols
displayed on the display device, including a stationary symbol,
which is in a stationary state, and a plurality of moving symbols,
which move within a screen of the display device; memory for
storing a determination table for determining which one of the
plurality of the moving symbols reaches the stationary symbol
first; and a controller configured to perform the following
operations of: (a) determining whether the plurality of the
specified symbols are displayed on the display device in a
specified mode in a basic game; (b) in a case where the plurality
of the specified symbols are displayed in the specified mode,
starting to perform the second game; (c) moving the plurality of
the moving symbols toward the stationary symbol in response to the
selection of the single moving symbol among the plurality of
specified symbols by way of the input device in the second game;
(d) determining a moving symbol to reach the stationary symbol
first based on the determination table; (e) in a case of
determining that a moving symbol to reach the stationary symbol
first is the single moving symbol, providing a relatively large
award; and (f) in a case of determining that a moving symbol other
than the single moving symbol reaches the stationary symbol first,
providing a smaller award compared to the award which is provided
in the case where the single moving symbol reaches the stationary
symbol first.
5. A gaming machine, comprising: a display device for displaying an
image; an input device for accepting a selection of a single moving
symbol, in a second game, among a plurality of specified symbols
displayed on the display device, including a stationary symbol,
which is in a stationary state, and a plurality of moving symbols,
which move within a screen of the display device; a counter for
counting a number of times each of the plurality of moving symbols
is displayed on the display device before starting to perform the
second game; memory for storing a plurality of determination tables
for determining which one of the plurality of the moving symbols
reaches the stationary symbol first; and a controller configured to
perform the following operations of: (a) determining whether the
plurality of the specified symbols are displayed on the display
device in a specified mode in a basic game; (b) in a case where the
plurality of the specified symbols are displayed in the specified
mode, starting to perform the second game; (c) selecting a single
determination table among the plurality of the determination tables
based on a result from a comparison between each value of the
counter; (d) determining a moving symbol to reach the stationary
symbol first based on the single determination table; (e) moving
the plurality of the moving symbols toward the stationary symbol in
response to the selection of the single moving symbol among the
plurality of moving symbols by way of the input device; (f) in a
case of determining that a moving symbol to reach the stationary
symbol first is the single moving symbol, providing a relatively
large award; and (g) in a case of determining that a moving symbol
other than the single moving symbol reaches the stationary symbol
first, providing a smaller award compared to the award which is
provided in the case where the single moving symbol reaches the
stationary symbol first.
6. A method for controlling a gaming machine having: a display
device for displaying an image; and an input device for accepting a
selection of a single moving symbol, in a second game, among a
plurality of specified symbols, displayed on the display device,
including a stationary symbol which is in a stationary state, and a
plurality of moving symbols which move within a screen of the
display device, the method comprising: determining whether the
plurality of the specified symbols are displayed on the display
device in a specified mode in a basic game; in a case where the
plurality of the specified symbols are displayed in the specified
mode, starting to perform a second game; moving the plurality of
the moving symbols toward the stationary symbol in response to the
selection of the single moving symbol among the plurality of moving
symbols by way of the input device in the second game; determining
an order of the plurality of moving symbols to reach the stationary
symbol; in a case of determining that a moving symbol to reach the
stationary symbol first is the single moving symbol, providing a
relatively large award; and in a case of determining that a moving
symbol other than the single moving symbol reaches the stationary
symbol first, providing a smaller award compared to the award which
is provided in the case where the single moving symbol reaches the
stationary symbol first.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] This application claims benefit of U.S. Provisional App. No.
60/985,423, filed Nov. 5, 2007, the entire contents of which are
incorporated herein by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a gaming machine that is
configured to perform a second game, in which an award changes
according to a selection made by a player.
[0004] 2. Related Art
[0005] Previously, it has been known that some slot machines
perform a second game in a case where a predetermined condition is
met in a basic game that is different from repeating the same
single game in which a player bet credits, pushes a spin button,
and when symbols are rearranged, a player bets credits again. The
second game is performed in a case where predetermined symbols are
displayed in a basic game, and usually a payout amount is larger
than that of the basic game. Furthermore, usually a process of a
basic game is not reflected in a second game and whether or not to
pay out credit in the second game is determined separately from the
basic game. A slot machine which performs bonus feature game when a
bonus symbol is formed in a normal mode is disclosed in U.S. Pat.
No. 6,168,523, for example. The present invention provides a gaming
machine which further includes new entertainment properties.
SUMMARY OF THE INVENTION
[0006] In a first aspect of the present invention, a gaming machine
includes: a display device for displaying an image; an input device
for accepting a selection of a single moving symbol, in a second
game, among a plurality of specified symbols, displayed on the
display device, including a stationary symbol, which is in the
stationary state, and a plurality of moving symbols which move
within a screen of the display device; and a controller configured
to perform the following operations of: (a) determining whether the
plurality of the specified symbols are displayed on the display
device in a specified mode in a basic game; (b) in a case where the
plurality of the specified symbols are displayed in the specified
mode, starting to perform the second game; (c) moving the plurality
of the moving symbols toward the stationary symbol in response to
the selection of the single moving symbol among the plurality of
moving symbols by way of the input device in the second game; (d)
determining an order in which the plurality of moving symbols reach
the stationary symbol; (e) in a case of determining that a moving
symbol to reach the stationary symbol first is the single moving
symbol, providing a relatively large award; (f) in a case of
determining that a moving symbol other than the single moving
symbol reaches the stationary symbol first, providing a smaller
award compared to the award which is provided in the case where the
single moving symbol reaches the stationary symbol first.
[0007] According to the first aspect of the present invention, the
gaming machine determines whether the plurality of the specified
symbols are displayed on the display device in a specified mode in
a basic game, and in a case where the plurality of the specified
symbols are displayed in the specified mode, starts to perform a
second game. Then, the gaming machine moves the plurality of the
moving symbols toward the stationary symbol in response to the
selection of the single moving symbol among the plurality of moving
symbols by way of the input device in the second game, and
determines an order in which the plurality of moving symbols reach
the stationary symbol. As a result, in a case of determining that a
moving symbol to reach the stationary symbol first is the single
moving symbol selected by a player, the gaming machine provides a
relatively large award. On the other hand, in a case of determining
that a moving symbol other than the single moving symbol selected
by a player reaches the stationary symbol first, the gaming machine
provides a smaller award compared to the award which is provided in
the case where the single moving symbol reaches the stationary
symbol first.
[0008] In a second aspect of the present invention, a gaming
machine according to the first aspect includes: memory for storing
a determination table for determining which one of the plurality of
the moving symbols that reaches the stationary symbol first, and
the controller determines a moving symbol to reach the stationary
symbol first based on the determination table.
[0009] According to the second aspect of the present invention, in
the gaming machine according to the first aspect, the controller
determines a moving symbol to reach the stationary symbol first
based on the determination table.
[0010] In a third aspect of the present invention, a gaming machine
according to the first aspect includes: a counter for counting a
number of times which each of the plurality of moving symbols is
displayed on the display device before starting to perform the
second game; and memory for storing a plurality of determination
tables for determining which one of the plurality of the moving
symbols reaches the stationary symbol first, in which the
controller selects a single determination table among the plurality
of the determination tables based on a result from a comparison
between each value of the counter, and determines a moving symbol
to reach the stationary symbol first based on the single
determination table.
[0011] According to the third aspect of the present invention, in
the gaming machine according to the first aspect, the controller
compares each value of the counter for counting a number of times
which each of the plurality of moving symbols is displayed on the
display device before starting to perform the second game, and
selects a single determination table among the plurality of the
determination tables based on a result from a comparison between
each value of the counter. Then, the controller determines a moving
symbol to reaches the stationary symbol first based on the single
determination table.
[0012] In a fourth aspect of the present invention, a gaming
machine includes: a display device for displaying an image; an
input device for accepting a selection of a single moving symbol,
in a second game, among a plurality of specified symbols, displayed
on the display device, including a stationary symbol which is in
the stationary state, and a plurality of moving symbols which move
within a screen of the display device; memory for storing a
determination table for determining which one of the plurality of
the moving symbols reaches the stationary symbol first; and a
controller configured to perform the following operations of: (a)
determining whether the plurality of the specified symbols are
displayed on the display device in a specified mode in a basic
game; (b) in a case where the plurality of the specified symbols
are displayed in the specified mode, starting to perform the second
game; (c) moving the plurality of the moving symbols toward the
stationary symbol in response to the selection of the single moving
symbol among the plurality of moving symbols by way of the input
device in the second game; (d) determining a moving symbol to reach
the stationary symbol first based on the determination table; (e)
in a case of determining that a moving symbol to reach the
stationary symbol first is the single moving symbol, providing a
relatively large award; (f) in a case of determining that a moving
symbol other than the single moving symbol reaches the stationary
symbol first, providing a smaller award compared to the award which
is provided in the case where the single moving symbol reaches the
stationary symbol first.
[0013] According to the fourth aspect of the present invention, the
gaming machine determines whether the plurality of the specified
symbols are displayed on the display device in a specified mode in
a basic game, and in a case where the plurality of the specified
symbols are displayed in the specified mode, starts to perform a
second game. Then, the gaming machine moves the plurality of the
specified symbols toward the stationary symbol in response to the
selection of the single moving symbol among the plurality of
specified symbols by way of the input device in the second game. At
this point, the gaming machine determines a moving symbol to reach
the stationary symbol first based on the determination table stored
in the memory. Then, in a case of determining that a moving symbol
to reach the stationary symbol first is the single moving symbol
selected by a player, the gaming machine provides a relatively
large award. In a case of determining that a moving symbol other
than the single moving symbol reaches the stationary symbol first,
the gaming machine provides a smaller award compared to the award
which is provided in the case where the single moving symbol
reaches the stationary symbol first.
[0014] In a fifth aspect of the present invention, a gaming machine
includes: a display device for displaying an image; an input device
for accepting a selection of a single moving symbol, in a second
game, among a plurality of specified symbols, displayed on the
display device, including a stationary symbol, which is in the
stationary state, and a plurality of moving symbols which move
within a screen of the display device; a counter for counting a
number of times which each of the plurality of moving symbols is
displayed on the display device before starting to perform the
second game; and memory for storing a plurality of determination
tables for determining which one of the plurality of the moving
symbols reaches the stationary symbol first; and a controller
configured to perform the following operations of: (a) determining
whether the plurality of the specified symbols are displayed on the
display device in a specified mode in a basic game; (b) in a case
where the plurality of the specified symbols are displayed in the
specified mode, starting to perform the second game; (c) selecting
a single determination table among the plurality of the
determination tables based on a result from a comparison between
each value of the counter; (d) determining a moving symbol to reach
the stationary symbol first based on the single determination
table; (e) moving the plurality of the moving symbols toward the
stationary symbol in response to the selection of the single moving
symbol among the plurality of moving symbols by way of the input
device; (f) in a case of determining that a moving symbol to reach
the stationary symbol first is the single moving symbol, providing
a relatively large award; (g) in a case of determining that a
moving symbol other than the single moving symbol reaches the
stationary symbol first, providing a smaller award compared to the
award which is provided in the case where the single moving symbol
reaches the stationary symbol first.
[0015] According to the fifth aspect of the present invention, the
gaming machine determines whether the plurality of the specified
symbols are displayed on the display device in a specified mode in
a basic game, and in a case where the plurality of the specified
symbols are displayed in the specified mode, starts to perform a
second game. Then, the gaming machine selects a single
determination table among the plurality of the determination tables
based on a result from a comparison between each value of the
counter for counting a number of times which each of the plurality
of moving symbols is displayed on the display device before
starting to perform the second game, and determines a moving symbol
to reach the stationary symbol first based on the single
determination table. Furthermore, the gaming machine moves the
plurality of the moving symbols toward the stationary symbol in
response to the selection of the single moving symbol among the
plurality of moving symbols by way of the input device. In a case
of determining that a moving symbol to reach the stationary symbol
first is the single moving symbol, the gaming machine provides a
relatively large award. In a case of determining that a moving
symbol other than the single moving symbol reaches the stationary
symbol first, the gaming machine provides a smaller award compared
to the award which is provided in the case where the single moving
symbol reaches the stationary symbol first.
[0016] In a sixth aspect of the present invention, a method for
controlling a gaming machine having a display device for displaying
an image; and an input device for accepting a selection of a single
moving symbol, in a second symbol, among a plurality of specified
symbols, displayed on the display device, including a stationary
symbol, which is in the stationary state, and a plurality of moving
symbols which move within a screen of the display device, the
method including: determining whether the plurality of the
specified symbols are displayed on the display device in a
specified mode in a basic game; in a case where the plurality of
the specified symbols are displayed in the specified mode, starting
to perform the second game; moving the plurality of the moving
symbols toward the stationary symbol in response to the selection
of the single moving symbol among the plurality of moving symbols
by the input device in the second game; determining an order of the
plurality of moving symbols to reach the stationary symbol; in a
case of determining that a moving symbol to reach the stationary
symbol first is the single moving symbol, providing a relatively
large award; in a case of determining that a moving symbol other
than the single moving symbol reaches the stationary symbol first,
providing a smaller award compared to the award which is provided
in the case where the single moving symbol reaches the stationary
symbol first.
[0017] According to the sixth aspect of the present invention, the
controller is configured to perform the following operations of:
determining whether the plurality of the specified symbols are
displayed on the display device in a specified mode in a basic
game; in a case where the plurality of the specified symbols are
displayed in the specified mode, starting to perform a second game;
moving the plurality of the specified symbols toward the stationary
symbol in response to the selection of the single moving symbol
among the plurality of specified symbols by the input device in the
second game; determining an order of the plurality of symbols to
reach the stationary symbol; in a case of determining that a moving
symbol to reach the stationary symbol first is the single moving
symbol, providing a relatively large award; in a case of
determining that a moving symbol other than the single moving
symbol reaches the stationary symbol first, providing a smaller
award compared to the award which is provided in the case where the
single moving symbol reaches the stationary symbol first.
BRIEF DESCRIPTION OF THE DRAWINGS
[0018] FIG. 1 is a flow chart showing the flow of a game executed
in a gaming machine according to an embodiment of the present
invention;
[0019] FIG. 2 is a perspective view showing the appearance of the
gaming machine according to the embodiment;
[0020] FIG. 3 is an enlarged front view showing an enlargement of a
display area of the gaming machine according to the embodiment;
[0021] FIG. 4 is a block diagram of a controller of the gaming
machine according to the embodiment;
[0022] FIG. 5 is a block diagram of a display/input controller of
the gaming machine according to the embodiment;
[0023] FIG. 6 is a diagram showing lines of symbols displayed on
the video reels of the gaming machine according to the
embodiment;
[0024] FIG. 7 is a diagram showing a symbol layout table according
to the embodiment;
[0025] FIGS. 8A and 8B are flow charts showing basic game
processing executed in the gaming machine according to the
embodiment;
[0026] FIG. 9 is a flow chart showing second game processing
executed in the gaming machine according to the embodiment of the
present invention;
[0027] FIG. 10 is a flow chart showing winning symbol determination
processing executed in the gaming machine according to an
embodiment of the present invention;
[0028] FIG. 11 is a diagram showing a random number table for a
basic game according to the embodiment of the present
invention;
[0029] FIG. 12 is a diagram showing a winning symbol determination
table according to the embodiment of the present invention;
[0030] FIG. 13 is an example of the display screen showing a mode
to start a second game performed in the gaming machine according to
the embodiment of the present invention;
[0031] FIG. 14 is an example of a display screen in a second game
performed in the gaming machine according to the embodiment of the
present invention;
[0032] FIG. 15 is an example of a display screen in a second game
performed in the gaming machine according to the embodiment of the
present invention;
[0033] FIG. 16 is a flow chart showing winning symbol determination
processing executed in the gaming machine according to a variation
example of the present invention;
[0034] FIGS. 17A and 17B are examples of a winning symbol
determination table according to a variation example of the present
invention.
[0035] FIG. 18 is an example of a display screen in a second game
performed in the gaming machine according to a variation example of
the present invention.
DETAILED DESCRIPTION OF THE INVENTION
[0036] An embodiment of the present invention is described below
with reference to the accompanying drawings.
[0037] A gaming machine 13 according to the present invention
includes a liquid crystal display 30 for displaying an image and a
start switch 25 for outputting a signal which starts a basic game.
The CPU 106 starts the basic game in response to reception of the
signal from the start switch 25. In a case where a combination for
starting a second game, which is a specified mode, is formed in the
basic game, a second game is started. In the second game, a
so-called race in which a plurality of moving symbols moves toward
a stationary symbol is performed. A player predicts which moving
symbol reaches the stationary symbol first before the race is
started, and inputs the data by an input device. The CPU 106 starts
the race in response to reception of the input. In a case where a
moving symbol (hereinafter, a winning symbol) to reach the
stationary symbol first is the symbol selected by the player,
relatively large amount of coins is paid out. In a case where a
winning symbol is different from the symbol selected by the player
(hereinafter, a losing symbol), relatively small amount of coins is
paid out.
[0038] More specifically, although a detailed description is
provided later, as shown in FIG. 1, the CPU 106 starts a basic game
in response to reception of a signal from the start switch 25 (Step
S100). The CPU 106 performs the second game when a stationary
symbol, for moving to the second game, which is described later, is
stopped in a specified mode in a basic game (Step S200). Then, the
CPU 106 displays an image of the second game on the liquid crystal
display 30 in response to reception of an input of selection of a
moving symbol from the input device (Step S300). The CPU 106
determines whether or not the moving symbol thus selected is a
winning symbol (Step S400). In a case of determining that the
symbol thus selected is a winning symbol, the amount of coins
corresponding to a winning symbol are paid out (Step S500). In a
case of determining that the symbol thus selected is not a winning
symbol, the amount of coins corresponding to a losing symbol are
paid out (Step S600).
[0039] FIG. 2 is a perspective view showing the gaming machine 13
according to an embodiment of the present invention. The gaming
machine 13 includes a cabinet 20. The cabinet 20 has a surface
opening towards a player. The cabinet 20 contains various
components including a game controller 100 (refer to FIG. 4) for
electronically controlling the gaming machine 13, and a hopper 44
(refer to FIG. 4) for controlling the insertion, storage, and
payout of coins (as a game medium), and the like. The game medium
is not limited to coins. In addition, examples of such game medium
include medals, tokens, electronic money, or electronic value
information (credit) having the same value.
[0040] A liquid crystal display 30 is provided at substantially the
center of the front face of the cabinet 20, and the liquid crystal
display 40 is provided to be above thereof.
[0041] The liquid crystal display 30 realizes a display device for
displaying a variety of images related to the game including
rendered images and the like. Such a configuration allows a player
to advance the game while visually confirming various kinds of
images displayed on the liquid crystal display 30. In such a game,
the liquid crystal display 30 displays a slot game and a second
game described below.
[0042] In a configuration in which the gaming machine 13 includes
video reels, five virtual reels are displayed on the liquid crystal
display 30. The term "video reel" as used here represents a
mechanism for displaying a reel on the liquid crystal display 30 in
the form of an image instead of mechanical reel. A plurality of
types of symbols necessary for the game includes "FLAG", "RACE
CHARACTER1", "RACE CHARACTER2", "BONUS", "WILD", "TREASURE BOX",
"GOLDEN MASK", "HOLY CUP", "COMPASS& MAP", "SNAKE", "A", "K",
"Q", "J", and "10". With such an arrangement, the liquid crystal
display 30 displays each symbol with an image as if the reel were
rotating.
[0043] The other liquid crystal display 40 disposed above the
liquid crystal display 30 is a display serving as a sub display for
displaying game rules, demonstration images, and the like.
[0044] Furthermore, sound transmission openings 29a and 29b are
provided at both upper left and right sides of the liquid crystal
display 40. Here, the sound transmission openings 29a and 29b are
provided for transmitting sound effects generated by a speaker 41
(refer to FIG. 4) stored within the cabinet 20. The sound
transmission openings 29a and 29b generate sound effects and the
like in accordance with the progress of the game. Decorative lamps
42a and 42b are provided on both right and left sides of
substantially the center of the gaming machine 13. The decorative
lamps 42a and 42b emit light in accordance with the progress of the
game.
[0045] A substantially horizontal operation unit 21 is provided to
be below the liquid crystal display 30. The coin insertion opening
22 is provided on the right side of the operation unit 21, which
allows the player to insert coins into the gaming machine 13. On
the other hand, the components provided on the left side of the
operation unit 21 include: a bet switch 23 that allows a player to
determine which lines are to be set to winning lines among the nine
lines L1, L2, L3, L4, L5, L6, L7, L8 and L9, for providing an award
described later (which is simply referred to as "winning lines"
hereafter), and which allows the player to select the amount of
coins as game medium to be bet on the winning lines; and a spin
repeat bet switch 24 that allows the player to play the game again
without changing the amount of coins bet on the winning lines from
that of the prior game. Upon the pushing operation of the bet
switch 23 or the spin repeat bet switch 24, the amount of coins to
be bet on the winning lines can be determined.
[0046] In the operation unit 21, a start switch 25 for accepting an
operation by a player to start the game for each game is provided
on the left side of the bet switch 23. Upon pushing either the
start switch 25 or the spin repeat bet switch 24, which serves as a
trigger to start the game, an image in which five video reels 3A to
3E starting to rotate is displayed.
[0047] A cash out switch 26 is provided adjacent to the coin
insertion slot 22 on the operation unit 21. Upon the pushing
operation of the cash out switch 26 by a player, the inserted coins
are paid out from a coin payout opening 27 provided at a lower
portion of the front face of the cabinet 20. The coins thus paid
out are stored in a coin tray 28.
[0048] FIG. 3 is an enlarged view showing the display area of the
gaming machine 13. As shown in FIG. 3, the gaming machine 13 has
nine lines L1 to L9 for providing an award. The lines L1 to L9 for
providing each award extend so as to pass through a single symbol
on each of the video reels 3A to 3E, when all of the five video
reels 3A to 3E stop rotation.
[0049] Upon pushing the bet switch 23 once, the line L3 for
providing a third award, the line L5 for providing the fifth award,
and the line L7 for providing the seventh award, are activated and
one coin is inserted as a credit medal, for example.
[0050] Upon pushing the bet switch 23 twice, the line L1 for
providing a first award, the line L4 for providing a fourth award,
and the line L8 for providing an eighth award, are activated, in
addition to the three lines, and two coins are input as credit
medals, for example.
[0051] Upon pushing the bet switch 23 three times, the line L2 for
providing a second award, the line L6 for providing a sixth award,
and the line L9 for providing a ninth award, are activated, in
addition to the six lines, and three coins are input as credit
medals, for example.
[0052] A basic game available in the present embodiment is a game
to form a predetermined symbol combination along the winning
lines.
[0053] A payout number display area 48, a bet number display area
50, and a credit number display area 49 are arranged to be
displayed in this order from the left side on the upper part of the
liquid crystal display 30. The payout display area 48 displays the
amount of the coins paid out when a winning combination of the
symbols is formed along the winning lines. The credit number
display area 49 displays the amount of the coins stored in the
gaming machine 13 in the form of a credit. The bet amount display
area 50 displays the bet amount, which is the amount of coins bet
on the winning lines.
[0054] FIG. 4 is a block diagram showing an electrical
configuration of the game controller 100 of the gaming machine 13.
As shown in FIG. 4, the game controller 100 of the gaming machine
13 is a microcomputer and is provided with an interface circuit
group 102, an input-output bus 104, a CPU 106, a ROM 108, a RAM
110, a communication interface circuit 111, a random number
generator 112, a speaker drive circuit 122, a hopper drive circuit
124, a lamp drive circuit 126, and a display/input controller
140.
[0055] The interface circuit group 102 is electrically connected
with the input/output bus 104, which carries out the input and
output of data signals or address signals for the CPU 106.
[0056] The start switch 25 is electrically connected with the
interface circuit group 102. In the interface circuit group 102, a
start signal generated by the start switch 25 is converted into a
predetermined signal to be supplied to the input/output bus
104.
[0057] The bet switch 23, the spin repeat bet switch 24, and the
cash out switch 26 are also connected to the interface circuit
group 102. Each of the switching signals output from these switches
23, 24, and 26 is also supplied to the interface circuit group 102,
and is converted into a predetermined signal by the interface
circuit group 102. The switching signals thus converted are
supplied to the input/output bus 104.
[0058] A coin sensor 43 is also electrically connected with the
interface circuit group 102. The coin sensor 43 detects coins
inserted into the coin insertion opening 22, and is disposed at an
appropriate position relative to the coin insertion opening 22. The
sensing signal output from the coin sensor 43 is also supplied to
the interface circuit group 102, and is converted into a
predetermined signal by the interface circuit group 102. The
sensing signal thus converted is supplied to the input/output bus
104.
[0059] ROM 108 and RAM 110 are connected to the input/output bus
104.
[0060] Upon acceptance of the start operation of a game through the
start switch 25, the CPU 106 reads a game program to perform a
game. The gaming program is programmed so that the CPU 106 performs
following operations of: displaying an image, in which the symbols
on the five video reels start rotating, on the liquid crystal
display 30 via display/output controller 140, and then displaying
an image, in which the five video reels are stopped. The symbols on
the five video reels thus are rearranged. If a combination of
stationary symbols is displayed on the winning lines, and if the
combination matches any one of the specified combinations for
providing an award, the amount of coins according to the specified
combination are paid out.
[0061] The ROM 108 stores: a control program for central control of
the slot machine 13; a program for executing a routine shown in
FIGS. 8 to 10 (which is referred to as the "routine execution
program" hereafter); initial data for executing the control
program; and various data tables used for determination processing.
The routine execution program includes the abovementioned game
program. Examples of data tables include the data tables such as
those shown in FIG. 7, FIG. 11, and FIG. 12. The RAM 110
temporarily stores flags, variables, and the like used for the
control program.
[0062] A communication interface circuit 111 is also connected to
the input/output bus 104. The communication interface circuit 111
is a circuit for communicating with the central controller 11 and
the like, via the various kinds of networks.
[0063] A random number generator 112 for generating a random number
is also connected to the input/output bus 104. The random number
generator 112 generates a random number within a predetermined
range of 0 to 65535 (the sixteenth power of two minus one), for
example. Alternatively, a random number may be generated by
computation performed by the CPU 106.
[0064] The speaker driving circuit 122 for driving the speaker 41
is also connected to the input/output bus 104. The CPU 106 reads
the sound data stored in the ROM 108, and transmits the sound data
to the speaker driving circuit 122 via the input/output bus 104. In
this way, the speakers 41 generate the predetermined sound
effects.
[0065] The hopper drive circuit 124 for driving the hopper 44 is
also electrically connected to the input/output bus 104. Upon
receiving a cash out signal input from the cash out switch 26, the
CPU 106 transmits a driving signal to the hopper driving circuit
124 via the input/output bus 104. Accordingly, the hopper 44 pays
out coins corresponding to the amount of the remaining credits,
which is stored in the predetermined memory area of the RAM
110.
[0066] Alternatively, the payout of the coins may be performed in a
mode of storing credit data in a data card or the like, instead of
using material coins. That is, the player may carry a card
functioning as a recording medium, and store the data related to
the credits by inserting the card into the gaming machine 13.
[0067] The lamp drive circuit 126 for driving the decorative lamps
42a and 42b is also connected to the input/output bus 104. The CPU
106 transmits the signal for driving the lamps to the lamp driving
circuit 126 according to the predetermined conditions based on the
program stored in the ROM 108. Thus, decorative lamps 42a and 42b
blink and the like.
[0068] The display/input controller 140 is also connected to the
input/output bus 104. The CPU 106 creates an image display command
corresponding to the state and results of the game, and outputs the
image display command thus created to the display/input controller
140 via the input/output bus 104. Upon receiving the image display
command input from the CPU 106, the display/input controller 140
creates a driving signal for driving the liquid crystal display 30
according to the image display command thus input, and outputs the
driving signal thus created to the liquid crystal display 30. A
predetermined image is thereby displayed on the liquid crystal
display 30. The display/input controller 140 is provided with a
touch panel 32 on the surface of the liquid crystal display 30. The
display/input controller 140 then transmits the signal input via
the touch panel 32 to the CPU 106 via the input/output bus 104 as
an input signal. In addition, the image display command includes
commands corresponding to a payout display area 48, a credit amount
display area 49, and a bet amount display area 50.
[0069] FIG. 5 is a block diagram showing the electrical
configuration of the display/input controller 140 of the gaming
machine 13. The display/input controller 140 of the gaming machine
13 is a sub-micro computer which performs image display processing
and input control for the touch panel 32. The display/input
controller 140 includes an interface circuit 142, an input-output
bus 144, a CPU 146, ROM 148, RAM 150, a VDP 152, video RAM 154, ROM
156 for image data, a drive circuit 158, and a touch panel control
circuit 160.
[0070] The interface circuit 142 is connected to the input/output
bus 144. The image display command output from the CPU 106 of the
game controller 100 is supplied to the input/output bus 144 via the
interface circuit 142. The input/output bus 144 performs
input/output of data signals or address signals to and from the CPU
146.
[0071] The ROM 148 and the RAM 150 are connected to the
input/output bus 144. The ROM 148 stores a display control program
for generating the drive signal to be supplied to the liquid
crystal display 30, based on the image display command from the CPU
106 on the game controller 100. On the other hand, the RAM 150
stores flags and variables used in the display control program.
[0072] The VDP 152 is also connected to the input/output bus 144.
The VDP 152 is a processing device for performing various kinds of
processing for displaying images on the liquid crystal display 30,
including a so-called sprite circuit, a screen circuit, a palette
circuit, and the like. The video RAM 154 and the ROM 156 are
connected to the VDP 152. The video RAM 154 stores image data
corresponding to the image display commands from the CPU 106 on the
game controller 100. The ROM 156 stores various kinds of image data
including the abovementioned rendered image data. The driving
circuit 158 for outputting a driving signal for driving the liquid
crystal display 30 is also connected to the VDP 152.
[0073] The CPU 146 reads and executes the display control program
stored in the ROM 148, whereby the video RAM 154 stores image data
to be displayed on the liquid crystal display 30 in response to the
image display command from the CPU 106 on the game controller 100.
The image display commands include various commands for displaying
the abovementioned rendered image and the like.
[0074] The image data ROM 156 stores various kinds of image data
including the data for the rendered image and the like.
[0075] The touch panel control circuit 160 transmits the signal
input via the touch panel 32, which is provided on a surface of the
liquid crystal panel 30, to the CPU 106 via the input/output bus
144 in a form of an input signal.
[0076] FIG. 6 shows lines of 21 symbols arranged on the each of the
video reels 3A to 3E. The symbol line for the first video reel
corresponds to the video reel 3A. The symbol line for the second
video reel corresponds to the video reel 3B. The symbol line for
the third video reel corresponds to the video reel 3C. The symbol
line for the fourth video reel corresponds to the video reel 3D.
The symbol line for the fifth video reel corresponds to the video
reel 3E.
[0077] Referring to FIG. 6, code numbers of "00" to "20" are
referred to for each symbol on the video reels 3A to 3E. These code
numbers are stored in the ROM 108 (refer to FIG. 4) in the form of
a data table.
[0078] A symbol line on each of video reels 3A to 3E includes
symbols as follows: "BONUS" symbol (symbol 61) (referred to as
"BONUS" hereafter), "FLAG" symbol (symbol 62) (referred to as
"FLAG" hereafter), "TREASURE BOX" symbol (symbol 63) (referred to
as "TREASURE BOX" hereafter), "GOLDEN MASK" symbol (symbol 64)
(referred to as "GOLDEN MASK" hereafter), "HOLY CUP" symbol (symbol
65) (referred to as "HOLY CUP" hereafter), "COMPASS & MAP"
symbol (symbol 66) (referred to as "COMPASS & MAP" hereafter),
"SNAKE" symbol (symbol 67) (referred to as "SNAKE" hereafter), "A"
symbol (symbol 68) (referred to as "A" hereafter), "K" symbol
(symbol 69) (referred to as "K" hereafter), "Q" symbol (symbol 70)
(referred to as "Q" hereafter), "J" symbol (symbol 71) (referred to
as "J" hereafter), "10" symbol (symbol 72) (referred to as "10"
hereafter), "RACE CHARACTER1" symbol (symbol 73) (referred to as
"RACE CHARACTER1" hereafter), and "RACE CHARACTER2" symbol (symbol
74) (referred to as "RACE CHARACTER2 hereafter). The symbol line on
each of video reels 3A to 3E is moved by displaying an image in
which the reels 3A to 3E are rotating in a forward direction.
"FLAG" is included only in the first video reel in the present
embodiment.
[0079] Here in the present embodiment, each combination of "BONUS",
"SECOND", "SNAKE", "TREASURE BOX", "GOLDEN MASK", "HOLY CUP",
"COMPASS & MAP", "A", "K", "Q", "J", and "10" is set as a
winning combination. A combination (combination data) is control
information, in which an award provided to a player (the amount of
coins to be paid out) and a winning symbol combination are
associated therewith, and the control information is used for
controlling reels 3A to 3E to stop, changing (shifting) a game
state, providing coins, and the like.
[0080] FIG. 7 shows a symbol arrangement table. The symbol
arrangement table relates the code number, which indicates the
position of each symbol arranged on the symbol lines, to each
symbol of the respective video reels 3A to 3E, and registers
thereof. In addition, the first video reel to the fifth video reel
corresponds to the video reels 3A to 3E, respectively. In other
words, the symbol arrangement table includes symbol information
corresponding to the symbol position (the code number) of video
reels 3A to 3E.
[0081] In FIG. 7, "TREASURE," "MASK," "COMPASS," "CHARACTER1," and
"CHARACTER2" are abbreviations for the "TREASURE BOX," "GOLDEN
MASK," "COMPASS & MAP," "RACE CHARACTER1," and "RACE
CHARACTER2".
[0082] FIGS. 8A and 8B are flow charts showing a processing
operation in a basic game of the gaming machine 13, which is
performed by the game controller 100 of the gaming machine 13. One
routine shown in FIGS. 8A and 8B corresponds to one unit of the
game.
[0083] It is supposed that the gaming machine 13 is activated in
advance and the variables used in the CPU 106 on the game
controller 100 are initialized to predetermined values, whereby the
gaming machine 13 is operated in a normal state.
[0084] First, the CPU 106 on the game controller 100 determines
whether or not any credits remain, that is the remaining amount of
coins inserted by a player (Step S1). Specifically, the CPU 106
reads the credit amount C stored in the RAM 110, and executes
processing based on the credit amount C. In a case where the credit
amount C is "0" (NO in Step S1), the CPU 106 terminates the routine
without executing any processing, since a game cannot be started.
In a case where the credit amount C is not less than "1" (YES in
Step S1), the CPU 106 determines that a credit remains, and the CPU
106 moves the processing to Step S2.
[0085] In Step S2, the CPU 106 determines whether or not a pushing
operation has been executed on the spin bet repeat switch 24. In a
case where the spin repeat bet switch 24 has been pushed, and
accordingly, an operation signal from the spin repeat bet switch 24
is input (YES in Step S2), and the CPU 106 moves the processing to
Step S15. On the other hand, in a case where the CPU 106 has not
received the operation signal from the spin repeat bet switch 24
after a predetermined period of time has elapsed (NO in Step S2),
the CPU 106 determines that the spin repeat bet switch 24 has not
been pushed and moves the processing to Step S3.
[0086] In Step S3, the CPU 106 sets a game condition. Specifically,
the CPU 106 determines the amount of coins bet on the winning lines
in this game based on the operation of the bet switch 23. At this
point, the CPU 106 receives the signal output in accordance with
the pushing operation of the bet switch 23, and based on the number
of times the CPU 106 has received the operation signals, the CPU
106 stores the amount of credits bet on the winning lines in the
predetermined memory area of RAM 110. The CPU 106 reads the credit
amount C stored in a predetermined memory area of the RAM 110, and
subtracts the total bet amount, which is the sum of the bet
amounts, from the credit amount C thus read. Then, the CPU 106
stores the subtracted value in a predetermined memory area of the
RAM 110. Subsequently, the CPU 106 moves the processing to Step
S4.
[0087] In the following Step S4, the CPU 106 determines whether or
not the start switch 25 is activated, and then waits for the start
switch 25 to be operated (NO in Step 4). Upon the start switch 25
being operated, and accordingly, upon the operation signal being
input from the start switch 25 (YES in Step S4), the CPU 106
determines that the start switch 25 has been operated, and the CPU
106 moves the processing to Step S5.
[0088] On the other hand, when the CPU 106 moves processing from
Step S2 to Step S15, the CPU 106 determines whether or not the
credit amount C is not less than the total bet amount in the
previous game. In other words, the CPU 106 determines whether or
not to start a game in response to a pushing operation of the spin
repeat bet switch 24. Specifically, in a case where the spin repeat
bet switch 24 has been pushed, and accordingly, the operation
signal has been input from the spin repeat bet switch 24, the CPU
106 reads the credit amount C and the credit amount bet on the
winning lines L1 to L9 in the previous game, stored in the
predetermined memory areas of the RAM 110. Then, the CPU 106
determines whether or not the credit amount C is not less than the
total bet amount in the previous game, based on the relation
between the credit amount C and the bet amount thus read. In a case
where the CPU 106 determines that the credit amount C is less than
the total bet amount in the previous game (NO in Step S15), the CPU
106 terminates the present routine without performing any
processing since the game cannot be started. On the other hand,
when the credit amount C is not less than the total bet amount in
the previous game (YES in Step S15), the CPU 106 subtracts the
total bet amount in the previous game from the credit amount C.
Then, the CPU 106 stores the subtracted value in the predetermined
memory area of the RAM 110. Subsequently, the CPU 106 moves the
processing to Step S5.
[0089] In the following Step S5, the CPU 106 executes combination
determination processing. Details of the combination determination
processing are described below.
[0090] In the combination determination processing, first, the CPU
106 determines the combinations of the stationary symbols arranged
along the winning lines. Specifically, the CPU 106 commands the
random number generator 112 to generate a random number, and
extracts a random number within a predetermined range (range of "0"
to "65535" in the present embodiment) generated by the random
number generator 112. The CPU 106 stores the random number thus
extracted in a predetermined memory area of the RAM 110. Although a
random number is generated by the random number generator 112
placed outside of the CPU 106 in the present embodiment, the random
number may be, alternatively, generated by computation processing
by the CPU 106.
[0091] Next, in Step S5, the CPU 106 reads a random number table
for a basic game (refer to FIG. 11) stored in the ROM 108, and
stores the random number table in a predetermined memory area in
the RAM 110. The random number table for the basic game includes a
name of a specified combination for providing an award and a random
number table, in which each combination name (winning combination)
is associated with a range of a random number in the random number
table. The details are described later. The CPU 106 reads a random
number and a random number table for the basic game, and then
determines a stationary symbol combination related to the winning
line, which is the specified combination for providing an
award.
[0092] Upon determining the specified combination for providing an
award, the CPU 106 stores the specified combination data for
providing an award thus determined in a predetermined memory area
of the RAM 110. Then, the CPU 106 reads the random number and the
specified combination data stored in the predetermined memory area
of the RAM 110 and determines the symbol combination to be
displayed as a stationary symbol combination, based on the random
number and the specified combination data thus read. In this stage,
a symbol arrangement table stored in the ROM 108 is read by the CPU
106. The symbol arrangement table thus read is stored in the
predetermined memory of the RAM 110 and is referred to by the CPU
106. The CPU 106 stores the stationary symbol combination data
indicating the stationary symbol combination thus determined in the
predetermined memory area of the RAM 110. Alternatively, stationary
symbols may be determined for each reel using a random number
table.
[0093] When the stationary symbol combination related to the
winning line is determined, the CPU 106 determines whether or not
the stationary symbol combination matches any one of the specified
combinations for providing an award. In a case where the
combination of the stationary symbols with respect to the winning
line matches any one of the specified combinations, the CPU 106
activates a flag which indicates to provide an award. The flag
indicates a plurality of kinds of specified combinations, and in a
case where the stationary symbol combination matches one of the
specified combinations, the flag is activated to provide an award.
The CPU 106 stores the activated flag which indicates to provide an
award in a predetermined memory area of the RAM 110. On the other
hand, in a case where the combination of the stationary symbols
with respect to the winning lines matches any one of the losing
combinations, the CPU 106 does not activate the flag which
indicates to provide an award. Subsequently, the CPU 106 moves the
processing to Step S6.
[0094] In the following Step S6, the CPU 106 displays an image in
which video reels 3A to 3E start to rotate. Specifically, the CPU
106 displays an image in which each of video reels 3A to 3E is
rotating, in sequence or simultaneously, based on the symbol
arrangement table stored in the RAM 110.
[0095] Upon displaying the image in which the video reels 3A to 3E
start to rotate, the CPU 106 waits for a predetermined period of
time to elapse (Step S7). After the predetermined period of time
has elapsed (YES in Step S7), the CPU 106 automatically stops the
rotation of each of video reels 3A to 3E (Step S8). Specifically,
the CPU 106 displays an image in which the video reels 3A to 3E
stop rotating in sequence or simultaneously, so as to display the
stationary symbols corresponding to the specified combination for
providing an award, which is determined in Step S5 based on the
specified combination for providing an award stored in the
predetermined memory area of the RAM 110, within a display area
that has a visually interactive relationship with the player.
Subsequently, the CPU 106 moves the processing to Step S9 (refer to
FIG. 8B).
[0096] In Step S9, the CPU 106 determines whether or not the
predetermined symbol combination is formed. Specifically, the CPU
106 makes a determination based on a state of the flag stored in
the predetermined memory area of the RAM 110. The flag indicates to
provide an award corresponding to the specified combination in a
case where the stationary symbol combination matches any one of the
specified combination, as described above. In a case where the flag
is not activated, in other words, the specified combination for
providing an award is the other combination (NO in Step S9), the
CPU 106 determines that the specified combination for providing an
award is not formed and terminates the routine. On the other hand,
in a case where the flag is activated, in other words, the
specified combination for providing an award is not the
abovementioned other combination (YES in Step S9), the CPU 106
moves the processing to Step S10.
[0097] In the following Step S10, the CPU 106 determines whether or
not the symbol combination formed by the combination determination
processing in Step S5 is a combination for starting a second game
(a winning symbol combination is "SECOND"). Specifically, in a case
where the specified combination for providing an award is a
combination for starting a second game (YES in Step S10), the CPU
106 moves the processing to Step S11. On the other hand, in a case
where the specified combination for providing an award is not a
combination for starting a second game (No in Step S10), the CPU
106 moves the processing to Step S16.
[0098] The combination for starting the second game is formed when
the specified symbol "FLAG" becomes a stationary symbol on the
first video reel and the specified symbols "RACE CHARACTER1" and
"RACE CHARACTER2" become stationary symbols together on the fifth
video reel. The second game is started when the video reels 3A, 3B,
3C, 3D, 3E stopped in this mode form a combination for starting the
second game. In this case, stationary symbols on the second video
reel 3B to the forth video reel 3D may be any symbols.
[0099] In Step S11, the CPU 106 performs second game processing.
Subsequently, the CPU 106 terminates the routine.
[0100] In Step S16, the CPU 106 pays out an amount of coins
corresponding to the specified combination for providing the award.
Specifically, the CPU 106 refers to a payout table and calculates a
payout amount of coins corresponding to the specified combination
for providing the award. The CPU 106 reads the credit amount stored
in the predetermined memory area of the RAM 110, adds the payout
credit amount thus calculated to the credit amount read, and stores
the sum amount to the predetermined memory area of the RAM 110. The
CPU 106 displays the sum thus stored on the credit amount display
area 49. Subsequently, the CPU 106 terminates the routine.
[0101] Referring to FIG. 9, a second game processing is
described.
[0102] A second game is started in a case where the combination for
starting the second game is formed, as described above. The second
game in the present embodiment is a game in which "RACE CHARACTER1"
and "RACE CHARACTER2" move within a display screen of the liquid
crystal display 30 as moving symbols, and perform a so-called race.
In the race, the moving symbol to reach the stationary symbol
"FLAG" first among a plurality of moving symbols "RACE CHARACTER1"
and "RACE CHARACTER2" becomes a winning symbol. The moving symbol
to reach the "FLAG" next becomes a losing symbol as a symbol which
lost in a race.
[0103] In Step S21, the CPU 106 determines whether or not the CPU
106 has accepted the input of a selection. Specifically, the CPU
106 makes a player select a symbol to reach "FLAG" first among
"RACE CHARACTER1" and "RACE CHARACTER2", in a race performed as the
second game. To allow a player to make a selection, the CPU 106
transmits an image display signal to the CPU 146, displays "RACE
CHARACTER1" and "RACE CHARACTER2", and receives an input via a
touch panel 32, which serves as an input device. In a case where
the CPU 106 receives the input (YES in Step S21), the CPU 106
stores the selected moving symbol in the RAM 110 and moves the
processing to Step S22. The CPU 106 waits until receiving the input
(NO in Step S21). Although the touch panel 32 is provided as an
input device in the present embodiment, a select button for
inputting may be provided, for example.
[0104] In Step S22, the CPU 106 determines a winning symbol. This
process is further described below. The CPU 106 moves the
processing to Step S23 when the processing is terminated.
[0105] In Step S23, the CPU 106 displays an image of a race on the
liquid crystal display 30. Specifically, an image in which "RACE
CHARACTER1" and "RACE CHARACTER2" move from the start line, that is
a fifth video reel, toward the goal, that is the stationary symbol
"FLAG" displayed on the first video reel (refer to FIG. 15), is
displayed. When the processing is terminated, the CPU 106 moves the
processing to Step S24.
[0106] In Step S24, the CPU 106 determines whether or not the
winning symbol is the symbol selected by a player. Specifically,
the CPU 106 reads the moving symbol selected by a player and the
winning symbol stored in the predetermined memory area of the RAM
110, and determines whether or not those are the same. In a case
where the moving symbol selected by a player and the winning symbol
are the same symbol (YES in Step S24), the CPU 106 moves the
processing to Step S25. In a case where the moving symbol selected
by a player and the winning symbol are not the same symbol (NO in
Step S24), the CPU 106 moves the processing to Step S26.
[0107] In Step S25, the CPU 106 performs payout corresponding to
the winning symbol. Specifically, the CPU 106 refers to a payout
table and calculates a payout amount of coins corresponding to the
winning symbol. The CPU 106 reads the credit amount stored in the
predetermined memory area of the RAM 110, adds the payout credit
amount thus calculated to the credit amount read, and stores the
sum amount in the predetermined memory area of the RAM 110. The CPU
106 displays the sum thus stored on the credit amount display area
49. Upon finishing the processing, the CPU 106 terminates the
routine.
[0108] In Step S26, the CPU 106 performs payout corresponding to
the losing symbol. The specific processing is similar to that of
the Step S25. Upon finishing the processing, the CPU 106 terminates
the routine.
[0109] In a case where the second game is performed, although a
moving symbol selected by a player may not be the winning symbol;
the CPU 106 pays out coins. In the present embodiment, the amount
of coins paid out corresponding to the losing symbol is set to be
less than the amount of coins paid out corresponding to the winning
symbol. Therefore, in a case where a moving symbol selected by a
player is a winning symbol, a relatively large award is
provided.
[0110] Referring to FIG. 10, winning symbol determination
processing is described below.
[0111] In Step S31, the CPU 106 generates a random number.
Specifically, the CPU 106 sends a command to a random number
generator 112 to generate a random number, and extracts the random
number generated by the random number generator 112. The random
number is within the predetermined range of numbers ("0" to "65535"
in the present embodiment). The CPU 106 stores the random number
thus extracted by the random number generator 112 in a
predetermined memory area of the RAM 110. Although a random number
is generated by the random number generator 112 placed outside of
the CPU 106 in the present embodiment, the random number may be
alternatively, generated by computation processing by the CPU 106
without having a random number generator 112. When the processing
is terminated, the CPU 106 moves the processing to Step S32.
[0112] In Step S32, the CPU 106 reads a winning symbol
determination table for determining the winning symbol (refer to
FIG. 12) stored in the ROM 108, and stores the table in a
predetermined memory area in the RAM 110. When the processing is
terminated, the CPU 106 moves the processing to Step S33.
[0113] In Step S33, the CPU 106 determines a winning symbol based
on the winning symbol determination table and the random number
generated in Step S31. Then the CPU 106 stores the winning symbol
thus determined in a predetermined memory area of the RAM 110. Upon
finishing this processing, the CPU 106 terminates the routine and
moves the processing to Step 23 in FIG. 9.
[0114] Referring to FIG. 11, a random number table for a basic game
is described below. In the random number table for a basic game, a
range of random numbers and the probability of winning are
registered in association with each of the specified winning
combinations. Therefore, in the combination determination
processing (Step S5 in FIG. 8A), in a case where a random number
within a range of numbers "0" to "199" is extracted among the
random numbers "0" to "65535", for example, the internal component
of the gaming machine 13 determines to generate a specified
combination for providing a "BONUS" award as a final result of the
game. In other words, the probability is "200/65536" that the
combination of the stationary symbol is determined as the specified
combination for providing a "BONUS" award.
[0115] In the random number table for a basic game, the combination
for starting a second game is written as "SECOND".
[0116] Referring to FIG. 12, a winning symbol determination table
is described below. The winning symbol determination table
determines a symbol to be winning symbol among moving symbols of
"RACE CHARACTER1" and "RACE CHARACTER2" (a symbol to reach "FLAG"
first in a race of the second game) in the second game. The winning
symbol determination table is referred to by the CPU 106 in winning
symbol determination processing in Step S32 in FIG. 10. For
example, in a case where a random number generated by a random
number generator 112 is "10000", the number belongs to a range of
random numbers "0 to 32767", whereby "RACE CHARACTER1" is
determined as a winning symbol.
[0117] In the present embodiment, a second game which is developed
from a result of a basic game can be performed. Furthermore, the
amount of coins paid out is different according to a symbol
selected by a player in the second game. Thus, the player becomes
more interested in the result as to whether or not the stationary
symbol combination forms a combination for starting the second
game. In addition, in the second game, a profit changes according
to the selection made by the player, and also time is required for
displaying an image of a race and the like until the result is
determined, whereby the player becomes more interested in the
result of the second game. Therefore, this configuration provides
further entertainment properties.
[0118] FIGS.13 to 15 are diagrams showing a rendered image in a
second game.
[0119] A rendered image in FIG. 13 is described below. FIG. 13 is a
diagram showing a case where a combination for starting a second
game is formed in a basic game. Thus, "FLAG" (symbol 62) is
displayed on the first video reel 3A as a stationary symbol, and
both "RACE CHARACTER1" (symbol 73) and "RACE CHARACTER2" (symbol
74) are displayed on the fifth video reel 3E as stationary
symbols.
[0120] A rendered image in FIG. 14 is described below. FIG. 14 is
an image displayed for a player to select a symbol to reach "FLAG"
first prior to a race in the second game is performed. Thus, it is
the image displayed in Step S22 in FIG. 9. In FIG. 14, video reels
3A to 3E are displayed on the upper portion of the liquid crystal
display 30 and objects for a player to select are displayed on the
lower portion of the liquid crystal display 30. The select objects
83 and 84 are preferably displayed in the same mode as those
displayed on the video reel 3E. In FIG. 14, the select object 83
corresponds to "RACE CHARACTER1" (symbol 73) and the select object
84 corresponds to "RACE CHARACTER2" (symbol 74). In FIG. 14, a line
85 displayed as to surround the object 83 shows that the object 83
is selected.
[0121] A rendered image in FIG. 15 is described below. FIG. 15 is
an image showing a state in which a race in the second game is
performed. Specifically, FIG. 15 shows an image that upon starting
the race in the second game, moving objects "RACE CHARACTER1"
(symbol 73) and "RACE CHARACTER2" (symbol 74) are moving toward the
first video reel on which "FLAG" is displayed. The video reels 3A
to 3E may not be displayed on the liquid crystal display 30 while
the second game is performed, and video reels 3A to 3E may also be
displayed as to rotate from one side to another side of the liquid
crystal display 30. Specifically, "RACE CHARACTER1" and "RACE
CHARACTER2" may move in the frame advancing as video reels 3A to 3E
rotate from one side to the other side.
[0122] Referring to FIGS. 16 to 18, an example of a variation of
abovementioned embodiment is described below.
[0123] An example of the variation is different in manners of the
winning symbol determination processing and a rendered image for
inputting a selection. An example of the variation below is
described mainly by way of differences with the abovementioned
embodiment, and where not mentioned is the same as the
abovementioned embodiment. In addition, the same code is provided
for the same part as with the abovementioned embodiment.
[0124] Referring to FIG. 16, an example of a variation of winning
symbol determination processing is described below. The routine
executing program of winning symbol determination processing is
stored in the ROM 108. The winning symbol determination processing
is processing in which a probability to achieve a winning symbol in
the second game changes corresponding to number of times that "RACE
CHARACTER1" and "RACE CHARACTER2" are displayed on the video reels
3A to 3E as stationary symbols in basic games performed between the
prior second game and the present second game.
[0125] In Step S41, the CPU 106 generates a random number. This
processing is similar to that of the Step S31 in FIG. 10. When the
processing is terminated, the CPU 106 moves the processing to Step
S42.
[0126] Next, in Step S42, the CPU 106 reads display count data. The
display count data indicates a number of times that "RACE
CHARACTER1" and "RACE CHARACTER2" are displayed on the video reels
3A to 3E as stationary symbols in a basic game. The display count
data is provided to each of "RACE CHARACTER1" and "RACE
CHARACTER2". In Step S8 in FIG. 8A, when the video reels 3A to 3E
stop rotating, a count increases in a case where "RACE CHARACTER1"
or "RACE CHARACTER2" is displayed as a stationary symbol. The
display count data is stored in the RAM 110 and is referred to by
the CPU 106 in an appropriate manner. The CPU 106 determines
whether or not "RACE CHARACTER1" and "RACE CHARACTER2" are
displayed as stationary symbols based on the stationary symbol
combination determined in Step S5 in FIG. 8A. When the processing
in the present step is terminated, the CPU 106 moves the processing
to Step S43.
[0127] In Step S43, the CPU 106 compares the display count data.
Specifically, the CPU 106 reads each of the display count data for
"RACE CHARACTER1" and "RACE CHARACTER2" from the RAM 110 and
compares them. When the processing is terminated, the CPU 106 moves
the processing to Step S44.
[0128] In Step S44, the CPU 106 selects the winning symbol
determination table. Specifically, the CPU 106 selects the winning
symbol determination table based on a result from the comparison in
Step S43. That is, two winning symbol determination tables are
provided in the variation example (FIGS. 17A and 17B), and each
table is set so as to the probability of displaying either one of
"RACE CHARACTER1" or "RACE CHARACTER2" is higher. Then, according
to the result from the comparison in Step S43, the CPU 106 selects
the winning symbol determination table which includes higher
probability that the symbol having larger number of display count
data is determined as the winning symbol. In the present variation
example, in a case where the display count data of "RACE
CHARACTER1" is larger than the display count data of "RACE
CHARACTER2", the winning symbol determination table A in FIG. 17 is
selected, for example. On the other hand, in a case where the
display count data of "RACE CHARACTER2" is larger than the display
count data of "RACE CHARACTER1", the winning symbol determination
table B in FIG. 17B is selected. When the processing is terminated,
the CPU 106 moves the processing to Step S45.
[0129] In Step S45, the CPU 106 reads the winning symbol
determination table determined in Step S44. This processing is
similar to that of the Step S32 in FIG. 10. When the processing is
terminated, the CPU 106 moves the processing to Step S46.
[0130] In Step S46, the CPU 106 determines a winning symbol based
on the winning symbol determination table thus read and the random
number generated in Step S41. The processing is similar to that of
the Step S33 in FIG. 10. When the processing is terminated, the CPU
106 moves the processing to Step S47.
[0131] In Step S47, the CPU 106 updates the display count data for
each moving symbol to 0. Thus, the CPU 106 can newly start counting
a number of times "RACE CHARACTER1" and "RACE CHARACTER2" are
displayed in the basic game which is performed from after the
present second game is terminated and until the next second game is
performed. Upon finishing the processing, the CPU 106 terminates
the routine.
[0132] FIGS. 17A and 17B are diagrams showing the winning symbol
determination tables A and B in the variation example. The winning
symbol determination tables are stored in the ROM 108.
[0133] Although the winning symbol determination tables A and B are
similar to that of the abovementioned embodiment, two tables are
provided in the variation example. In one table (refer to FIG.
17A), the probability that "RACE CHARACTER1" is determined as a
winning symbol is set higher. In the other table (refer to FIG.
17B), the probability that "RACE CHARACTER2" is determined as a
winning symbol is set higher. Which table is referred to by the CPU
106 among those tables is determined by the processing in Step S44
in FIG. 16.
[0134] FIG. 18 is a diagram showing a rendered image in the
variation example.
[0135] FIG. 18 is a diagram showing an image for a player to select
the symbol to reach "FLAG" first before the race in the second game
is performed. That is, the image displayed in Step S21 in FIG. 9 is
similar to that of FIG. 14 in the abovementioned embodiment. Video
reels 3A to 3E are displayed on the upper portion of the liquid
crystal display 30 and objects 83 and 84 for a player to select are
displayed on the lower portion of the liquid crystal display 30.
Each counter 86 and 87 is displayed adjacent to each object 83 and
84. The counters 86 and 87 indicate a number of times "RACE
CHARACTER1" and "RACE CHARACTER2" are displayed in the basic game
which is performed between the prior second game is terminated and
until the present second game is performed. The counters are
synchronized with each display count data stored in the RAM110,
whereby a count number of the counters increases in accordance as a
count number of each display count data increases.
[0136] In the present variation example, the probability of that
"RACE CHARACTER1" or "RACE CHARACTER2" is determined as a winning
symbol in a second game changes, corresponding to a number of times
that "RACECHARACTER1" and "RACE CHARACTER2" are displayed on the
video reels 3A to 3E as a stationary symbol in a basic game.
Furthermore, the count number is displayed on the liquid crystal
display 30, whereby a player can select the symbol to be the
winning symbol in a second game with higher probability. Therefore,
although a combination formed in a basic game does not for provide
an award, a player is provided with further entertainment
properties by being able to influence a result of a second
game.
[0137] While the embodiment of the gaming machine according to the
present invention has been described, it is to be understood that
the above description is intended to be illustrative, and not
restrictive, and any changes in design may be made to specific
configurations such as various means. Moreover, it should be
understood that the advantages described in association with the
embodiments are merely a listing of the most preferred advantages,
and that the advantages of the present invention are by no means
restricted to those described in connected with the
embodiments.
[0138] For example, although the images of the basic game are
displayed on the upper display area in the display area of the
liquid crystal display 30, and the images for the selection in the
second game are displayed on the lower display area in the present
embodiment and the variation example, the present invention is by
no means restricted to those described in the embodiment and the
variation example. The image for the selection may be displayed on
the upper display area and the image of the basic game may be
displayed on the lower display area, for example. In addition, the
image of the second game may be displayed on the liquid crystal
display 40.
* * * * *