U.S. patent application number 12/174862 was filed with the patent office on 2009-07-16 for gaming machine having glass cabinet.
This patent application is currently assigned to ARUZE CORP.. Invention is credited to Hiroyuki NAGANO.
Application Number | 20090181750 12/174862 |
Document ID | / |
Family ID | 40851135 |
Filed Date | 2009-07-16 |
United States Patent
Application |
20090181750 |
Kind Code |
A1 |
NAGANO; Hiroyuki |
July 16, 2009 |
Gaming Machine Having Glass Cabinet
Abstract
A gaming machine includes a device that executes a game, a
display that displays thereon an effect image of the game executed
by the device, a control panel having a button disposed thereon
which outputs to the device a command on the game by a player's
control, a main door that is provided with the display and the
control panel, and a box that receives the device and supports the
main door. At least the main door is made of a glass material.
Inventors: |
NAGANO; Hiroyuki; (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: |
40851135 |
Appl. No.: |
12/174862 |
Filed: |
July 17, 2008 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61020483 |
Jan 11, 2008 |
|
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|
Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/3211 20130101;
G07F 17/3216 20130101; G07F 17/3202 20130101; G07F 17/3267
20130101 |
Class at
Publication: |
463/20 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A gaming machine comprising: a device that executes a game; a
display that displays thereon an effect image of the game executed
by the device; a control panel having a button disposed thereon
which outputs to the device a command on the game by a player's
control; a main door that is provided with the display and the
control panel; and a box that receives the device and supports the
main door, wherein at least the main door is made of a glass
material.
2. The gaming machine according to claim 1, wherein: the main door
has an attaching hole to which the button is attached; and the
control panel and the attaching hole overlap each other and are in
contact with each other at their circumferential parts while
maintaining a parallel state therebetween, in such a manner that
the control panel locates on an upper side and the attaching hole
locates on a lower side.
3. The gaming machine according to claim 1, wherein a lighting lamp
is provided inside the main door.
4. The gaming machine according to any one of claims 1 to 3,
wherein the glass material is a dimmer glass, and a mirror is
provided on a lower face of the dimmer glass.
5. The gaming machine according to any one of claims 1 to 3,
wherein the glass material is a phosphorescent glass.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] The present application claims priority from provisional
application No. 61/020,483, which was filed on Jan. 11, 2008, the
entire disclosure of which is herein incorporated by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The invention relates to a gaming machine and a cabinet
thereof.
[0004] 2. Description of Related Art
[0005] A conventional gaming machine, as disclosed in e.g., U.S.
Pat. No. 7,128,650, is operated such that when a player inserts a
gaming medium, such as a coin, a bill or the like, into an
insertion slot of the gaming machine and presses a start button, a
number of symbols are changed and displayed on a display provided
in a front face of a cabinet, and then are automatically stopped.
In addition, irrespective of the gaming machine as disclosed in
U.S. Pat. No. 7,128,650, a cabinet of the conventional gaming
machine is made of a resin or a metal plate, or the like.
[0006] When a cabinet is made of a resin or a metal plate as such,
there is a limit to design of the same, so that any of gaming
machines looks alike. Thus, many gaming machine makers throw their
efforts into a gaming effect by e.g., image, effect sound, lighting
lamp or the like, to differentiate themselves from other makers.
However, since the material of the cabinet, a resin or metal plate,
or the like, which forms the basis of designing, is the same as
each other, there is a problem in differentiating oneself from
other makers. Furthermore, the resin or metal plate is ready to
deteriorate due to its vulnerability to heat and a scratch. Thus,
there is a problem of maintenance or replacement costs.
[0007] Therefore, an object of the present invention is to provide
a gaming machine having a glass cabinet, which has not been
provided in the prior art.
SUMMARY OF THE INVENTION
[0008] According to an aspect of the present invention, there is
provided a gaming machine comprising a device that executes a game,
a display that displays thereon an effect image of the game
executed by the device, a control panel having a button disposed
thereon which outputs to the device a command on the game by a
player's control, a main door that is provided with the display and
the control panel, and a box that receives the device and supports
the main door. At least the main door is made of a glass
material.
[0009] In the above construction, the gaming machine is a machine
through which a player can play a game, and the main door of which
is made of a glass material. Because of transparency of the glass
material forming the main door, light can easily pass through the
main door, which may sometimes make an inside of a gaming arcade
look wider. In addition, because of heat-resistance of the glass
material, the main door may be hardly affected by variation in
temperature by a rise or a drop in temperature in summer or winter.
Moreover, because of wear-resistance of the glass material, the
main door may be hardly damaged by a metal article such as a coin,
a mobile phone and the like that a player uses frequently. Further,
because of chemical resistance of the glass material, discoloration
due to, e.g., a perfume or cosmetics of a female player can be
prevented. As a result, the gaming machine can be prevented from
being deteriorated, and used for a long time while maintaining its
initial clean state.
[0010] In the gaming machine of the present invention, the main
door may have an attaching hole to which the button is attached,
and the control panel and the attaching hole may overlap each other
and be in contact with each other at their circumferential parts
while maintaining a parallel state therebetween, in such a manner
that the control panel locates on an upper side and the attaching
hole locates on a lower side.
[0011] In the above construction, the control panel and the
attaching hole of the main door of the gaming machine are in a
sealing contact with each other at their circumferential parts.
Since the main door is made of a glass material, there is no
deformation by heat or a scratch. Therefore, there is no gap
between the control panel and the main door. Consequently, there is
no intrusion of dusts or drink spilled by a player. As a result,
cleaning properties of the gaming machine can be improved, and
deterioration of the gaming machine can be prevented.
[0012] In the gaming machine of the present invention, a lighting
lamp may be provided inside the main door.
[0013] In the above construction, since the main door is made of a
glass material, a game can be produced by a lighting effect from an
inside of the main door. This can make a player feel as if the
whole of the gaming machine emits light, so that the player can
enjoy the game more cheerfully.
[0014] In the gaming machine of the present invention, the glass
material may be a dimmer glass, and a mirror may be provided on a
lower face of the dimmer glass.
[0015] In the above construction, the glass material forming the
main door is the dimmer glass, which can be switched between a
transparent state and an opaque state. In addition, since the
mirror is provided on the lower face of the dimmer glass, the
mirror can appear at a timing desired by the player. As a result,
the player can see the mirror while playing a game, which may
sometimes eliminate a trouble of stopping the game in order to see
the mirror.
[0016] In the gaming machine of the present invention, the glass
material may be a phosphorescent glass.
[0017] In the above construction, since the glass material forming
the main door is the phosphorescent glass, the main door can
accumulate light from the lamp of a game arcade or the like, during
a daytime. Further, the main door can shine even in the nighttime,
by emitting the light accumulated during the daytime. As a result,
the game arcade can be lighted even at night, without consuming
electric power.
BRIEF DESCRIPTION OF THE DRAWINGS
[0018] FIG. 1 is a view illustrating a first embodiment of a gaming
machine according to the present invention;
[0019] FIG. 2 is a view for explaining a die for a main door of the
gaming machine;
[0020] FIG. 3 is an enlarged sectional view of a connecting part
between a control panel and the main door of the gaming
machine;
[0021] FIG. 4 is an enlarged sectional view of a part of a main
door of a conventional gaming machine, which is deformed by heat
and a scratch;
[0022] FIG. 5 is a sectional view of a mirror when a dimmer glass
is in opaque state;
[0023] FIG. 6 is a sectional view of the mirror when the dimmer
glass is in transparent state;
[0024] FIG. 7 is a view for explaining a display screen of the
gaming machine;
[0025] FIG. 8 is a block diagram of the gaming machine;
[0026] FIG. 9 is a view illustrating symbols and their code numbers
of the gaming machine;
[0027] FIG. 10 is a block diagram of the gaming machine;
[0028] FIG. 11 is a flow chart illustrating a game executing
process; and
[0029] FIG. 12 is a view illustrating a state of a second
embodiment of the gaming machine according to the present
invention.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
First Embodiment
[0030] Hereinafter, a description will be given to a first
embodiment of a gaming machine and a cabinet thereof according to
the invention. Meanwhile, in the following embodiment, a slot
machine is described as an example of the gaming machine. However,
it should be noted that the invention is not limited thereto.
[0031] [Mechanical Construction of Slot Machine 10]
[0032] A description will be given to the mechanical construction
of a slot machine 10.
[0033] FIG. 1 shows a state of the first embodiment of the gaming
machine according to the present invention. A slot machine 10
installed in a game arcade executes a unit game by using a game
medium. The game medium is a coin, a bill or electronic valuable
information corresponding to them. Meanwhile, in the invention, the
game medium is not particularly limited. For example, a medal, a
token, electronic money, a ticket, and the like can be used. The
ticket is not particularly limited and may be a barcoded ticket
which will be described later.
[0034] The slot machine 10 comprises a cabinet 11, a top box 12
provided on an upper part of the cabinet 11 and a main door 13
provided on a front face of the cabinet 11.
[0035] The main door 13 is integrally formed by a dimmer glass so
that it is switched between a transparent state and an opaque state
through turning ON/OFF of voltage application to the dimmer glass.
In addition, since the main door 13 does not shield light due to
transparency of a glass material, an effect that a player feels a
game arcade wider can be provided. Thus, there is no uncomfortable
pressure feeling given by such a game arcade that several
conventional gaming machines made of a resin or a metal plate are
installed. Further, because of heat resistance of the glass
material, the main door 13 is also resistant to variation in
temperature. Therefore, the main door 13 is resistant to, e.g., a
rise in temperature due to sun-light in summer and a temperature
variation due to cooling against it by a cooler. In addition, the
main door 13 is also resistant to a sudden drop in temperature in
winter and a temperature variation due to heating against it by a
heater. Further, because of wear resistance of the glass material,
it is resistant to a scratch. In addition, because of chemical
resistance of the glass material, it is resistant to a chemical
such as a perfume, cosmetics and the like used by female players.
Further, the glass material is used in various places, such as
glass windows, interior furniture, sculptures, buildings, and the
like, so that massiveness and luxuriousness can be presented. With
the above-described characteristics of the glass material, the main
door 13 can be prevented from being deteriorated, as compared with
the conventional gaming machines made of a resin or a metal plate.
Therefore, the main door 13 can be used in a clean state for a long
time.
[0036] In the first embodiment, the dimmer glass is used as a glass
material of the main door 13. However, this is not limitative. The
glass material may be any glass as long as it has transparency,
heat resistance, wear resistance, and chemical resistance.
[0037] In addition, the main door 13 is provided with a mirror part
204, a control part 20, and an effect-producing part 34.
[0038] The mirror part 204 is positioned at an upper part of the
main door 13, and a mirror is provided at a back side of the mirror
part 204 (inside of the slot machine 10). This mirror is attached
for a use of, e.g., a makeup mirror for a player. Therefore, when
the dimmer glass is in the opaque state, the mirror appears on the
mirror part, while when the dimmer glass is in the transparent
state, the mirror disappears.
[0039] The control part 20 is positioned at a middle of the main
door 13, and includes a control panel 203, a MAX-BET button 27, a
coin receiving slot 21, a bill validator 22, and a mirror button
200.
[0040] The control panel 203 is provided on a front surface side of
the control part 20 (outside of the slot machine 10). The control
panel 203 is provided with a spin button 23, a change button 24, a
cash out button 25, and a 1-BET button 26. These buttons 23 to 26
enable a player to input a command relating to a progress of a
game. The spin button 23 is a button for inputting a command to
start scrolling of symbols. The change button 24 is a button to be
used when a player asks a staff in the game arcade for exchange of
money. The cash out button 25 is a button for inputting a command
to pay out coins corresponding to a total credit value into a coin
tray 18. The 1-BET button 26 is a button for inputting a command to
bet on a game one of the coins corresponding to the total credit
value.
[0041] The MAX-BET button 27 is a button for inputting a command to
bet on a game maximum coins bettable on one game (for example, 50
coins), among coins corresponding to the total credit value. The
coin receiving slot 21 enables a coin to be received in the cabinet
11. The bill validator 22 validates whether a bill is normal or not
and receives a normal bill into the cabinet 11. In the mean time,
the bill validator 22 can read a barcoded ticket 39 which will be
described later. When the bill validator 22 reads the barcoded
ticket 39, the bill validator 22 outputs a reading signal relating
to the read contents to a main CPU 41 which will be described
later.
[0042] The mirror button 200 is a button for switching the dimmer
glass which forms the main door 13 between the transparent state
and the opaque state. By pressing the mirror button 200, the mirror
button 200 outputs, to the main CPU 41 which will be described
later, a command to switch ON/OFF of voltage application to the
dimmer glass. This makes it possible to implement switching between
transparent/opaque states of the dimmer glass, so that the mirror
can appear on or disappear from the mirror part 204.
[0043] The effect-producing part 34 is provided on a lower front
face of the main door 13, i.e., below the control part 20. On a
back side of the effect-producing part 34 (inside of the slot
machine 10), several lamps 202 are attached. Therefore, since the
effect-producing part 34 is formed of the dimmer glass, a game
effect can be produced by a lighting effect from the inside of the
slot machine 10 using such transparency of the dimmer glass.
Accordingly, a player feels as if the whole slot machine 10 emits
light like a mirror ball. This may make it possible to provide the
player more joyful gaming as compare with the conventional gaming
machine made of a resin or a metal plate. Further, on the back side
of the effect-producing part 34, a sticker 201 having, e.g., a game
character, depicted thereon is attached. A player sees a picture of
a character or the like over the dimmer glass, and therefore the
picture is not peeled off by a joke, a cleaning, or the like.
[0044] Although in the first embodiment the lighting lamp is
attached to the back side of the effect-producing part 34, it is
not limitative. It may be attached to a side face of the main door
13, for example. That is, it can be attached anywhere as long as a
lighting game effect can be provided to the player from inside of
the slot machine 10 using the transparency of the glass material
which forms the main door 13.
[0045] A lower image display panel 16 is provided below the mirror
part 204 of the main door 13. The lower image display panel 16 has
a transparent liquid crystal panel on which a variety of
information is displayed. The lower image display panel 16 displays
thereon a video reel, and also a variety of information and effect
images relating to a game. More specifically, the lower image
display panel 16 displays thereon display windows 151 to 155
arranged in five columns and three rows, a scatter object symbol
indicator 163, and a scatter symbol indicator 171, and also
displays thereon other effect images, as appropriate. In the first
embodiment, as an example, symbols arranged in five columns and
three rows are displayed using the lower image display panel 16.
However, this is not limitative. A mechanical reel having symbols
provided on a peripheral surface thereof may be rotated and stopped
to display symbols through the display windows 151 to 155.
[0046] One activated payline L is displayed on the lower image
display panel 16. The payline L is set to horizontally traverse
center stages of the display windows 151 to 155. Although in this
embodiment the payline L traverses the center stages of the display
windows 151 to 155, it may traverse other stages of the display
windows 151 to 155. For example, the payline L may traverse upper
stages or lower stages of the display windows 151 to 155.
Alternatively, the payline L may traverse the lower stage of the
display window 151, the center stage of the display window 152, and
the upper stage of the display window 153. Further, the number of
paylines L may be two or more. In a case where two or more paylines
L are provided, all paylines L may be activated, or alternatively
the number of activated paylines L may depend on a predetermined
condition such as a bet value of coins.
[0047] Here, a credit value indicator 161 and a payout number
indicator 162 may be displayed on the lower image display panel 16.
The credit value indicator 161 displays thereon a total number
payable by the slot machine 10 to a player (which will hereinafter
be referred to as a total credit value). The payout number
indicator 161 displays thereon the number of coins which will be
paid out when a combination of symbols stopped on the payline is a
winning combination which will be described later.
[0048] The winning combination is a combination of symbols stopped
on the payline L which brings a player into an advantageous state.
The advantageous state means a state where coins corresponding to
the winning combination are paid out, the number of paid-out coins
is added to a credit, a bonus game is started, and the like.
[0049] An upper image display panel 33 is provided on a front face
of the top box 12. The upper image display panel 33 has a liquid
crystal panel, and displays thereon an effect image, an image
showing an introduction of game contents and an explanation of game
rules, for example.
[0050] A speaker 29 for outputting voice, and a lamp 30 are
provided on the top box 12. A ticket printer 35, a card reader 36,
a data displayer 37 and a keypad 38 are provided below the upper
image display panel 33. The ticket printer 35 prints a barcode onto
a ticket, and outputs a barcoded ticket 39. The barcode is a coded
form of data such as a credit value, time and date, an
identification number of the slot machine 10, and the like. The
player can play a game in another gaming machine using the barcoded
ticket 39, and exchange the barcoded ticket 39 with a bill and the
like in a casher booth of the game arcade.
[0051] The card reader 36 reads and writes data from and into a
smart card. The smart card is a card carried by a player, into
which data for identifying the player and data relating to a game
history of the player are memorized.
[0052] The data displayer 37 is formed of a fluorescent display and
the like, and displays thereon data read by the card reader 36 and
data input by the player through the keypad 38, for example. The
keypad 38 inputs commands or data relating to a ticket issue.
[0053] [Method of Forming Glass of Main Door 13]
[0054] A method of forming the main door 13 with a glass will be
described. FIG. 2 shows, among dies used in forming the main door
13 with a glass material, a surface die 300 which forms a surface
of the main door 13 (outside of the slot machine 10). As shown in
FIG. 2, the surface die 300 is shaped like a surface of the main
door 13, and includes a control part die 303, an effect-producing
part die 304, a lower image display panel die 302, and a junction
part 301.
[0055] The control part die 303 serves to form the control part 20
of the main door 13. The effect-producing part die 304 serves to
form the effect-producing part 34 of the main door 13. The lower
image display panel die 302 serves to form a portion of the main
door 13 to receive the lower image display panel 16. The junction
part 301 is a portion that is connected to a not-shown undersurface
die which forms an undersurface of the main door 13. Further, the
junction part 301 has an opening 305 into which a kind of glass
which becomes the glass material can be inserted from upside when
the surface die 300 and the undersurface die are connected with
each other.
[0056] Next, a description will be given to a procedure of a
"mold-blown technique" which is one of techniques for forming the
main door 13 using the above-mentioned dies. In a first step, the
surface die 300 and the not-shown undersurface die are joined
together. In a second step, the joined dies are heated up to a high
temperature. In a third step, a kind of glass, which has been fused
separately, is poured into the heated dies through the opening. In
a fourth step, the kind of glass is air-blown to be inflated with
air like a balloon, using a blowing rod. Thereby, by being
inflated, the kind of glass, which had a small size when inserted,
is gradually inflated, finally brought into contact with the dies,
and stops when shaped like the dies. Then, by cooling the glass
shaped like the dies, a pattern of the main door 13 is formed.
Finally, in a fifth step, the joined dies are separated into two
pieces, and finishing is performed such as cutting extra portions
off from a prototype of the main door 13 obtained.
[0057] The above-described method of forming the main door 13 with
the glass material is not limiting. For example, while the present
embodiment adopts a so-called "mold-blown" technique, it may be
also possible to adopt a so-called "embossing" technique in which a
fused glass is poured into one die, and the other die is pressed
thereon. Further, this embodiment adopts a metal die as a mold, but
a wooden pattern may be used. Further, any other method may be
available as long as this embodiment of the invention is obtained
through the method.
[0058] [Junction Part between Control Panel 203 and Main Door
13]
[0059] Next, a junction part where the control panel 203 is joined
to the control part 20 of the main door 13 will be described. FIG.
3 is a sectional view illustrating a portion where the control
panel 203 and the control part 20 are joined to each other. Several
buttons 23 to 26 are provided on an upper surface of the control
panel 203. The control part 20 of the main door 13 has an attaching
hole 205. The attaching hole 205 functions as a space for
wire-connection between the several buttons 23 to 26 and a
later-described door PCB 80 which exists inside the slot machine
10. Thereby, when a player presses the buttons 23 to 26, a command
relating to a game is output to the door PCB 80 via an electric
signal.
[0060] Further, FIG. 3 shows the junction part between the control
panel 203 and the control part 20 in an enlarged sectional view.
The control panel 203 and the control part 20 are bonded together
at their circumferential parts, with an adhesive material 206. The
control panel 203 forming an upper side and the control part 20
forming a lower side overlap each other at their circumferential
parts while maintaining a parallel state therebetween. In this way,
the control panel 203 and the control part 20 are in sealing
contact with each other at their circumferential parts.
[0061] FIG. 4 is an enlarged sectional view illustrating a junction
part between the control panel 203 and the control part 20 of the
conventional gaming machine made of a resin, a metal plate or the
like. An upper enlarged view shows that the control part 20 is
deformed by an abrupt variation in temperature or the like, thereby
creating a gap 208 between the control panel 203 and the control
part 20. A lower enlarged view shows that a gap 208 is created
between the control panel 203 and the control part 20 due to a
scratch, a crack or the like. Since the conventional gaming machine
is formed with a resin or a metal plate, the gap is likely to occur
due to a deformation by variation in temperature, a scratch, a
crack, or the like. If dusts 207 enter the gap 208, an unsanitary
environment occurs, which may cause a failure in the gaming
machine.
[0062] On the contrary, in the slot machine 10 of the present
invention, due to heat resistance and wear resistance of the glass
material of the main door 13, there is no deformation by heat or a
scratch, and the control panel 203 and the control part 20 are
continuously in sealing contact with each other at their
circumferential parts. Therefore, since no gap is formed between
the control panel and the main door, intrusion of, e.g., dusts,
water or the like hardly occurs. As a result, cleaning properties
of the gaming machine can be improved, and deterioration of the
gaming machine can be prevented.
[0063] [Construction of Mirror Part 204]
[0064] FIG. 5 is a sectional view of the mirror part 204 when the
dimmer glass is in an opaque state. The left side of the drawing
indicates the back side of the mirror part 204 (inside the slot
machine 10), and the right side of the drawing indicates the front
side of the mirror part 204 (outside the slot machine 10). The
mirror part 204 is provided with one sheet of mirror 209 and two
sheets of dimmer glass 210, the two kinds of sheets being parallel
with each other. Each of the two sheets of glass 210 is applied, at
their confronting faces, with a transparent conductive film 211,
and a polymer layer which contains therein liquid crystal molecules
212 is interposed therebetween. The liquid crystal molecules 212
has a property that upon voltage application, they are aligned in
the application direction, and upon being aligned, they pass light
therethrough. Voltage is applied to the two transparent conductive
films 211 from a power source unit 45 through the main CPU 41 which
will be described later. Therefore, when a dimming switch 213 is
turned ON, predetermined voltage is applied between the two
transparent conductive films 211. The dimming switch 213 is
associated with the mirror button 200 provided on the control part
20, so that upon pressing the mirror button 200, the dimming switch
213 is switched ON/OFF.
[0065] In FIG. 5 the dimming switch 213 is in an OFF state. At this
time, the liquid crystal molecules 212 are in a misaligned state.
When, in this state, lamp light, sun light or the like is incident,
incident rays 214 are scattered in random directions by the liquid
crystal molecules 212. That is, when the transparent conductive
films 211 are not applied with voltage, the dimmer glass 210 is in
an opaque state, and the mirror part 204 becomes unclear, thereby
not forming images thereon.
[0066] In FIG. 6, the dimming switch 213 is in an ON state. At this
time, the liquid crystal molecules 212 are aligned in a voltage
application direction. When, in this state, light is incident,
incident rays 214 go straight directly to the mirror 209 without
being scattered. That is, when the transparent conductive films 211
are in an voltage-applied state, the dimmer glass 210 is in a
transparent state, and the images are formed on the mirror part
204, so that a player can use the mirror part 204 as a mirror.
[0067] [Method of Playing Slot Machine]
[0068] A method of playing the slot machine 10 having the
above-mentioned mechanical construction will now be described.
[0069] As shown in FIG. 7, the slot machine 10 executes a playing
method including steps of randomly selecting a scatter object
symbol 181 from several symbols 180, rearranging the symbols 180 in
a display, awarding a payout determined by a combination of the
symbols 180 rearranged on a payline L, and when a predetermined
number or more of the scatter object symbols 181 are rearranged,
setting the scatter object symbol 181 as a scatter symbol 182,
notifying contents of a payout determined on the basis of the
scatter symbol 182, and awarding the payout.
[0070] In addition, the slot machine 10 executes a playing method
including steps of providing a display area (scatter object symbol
indicator 163) at a part different from an arrangement area
(display windows 151 to 155) where the symbols 180 are arranged and
displaying the scatter object symbol 181 in the display area, and
when a predetermined number or more of the scatter object symbols
181 are rearranged, notifying that the scatter object symbol 181 is
set as a scatter symbol 182.
[0071] Here, the "arrangement" means that the symbols 180 including
the scatter symbol 182 are in a state visible by an outside player.
In other words, it means a state where the symbols 180 are
displayed in the display windows 151 to 155. The "rearrangement" is
meant by arranging the symbols 180 again after dismissing the
arrangement of the symbols 180. In addition, the "payline L" is for
determining a combination of the symbols 180. In other words, when
the symbols 180 are rearranged on and out of the payline L,
determination of a combination is only for the symbols 180
rearranged on the pay line. When, as a result of the determination
for a combination, a winning combination is made, a process of
paying out a coin based on the winning combination, or the like, is
executed.
[0072] In addition, the "scatter symbol 182" is such a symbol that
a condition for making a win is only the arrangement thereof,
irrespective of the payline L. In other words, when the scatter
symbol 182 is rearranged, a winning is made, and a process of
paying out coins in accordance with the number of all the scatter
symbols 182 rearranged on and out of the payline L, or the like, is
executed. The "scatter object symbol 181" is a symbol functioning
as a scatter symbol on condition that a predetermined number or
more of the symbols are rearranged. For example, in a case where a
scatter object symbol is "BELL" and the number of rearrangement
(set threshold) is set to be "3," when three or more "BELL's are
rearranged, it functions as a scatter symbol and when two or less
"BELL"s are rearranged, it functions as a regular symbol. In
addition, the "symbol 180" means all symbols used in the slot
machine 10 and includes the scatter symbol 182 and the scatter
object symbol 181. Details of the payline L, the symbol 180, the
scatter symbol 182 and the like will be described later.
[0073] [Display Unit 101]
[0074] As shown in FIG. 8, the slot machine 10 executing the above
playing method includes a display unit 101 (display) which is shown
on the lower image display panel 16, and a game controller 100. The
display unit 101 is structured to have the payline L and to arrange
the symbols 180 including the scatter symbol 182. In addition, the
display unit 101 is structured to provide the scatter object symbol
indicator 163 (display area 101b) at a part different from the
display windows 151 to 155 (arrangement area 101a) where the
symbols 180 are arranged.
[0075] The display unit 101 may have a mechanical structure with a
reel device which arranges the symbols 180 by rotation of a reel,
or an electrical structure which arranges the symbols 180 by an
image-displayed video reel. Further, the display unit 101 may be
structured by a combination of a mechanical structure (reel) and an
electrical structure (video reel). The electrical structure may
include a liquid crystal display device, a CRT (cathode-ray tube),
a plasma display device, and the like. A detailed structure of the
display unit 101 will be described later.
[0076] [Game Controller 100]
[0077] As shown in FIG. 8, the game controller 100 is structured to
execute a first process of randomly selecting a scatter object
symbol 181 from several symbols 180, a second process of
rearranging the symbols 180 in a display, a third process of
awarding a payout determined by a combination of the symbols 180
rearranged on a payline L, and a fourth process of when a
predetermined number or more of the scatter object symbols 181 are
rearranged, setting the scatter object symbol 181 as a scatter
symbol 182, notifying contents of a payout determined on the basis
of the scatter symbol 182 and awarding the payout. In other words,
the game controller 100 has a first processing unit, a second
processing unit, a third process unit and a fourth processing
unit.
[0078] In addition, the game controller 100 is structured to
execute a fifth process of providing a display area 101b (scatter
object symbol indicator 163) at a part different from an
arrangement area 101a (display windows 151 to 155) where the
symbols 180 are arranged and displaying the scatter object symbol
181 in the display area 101b, and a sixth process of when a
predetermined number or more of the scatter object symbols 181 are
rearranged, notifying that the scatter object symbol 181 is set as
a scatter symbol 182. In other words, the game controller 100 has a
fifth processing unit and a sixth processing unit in addition to
the first to fourth processing units.
[0079] The game controller 100 includes a scatter object symbol
memory 105 for storing therein the scatter object symbols 181, a
scatter symbol memory 106 for storing therein a scatter symbol 182,
a symbol memory 108 for storing therein all symbols including the
scatter symbols 182, and a display symbol memory 107 for storing
therein the symbols in the respective memories 105, 106, 108 as
display symbols. The display symbol memory 107 can be accessed by a
display control unit 102. The display control unit 102 sets the
arrangement area 101a where the symbols 180 are arranged and the
display area 101b where the scatter object symbols 181 are
displayed, at different parts of the display unit 101. In addition,
the display control unit 102 reads out the symbols 180 in the
display symbol memory 107 under control of a game executing unit
110, and displays the symbols 180 in the arrangement area 101a and
the scatter object symbols 181 in the display area 101b. A detailed
display state will be described later.
[0080] Further, the game controller 100 is connected to a game
start unit 109. The game start unit 109 has a function of
outputting a game start signal in accordance with a player's
operation. The game controller 100 includes a game executing unit
110, a combination payout determining unit 111, a scatter symbol
payout determining unit 112, and a payout award unit 113. Triggered
by a game start signal from the game start unit 109, the game
executing unit 110 executes a unit game in which symbols are
rearranged. The combination payout determining unit 111 determines
a payout which is determined by a combination of symbols rearranged
on the payline in a unit game. The scatter symbol payout
determining unit 112 determines a payout which is determined on the
basis of the scatter symbols rearranged on and out of the payline.
The payout award unit 113 awards the respective payouts determined
by the combination payout determining unit 111 and the scatter
symbol payout determining unit 112.
[0081] In addition, the game controller 100 has a symbol
determining unit 104 that is operated when a game start signal is
input from the game start unit 109. The symbol determining unit 104
randomly selects scatter object symbol 181 from several symbols
180. The symbol determining unit 104 outputs the scatter object
symbol 181 to a rearrangement-number determining unit 114 and the
scatter object symbol memory 105. The rearrangement-number
determining unit 114 sets the scatter object symbol 181 as a
scatter symbol 182 when a predetermined number or more of the
scatter object symbols 181 are rearranged. That is, the
rearrangement-number determining unit 114 makes the scatter object
symbol memory 105 transmit the scatter object symbol 181 stored
therein to the scatter symbol memory 106, thereby setting it as the
scatter symbol 182.
[0082] Further, the game controller 100 includes an information
output unit 116, and a game information memory 117 connected to the
information output unit 116. The game information memory 117 stores
therein background sound data of a sound signal that becomes a
background sound of a game, function music data of a sound signal
that becomes a function sound representing a game operation state
which relates to a player's action, and sample music data of a
sound signal that becomes a sample music having the background
music and the function music. In addition, the game information
memory 117 stores therein character data associated with the
scatter symbol 182, payout-number data, explanation data, and the
like, in addition to the above information.
[0083] The information output unit 116 is adapted to read out the
data stored in the game information memory 117 and to output the
data as a sound signal to a volume level changer 252. The volume
level changer 252 can switch a volume level by a switching signal
to change the background signal. Thereby, the information output
unit 116 reads out a variety of data from the game information
memory 117 and outputs the data to the volume level changer 252,
thereby outputting a voice sound, which is formed by overlapping
the background sound having the volume level selected on the basis
of the switching signal and the function sound, through the volume
amplifier 253 and the speaker 29.
[0084] Each block of the game controller 100 may be formed by
hardware, or may be formed by software, if necessary.
[0085] [Operation of Game Controller 100]
[0086] With the above structure, an operation of the game
controller 100 will be described. When a game start signal is
output from the game start unit 109 through an operation of a
player, the symbol determining unit 104 starts a process and the
game executing unit 110 starts a unit game, so that the symbols 180
are rearranged (second process). The symbol determining unit 104
randomly selects a scatter object symbol 181 from the symbols 180
stored in the symbol memory 108 (first process). The determined
scatter object symbol 181 is stored in the scatter object symbol
memory 105, and also used for a determination process in the
rearrangement-number determining unit 114.
[0087] The scatter object symbol 181 stored in the scatter object
symbol memory 105 is output to the display symbol memory 107, and
then used for an image process in the display control unit 102, to
thereby be displayed in the display area 101b of the display unit
101. In other words, the game controller 100 executes the fifth
process of providing the display area 101b at a part different from
the arrangement area 101a where the symbols 180 are arranged and
displaying the scatter object symbol 181 in the display area 101b.
Thereby, the player can easily recognize the scatter object symbol
181 because the scatter object symbol 181 is displayed in the
display area 101b separated from the arrangement area 101a.
[0088] In addition, when the symbols 180 are rearranged as a unit
game is executed, the rearrangement-number determining unit 114
specifies the scatter object symbol 181 among the rearranged
symbols 180 and calculates a rearrangement-number of the scatter
object symbol 181. Then, when the predetermined number or more of
the scatter object symbols 181 are rearranged, the scatter object
symbol 181 is set as a scatter symbol 182. In other words, the
scatter object symbol 181 stored in the scatter object symbol
memory 105 is transmitted to the scatter symbol memory 106.
Thereby, the scatter object symbol 181 serves as a scatter symbol
182.
[0089] In addition, when the scatter symbol 182 is set, the
information output unit 116 reads out the character data associated
with the scatter symbol 182, the payout-number data, and the
explanation data from the game information memory 117, and then
outputs the data to the display control unit 102. Then, contents of
a payout which is determined on the basis of the scatter symbols
182 rearranged on and out of the payline L are notified, and the
payout is awarded (fourth process). Further, the data is output to
the volume level changer 252, and output as a voice sound from the
speaker 29.
[0090] [Display State]
[0091] A specific description will be given to an example of a
display state of the display unit 101 during an operation of the
slot machine 10. As shown in FIG. 7, the description of the display
state is based on a structure in which the display unit 101
arranges the symbols with a video-reel manner.
[0092] The display windows 151 to 155 are disposed at a center part
of the display unit 101. In the display windows 151 to 155, symbol
columns made up of several symbols 180 are scroll-displayed. In
addition, each of the display windows 151 to 155 is divided into
upper, center and lower stages 151a, 151b, 151c. Each of the
symbols 180 is stopped (arranged) in each of the stages 151a, 151b,
151c. For example, in FIG. 7, "CHERRY" is stopped in the upper
stage 151a of the display window 151, "ORANGE" is stopped in the
center stage 151b of the display window 151, and "BELL" is stopped
in the lower stage 151c of the display window 151. As a
consequence, the display windows 151 to 155 display a symbol matrix
made up of five columns and three rows. Here, the symbol matrix is
not limited to a matrix of five columns and three rows.
[0093] The display unit 101 has the scatter object symbol indicator
163 as the display area for displaying the scatter object symbols
181. The scatter object symbol indicator 163 is arranged in an
upper right part of the display unit 101 so as not to overlap the
display windows 151 to 155. Here, the scatter object symbol
indicator 163 may be provided at an arbitrary position on condition
that overlapping with the display windows 151 to 155 can be
avoided.
[0094] A selection object window 165 is provided below the scatter
object symbol indicator 163. The selection object window 165
displays a symbol which will be a candidate for the scatter object
symbol 181. This enables the player to intuitively recognize that a
scatter object symbol 181 is randomly selected among the candidate
symbols displayed in the selection object window 165 and then
displayed in the scatter object symbol indicator 163.
[0095] In addition, the display unit 101 has a scatter symbol
indicator 171. The scatter symbol indicator 171 has a basket-like
shape, and displays the scatter symbol 182 as a received thing. The
scatter symbol indicator 171 is provided to an upper left corner
part of the display unit 101. Here, the scatter symbol indicator
171 may be provided at an arbitrary position on condition that
overlapping with the display windows 151 to 155 and the scatter
object symbol indicator 163 can be avoided.
[0096] A display state shown in FIG. 7 illustrates a state where
the scatter symbol 182 has been set. To be specific, "ORANGE" is
displayed as a received thing in the scatter symbol indicator 171
has been displayed in the scatter object indicator 163, to the
scatter symbol 182 and then received therein. This enables the
player to intuitively recognize that "ORANGE" has been set as the
scatter symbol 182, by seeing the displayed state of the scatter
symbol 182.
[0097] [Symbol, Combination, and the Like]
[0098] As shown in FIG. 9, the symbols 180 to be displayed in the
display windows 151 to 155 of the display unit 101 form columns of
symbols each including twenty-two symbols. Each of the symbols
forming the columns of symbols is given any one of code numbers 0
to 21. Each of the columns of symbols is formed by a combination of
symbols of "JACKPOT 7", "BLUE 711, "BELL", "CHERRY", "STRAWBERRY",
"PLUM", "ORANGE", and "APPLE".
[0099] Three successive symbols in the columns of symbols are
displayed (arranged) in the upper, center and lower stages 151a,
151b, 151c of each of the display windows 151 to 155, respectively,
so that they constitute a symbol matrix of five columns and three
rows. When a 1-BET button 26 or a MAX-BET button 27 is pushed and
then a spin button 23 is pushed, the symbols forming the symbol
matrix start scrolling. When a predetermined time period elapses
after scrolling starts, the respective symbols stop scrolling
(rearranged).
[0100] Various winning combinations are predetermined with regard
to the respective symbols. The winning combination is a combination
of symbols stopped on the payline L which brings a player into an
advantageous state. The advantageous state means a state where
coins corresponding to the winning combination are paid out, the
number of paid-out coins is added to a credit, a bonus game is
started, and the like.
[0101] Specifically, when a combination of "APPLE" symbol is
stopped on the payline L, a bonus is triggered and a gaming state
is shifted from a basic game to a bonus game. In addition, when a
symbol of "CHERRY" is stopped on the payline L, twenty coins (game
medium) are paid out per one bet. When a symbol of "PLUM" is
stopped on the payline L, five coins are paid out per one bet.
[0102] A bonus game is a gaming state that is more advantageous
than a basic game. In this embodiment, the bonus game is a free
game. The free game is a gaming state allowing a player to play a
game for a predetermined number of times, without betting a coin.
The bonus game is not particularly limited, as long as it is a
gaming state advantageous to the player, i.e., it is more
advantageous than the basic game. For example, the bonus game may
include a state in which more game media can be obtained than in
the basic game, a state in which it is possible to obtain a game
medium at a higher probability than in the basic game, a state in
which a game medium is less consumed than in the basic game, and
the like. Specifically, a free game, a second game and the like may
be mentioned as examples of the bonus game.
[0103] [Electrical Structure]
[0104] A control unit having the game controller 100 shown in FIG.
8 is mounted within the cabinet 11. As shown in FIG. 10, the
control unit includes a motherboard 40, a main body PCB (Printed
Circuit Board) 60, a gaming board 50, a sub CPU, a door PCB 80, and
various switches and sensors.
[0105] The gaming board 50 is provided with a CPU (Central
Processing Unit) 51, a ROM 55 and a boot ROM 52 which are connected
to each other by an internal bus, a card slot 53S corresponding to
a memory card 53 and an IC socket 54S corresponding to a GAL
(Generic Array Logic) 54.
[0106] The memory card 53 stores a game program and a game system
program therein. The game program includes a stop symbol
determining program. The stop symbol determining program is a
program for determining a symbol (code number corresponding to the
symbol) to be stopped on the payline L. The stop symbol determining
program includes symbol weight data corresponding to each of
several kinds of payout rates (for example, 80%, 84%, 88%). The
symbol weight data is data representing a correspondence relation
between the code number of each symbol and one or more random
numbers belonging to a predetermined numerical range (0 to 256) for
each of the display windows 151 to 155.
[0107] The payout rate is determined on the basis of data for
setting a payout rate which are output from the GAL 54, and a stop
symbol is determined on the basis of the symbol weight data
corresponding to the payout rate.
[0108] Further, the memory card 53 stores therein various data used
for the game program and the game system program. Specifically,
data representing a relationship between the symbols 180 displayed
in the display windows 151 to 155 of FIG. 1 and random number
ranges, and data representing a relationship between set thresholds
and random number ranges, and the like, are stored. These data are
transmitted to a RAM 43 of the motherboard 40 when executing the
game program.
[0109] The card slot 53S is structured to insert and remove the
memory card 53 and connected to the motherboard 40 through an IDE
bus. Accordingly, it is possible to change a type or contents of a
game to be executed in the slot machine 10, by removing the memory
card 53 from the card slot 53S, writing another game program and
game system program in the memory card 53 and inserting the memory
card 53 into the card slot 53S.
[0110] The game program includes a program relating to a game
progress and a program for shifting a gaming state into a bonus
game.
[0111] The GAL 54 is provided with several input and output ports.
When the data are input into the input ports, the GAL 54 outputs
data corresponding to the input data from the output ports. The
data output from the output ports are the data for setting a payout
rate described above.
[0112] The IC socket 54S is structured to attach and detach the GAL
54.The IC socket 54S is connected to the motherboard 40 through a
PCI bus. Accordingly, it is possible to change the data for setting
a payout rate which is output from the GAL 54, by detaching the GAL
54 from the IC socket 54S, rewriting the program stored in the GAL
54 and then attaching the GAL 54 to the IC socket 54S.
[0113] The CPU 51, the ROM 55 and the boot ROM 52, which are
connected to each other by the internal bus, are connected to the
motherboard 40 through the PCI bus. The PCI bus carries out a
signal transfer between the motherboard 40 and the gaming board 50
and supplies power from the motherboard 40 to the gaming board 50.
The ROM 55 stores therein nation identification information and an
authentication program. The boot ROM 52 stores therein a
preliminary authentication program and a program (boot code)
enabling the CPU 51 to execute the preliminary authentication
program.
[0114] The authentication program is a program (falsification check
program) for authenticating the game program and the game system
program. The authentication program is a program for confirming and
verifying that the game program and the game system program are not
falsified. In other words, the authentication program is described
in accordance with a procedure for authenticating the game program
and the game system program. The preliminary authentication program
is a program for authenticating the authentication program. The
preliminary authentication program is described in accordance with
a procedure for verifying that the authentication program to be
authenticated is not falsified, that is, for authenticating the
authentication program.
[0115] The motherboard 40 is provided with a main CPU 41
(controller), a ROM (Read Only Memory) 42, a RAM (Random Access
Memory) 43 and a communication interface 44.
[0116] The main CPU 41 functions as a game controller for
controlling the whole slot machine 10. In particular, the main CPU
41 carries out a control for outputting a command signal to scroll
the symbols of the lower image display panel 16 when the spin
button 23 is pushed after the credit is bet, a control for
determining symbols to be stopped after the symbols are scrolled
and a control for stopping the determined symbols in the display
windows 151 to 155.
[0117] That is, the main CPU 41 functions as an arrangement
controller for, after scrolling several symbols to be displayed in
the lower image display panel 16, selecting and determining, from
several symbols, arrangement symbols for a symbol matrix so as to
rearrange them as a new symbol matrix, and executing an arrangement
control for stopping scrolling with the symbols thus
determined.
[0118] The main CPU 41 functions as the game controller 100 for
executing a first process of randomly selecting a scatter object
symbol 181 from the symbols 180, a second process of rearranging
the symbols 180 on the display, a third process of awarding a
payout determined on the basis of the symbols 180 rearranged on the
payline L and a fourth process of when a predetermined number or
more of the scatter object symbols 181 are rearranged, setting the
scatter object symbol 181 as a scatter symbol 182, notifying
contents of a payout determined on the basis of the scatter symbol
182 through voice sound and display and awarding the payout.
Further, the main CPU 41 functions as the game controller 100 for
executing a fifth process of providing a display area (scatter
object symbol indicator 163) at a part different from the
arrangement area (display windows 151 to 155) where the symbols 180
are arranged and displaying the scatter object symbol 181 in the
display area and a sixth process of when a predetermined number or
more of the scatter object symbols 181 are rearranged, notifying
that the scatter object symbol 181 is set as a scatter symbol
182.
[0119] Further, when receiving a signal from the mirror switch 200S
which will be described later, the main CPU 41 applies voltage from
the power source unit 45 to the transparent conductive films 211
applied onto the dimmer glass via the main body PCB 41.
[0120] The ROM 42 stores a program such as BIOS (Basis Input/Output
System) executed by the main CPU 41, and data that are permanently
used. When the BIOS is executed by the main CPU 41, each of
peripheral devices is initialized, and the game program and the
game system program stored in the memory card 53 start to be read
out through the gaming board 50.
[0121] The RAM 43 stores therein the data or program which is used
when the main CPU 41 carries out a process. For example, in the RAM
43, the scatter object symbol memory 105, the scatter symbol memory
106, the symbol memory 108, the display symbol memory 107 shown in
FIG. 8 are respectively provided in a data area form. The scatter
object symbol 181 is stored in the data area of the scatter object
symbol memory 105. The scatter symbol 182 is stored in the data
area of the scatter symbol memory 106. The symbols 180 are stored
in the data area of the symbol memory 108. The symbols 180, the
scatter object symbols 181 and the scatter symbol 182 are stored in
the data area of the display symbol memory 107.
[0122] The communication interface 44 communicates with a host
computer and the like through a communication line, which are
mounted in the game arcade. The main body PCB (Printed Circuit
Board) 60 and the door PCB 80 are connected to the motherboard 40
respectively through USBs (Universal Serial Bus). A power unit 45
is also connected to the motherboard 40. When power is supplied to
the motherboard 40 from the power unit 45, the main CPU 41 of the
motherboard 40 is operated and the power is supplied to the gaming
board 50 through the PCI bus, so that the CPU 51 is operated.
[0123] A device or an apparatus for producing an input signal to be
input to the main CPU 41, and a device or an apparatus whose
operation is controlled by the control signal output from the main
CPU 41 are connected to the main body PCB 60 and the door PCB 80.
The main CPU 41 executes the game program and the game system
program stored in the RAM 43, based on the input signal input to
the main CPU 41, to carry out an arithmetic process and store a
result thereof in the RAM 43, or to transmit a control signal to
each device or apparatus as a control process therefor.
[0124] Connected to the main body PCB 60 is a lamp 30, a not-shown
sub CPU, a hopper 66, a coin sensor 67, a graphic board 68, a
dimmer glass 210, a speaker 29, a bill validator 22, a ticket
printer 35, a card reader 36, a key switch 38S, and a data
displayer 37.
[0125] The lamp 30 is turned on/off on the basis of the control
signal output from the main CPU 41. The sub CPU controls the scroll
of symbols in the display windows 151 to 155, and is connected to a
VDP (Video Display Processor). The VDP reads out image data of the
symbol stored in an image data ROM, produces a scroll image to be
displayed in the display windows 151 to 155 and outputs the scroll
image in the lower image display panel 16.
[0126] The hopper 66 is placed within the cabinet 11 and pays out a
predetermined number of coins to the coin tray 18 from the coin
payout slot 19, based on the control signal output from the main
CPU 41. The coin sensor 67 is placed within the coin payout slot 19
and outputs an input signal to the main CPU 41 when it detects that
a predetermined number of coins have been paid out from the coin
payout slot 19.
[0127] The graphic board 68 controls an image display in the upper
image display panel 33 and the lower image display panel 16, based
on the control signal output from the main CPU 41. In addition, the
graphic board 68 is provided with a VDP for producing image data on
the basis of the control signal output from the main CPU 41, a
video RAM for temporarily storing therein the image data produced
by the VDP, and the like.
[0128] Based on a signal output from the mirror switch 200S which
will be described later, voltage is applied to the applied
transparent conductive films 211 of the dimmer glass 210 from the
power source unit via the main CPU 41.
[0129] The bill validator 22 reads an image of the bill and
accommodates the normal bill in the cabinet 11. In addition, in
accommodating the normal bill, the bill validator 22 outputs an
input signal to the main CPU 41, based on an amount of the bill.
The main CPU 41 stores a credit-number, which corresponds to the
amount of the bill transmitted by the input signal, in the RAM
43.
[0130] The ticket printer 35 prints a barcode having data encoded
thereto, such as credit-number stored in the RAM 43, date and time,
identification number of the slot machine 10 and the like, on a
ticket, based on the control signal output from the main CPU 41,
thereby outputting the barcoded ticket 39.
[0131] The card reader 36 reads the data from the smart card to
transmit it to the main CPU 41, and writes the data into the smart
card, based on the control signal output from the main CPU 41. The
key switch 38S is mounted to the keypad 38, and outputs an input
signal to the main CPU 41 when the player manipulates the keypad
38. The data displayer 37 displays the data which is read by the
card reader 36 or the data which the player inputs through the
keypad 38, based on the control signal output from the main CPU
41.
[0132] The door PCB 80 is connected to the control panel 20, a
reverter 21S, a coin counter 21C and a cold cathode tube 81. The
control panel 20 is provided with a spin switch 23S corresponding
to the spin button 23, a change switch 24S corresponding to the
change button 24, a cash out switch 25S corresponding to the cash
out button 25, a 1-BET switch 26S corresponding to the 1-BET button
26 and a MAX-BET switch 27S corresponding to the MAX-BET button 27.
Each of the switches 23S to 27S outputs an input signal to the main
CPU 41 when each of the corresponding buttons 23 to 27 is pushed by
a player.
[0133] Further, the mirror switch 200S outputs, to the main CPU via
the door PCB, a signal indicative of applying voltage to the
transparent conductive films 211 applied to the dimmer glass 210,
by a player's pushing operation to the corresponding mirror button
200.
[0134] The coin counter 21C is mounted in the coin receiving slot
21 and validates whether a coin, which is inserted in the coin
receiving slot 21 by the player, is normal or not. A coin except
the normal coin is discharged from the coin payout slot 19. In
addition, the coin counter 21C outputs an input signal to the main
CPU 41 when it detects a normal coin.
[0135] The coin counter 21C is operated on the basis of the control
signal output from the main CPU 41 and distributes a coin, which is
recognized as a normal coin by the coin counter 21C, to a cash box
(not shown) or hopper 66 mounted in the slot machine 10. In other
words, when the hopper 66 is fully filled with the coins, the
normal coin is distributed into the cash box by the reverter 21S.
On the other hand, when the hopper 66 is not fully filled with the
coins, the normal coin is distributed into the hopper 66. The cold
cathode tube 81 functions as a backlight mounted to rear sides of
the lower image display panel 16 and the upper image display panel
33, and is turned on based on the control signal output from the
main CPU 41.
[0136] [Processing Operation: Scenes of Executing Game]
[0137] Next, a process executed in the slot machine 10 will be
described. When the main CPU 41 reads out and executes the game
program, a game is started. As shown in FIG. 11, in the game
executing process, whether a coin is bet or not is determined
(S10). In this process, whether an input signal from the 1-BET
switch 26S, due to a push of the 1-BET button 26, is received or
not is determined, and in addition whether an input signal from the
MAX-BET switch 27S, due to a push of the MAX-BET button 27, is
received or not is determined. When the coin is not bet (S10, NO),
the step of S10 is re-executed and it is under standby state until
a coin is bet.
[0138] When the coin is bet (S10, YES), the credit-number stored in
the RAM 43 is subtracted, correspondingly to the number of coins
bet (S11). Meanwhile, if the number of coins bet is larger than the
credit-number stored in the RAM 43, the process of subtracting the
credit-number is not executed, and the step of S11 is re-executed.
In addition, if the number of coins bet is above the upper limit
(50 pieces in this embodiment) bettable per one game, the process
of subtracting the credit-number is not executed, and a step of S12
is carried out.
[0139] Next, whether the spin button 23 is ON or not is determined
(S12). When the spin button 23 is not ON (S12, NO), the procedure
is returned to the step of S10. When the spin button 23 has not
been ON (for example, when the spin button 23 is not ON and a
command to end the game is input), the subtraction result in the
step of S11 is cancelled.
[0140] On the other hand, when the spin button 23 is ON (S12, YES),
a symbol determining process is executed (S13). In other words, a
stop symbol determining program stored in the RAM 43 is executed,
so that the symbols 180 which will be stopped in the fifteen
respective stages of the display windows 151 to 155 are determined.
Thereby, a combination of symbols to be stopped on the payline L is
determined.
[0141] Then, the symbols 180 of the display windows 151 to 155 are
scroll-displayed (S14). In the mean time, the scroll process is
such that the symbols 180 are scrolled in an arrow direction and
then the symbols 180 determined in the step of S13 are stopped
(rearranged) in the display windows 151 to 155.
[0142] After that, a scatter object symbol determining process is
executed (S15) In other words, a scatter object symbol 181 is
randomly determined from the symbols 180 of "BELL", "CHERRY",
"STRAWBERRY", "PLUM", "ORANGE", and "APPLE." Then, the determined
scatter object symbol 181 is displayed in the scatter object symbol
indicator 163.
[0143] When the scroll of the symbols 180 is stopped, a
rearrangement-number of the scatter object symbol 181 is acquired
(S16). Then, whether the rearrangement-number is equal to or
greater than a set threshold, or not is determined (S17). When the
rearrangement-number is equal to or greater than a set threshold
(S17, YES), the scatter object symbol 181 is set as a scatter
symbol 182. Specifically, the scatter object symbol 181 is
displayed as a received thing in the scatter symbol indicator 171,
through a series of operations of moving the scatter object symbol
181 from the scatter object indicator 163 to the scatter symbol
indicator 171 to be received therein (S18).
[0144] After that, a character 251 is displayed between the scatter
symbol indicator 171 and the scatter object symbol indicator 163
and a speech bubble representing speech contents of the character
251 is displayed. In addition, the speech contents of the character
251 are output with a voice sound. Specifically, an original
explanation image of "ORANGE has become a scatter symbol" is
displayed in the speech bubble and is voice-output (S19).
[0145] After that, a payout process is carried out. In other words,
a payout-number of coins based on a winning combination and a
payout-number of coins based on the display number of the scatter
symbols 182 are summed. Then, when storing the coins to be paid
out, a predetermined number of credits is added to a credit value
that is stored in the RAM 43. In the mean time, when paying out the
coins, a control signal is transmitted to the hopper 66, so that a
predetermined number of coins is paid out (S20).
[0146] In the mean time, when the rearrangement number is not equal
to or greater than a set threshold (S17, NO), whether a combination
of the symbols 180 stopped on the payline L is a winning
combination or not is determined (S23). When it is not a winning
combination (S23, NO), the combination is neither the scatter
symbol 182 nor a winning combination. This means a blank, so that
this routine is ended.
[0147] In the mean time, when the combination is a winning
combination (S23, YES), the step of S20 is executed. After that,
whether a bonus trigger is made as the winning combination, or not
is determined. In other words, whether a combination of "APPLE" is
arranged on the payline L or not is determined (S21). When it is
determined that a bonus trigger is made (S21, YES), a bonus game
process is executed (S22). Here, in the slot machine 10 according
to the first embodiment of the invention, the main door 13 is
formed with the dimmer glass, and the lamp 202 is attached to the
inside of the effect-producing part 34 of the main door 13.
Therefore, when a game process is executed, the lamp can be
lightened from the inside of the main door using the transparency
of the glass material. This provides an effect of making a player
feel as if the whole slot machine 10 emits light, so that the
player enjoys a game more cheerfully. Meanwhile, when a bonus
trigger is not made (S21, NO), this means a lose, so that this
routine is ended.
[0148] In the executing scenes of a game by a player, when the
player bets a coin, there is often the case where the player is
totally absorbed in his/her game and thus inserts the coin toward
the wrong position so that the coin comes into collision with
another place. Further, there is also another case where a player
may bring a metal article such as his/her mobile phone, key or the
like into contact with the cabinet such as the main door or the
like by mistake, thereby damaging the cabinet. Even if the player
gives attention to such accidental contacting, the player sweats on
his/her hands during playing his/her game, so that the metal
article is sled out of his/her hands, possibly scratching the
cabinet. At this time, in the case of the conventional gaming
machine 10 made of a resin or metal plate, a scratch by the metal
article such as a coin, a key or the like is likely to occur, and
if dusts enter the scratch, it is bad for appearance and
sanitation. However, in the slot machine 10 according to the first
embodiment of the invention, since the main door 13 is formed with
the dimmer glass, there is an effect that such a scratch hardly
occurs due to wear resistance of the glass material.
[0149] Further, during player's enthusiastic gaming, there is often
the case where dusts from his/her cloth are severely scattered, and
where drink is spilt over the gaming machine. Such a foreign matter
may frequently enter, in particular, the gap of the control part 20
contacted by a player. In the case of the conventional slot machine
10 made of a resin or metal plate, such a foreign matter enters a
gap between members so that it is bad for the sanitation, and if
the foreign matter intrudes into the inside, a failure is caused to
the slot machine. On the other hand, in the slot machine 10
according to the first embodiment of the invention, the main door
13 is an integrally-formed glass material, and the control panel
203 and the control part 20 of the main door 13 overlap each other
and are in contact with each other at their circumferential parts
while maintaining a parallel state therebetween. Further, since the
glass material has no deformation by heat and a scratch, there is
no gap between the control panel 203 and the control part 20. Thus,
since there is no space into which a foreign matter enters, the
cleanness is improved and the deterioration does not occur
well.
[0150] Further, when a player is a female player, there is often
the case where when she wants to refresh her make-up, she cannot
leave her seat because she meets a chance game such as a bonus
game. In this case, by pushing the mirror button 200, the main
door, which has been in an opaque state, becomes transparent by the
dimmer glass, so that the mirror appears on the mirror part 204.
Then, since she can refresh her make-up during playing game, there
is no need to stand up from her seat to see the mirror.
Furthermore, even if the cosmetics are spilt over the machine,
discoloring can be prevented because of chemical resistance of the
glass material. As a result, the gaming machine can be used in a
cleaned state for a long time.
Second Embodiment
[0151] A gaming machine and a cabinet thereof according to a second
embodiment will now be described. Similarly to in the first
embodiment, the second embodiment describes a slot machine 10 as an
example, not limiting. The same numerals are attached to the same
elements as in the first embodiment, and detailed description
thereof will be omitted. Further, description on similar
construction and operations as those in the first embodiment will
also be omitted.
[0152] A difference of the second embodiment from the first
embodiment is that the glass material of the main door 13 is the
phosphorescent glass.
[0153] FIG. 12 is a view for explaining a state where the slot
machine 10 of the second embodiment of the invention is lighting at
night due to the phosphorescent glass. In the second embodiment,
numbers 221 of the respective gaming machines 10, "NO. 10", "NO.
11" . . . , which are formed with the phosphorescent glass, are
provided at portions corresponding to the mirror part 204 of the
first embodiment. Here, the phosphorescent glass has a property
that upon reception of light including ultraviolet ray, a part of
energy of light is accumulated in the glass, so that it
continuously emits light for a long time without receiving light.
Using such a property, in the daytime, light from a lamp in a game
arcade and sun light are accumulated, while in the nighttime, the
light accumulated in the daytime is emitted, so that it can light
brightly even at night. In the second embodiment of the invention,
by forming the gaming machine number 221 with the phosphorescent
glass, as shown in FIG. 12, the gaming machine number 221 can keep
lighting by itself even at night. Therefore, the gaming machine
easily falls under a security guard's observation, so that it can
be securely protected. Further, the gaming machine can light
brightly even at night without consuming electric power.
[0154] Although, in the second embodiment of the slot machine 10 of
the invention, a part (the gaming machine number) of the main door
is formed with the phosphorescent glass, the invention is not
limited thereto. It may also be possible that the whole main door
is formed with a phosphorescent glass. In this case, since the
whole main door lights at night, it can light a game arcade more
brightly.
[0155] In the detailed description provided in the first and second
embodiments above, characteristic parts have mainly been described
in order that the present invention can be understood more easily.
However, the present invention is not limited to the first and
second embodiments shown in the detailed description provided
above, and may be applied to other embodiments. The scope of
application of the present invention should be construed as broadly
as possible. Terms and phraseologies adopted in the present
specification are for correctly illustrating the present invention,
not for limiting. It would be easy for those skilled in the art to
derive, from the spirit of the invention described in the present
specification, other structures, systems, methods and the like
which are included in the spirit of the invention. Accordingly, it
should be considered that claims cover equivalent structures, too,
without departing from the technical idea of the present invention.
An object of the abstract is to enable an intellectual property
office, general public institutions, persons belonging to the art
but not familiar with patent, legal terms, or technical terms to
quickly understand technical contents and essences of the present
invention through a simple research. Therefore, the abstract is not
intended to limit the scope of the invention that should be
evaluated by the claims. In addition, it is desirable to
sufficiently refer to already-disclosed documents and the like, in
order to fully understand the objects and effects of the present
invention.
[0156] The detailed description provided above includes a
processing which is executed on a computer or a computer network.
The descriptions and expressions provided above are given for the
purpose of allowing those skilled in the art to understand the
invention most effectively. In the specification, respective steps
used to induce one result, or blocks having a predetermined
processing function should be understood as a processing having no
self-contradiction. In addition, in each step or block, an
electrical or magnetic signal is transmitted/received, recorded,
and the like. In a processing in each step or block, such a signal
is embodied in the form of a bit, a value, a symbol, a character, a
term, a number, and the like. However, it should be noted that they
have been used simply because they are convenient for explanations.
A processing in each step or block has sometimes been described
using an expression which is common to a human behavior. However,
in principle, the processing described in the specification is
executed by a variety of devices. In addition, other structures
necessary for each step or block are apparent from the above
description.
* * * * *