U.S. patent application number 12/216908 was filed with the patent office on 2009-08-13 for gaming machine with reel and display in front of the reel for displaying unit game and playing method thereof.
This patent application is currently assigned to Aruze Corp.. Invention is credited to Kazumasa Yoshizawa.
Application Number | 20090203420 12/216908 |
Document ID | / |
Family ID | 40939355 |
Filed Date | 2009-08-13 |
United States Patent
Application |
20090203420 |
Kind Code |
A1 |
Yoshizawa; Kazumasa |
August 13, 2009 |
Gaming machine with reel and display in front of the reel for
displaying unit game and playing method thereof
Abstract
In a gaming machine, one rotation reel is arranged to be
straddling over first and second displays behind them. Then,
mutually different symbols on a circumferential face of the
rotation reel are respectively arranged behind a window portion of
the first display and a window portion of the second display. Also,
rearranged symbols are respectively displayed at portions other
than the window portion of the first display and portions other
than the window portion of the second display. As a result, the
slot games using a symbol on the rotation reel that is arranged
behind the window portion and symbols displayed at portions other
than the window portion are respectively executed on the first
display and the second display. The slot game of the first display
and the slot game of the second display contain symbols on a common
rotation reel, so that outcomes of the slot games have a
coordination with each other.
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: |
40939355 |
Appl. No.: |
12/216908 |
Filed: |
July 11, 2008 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
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61027675 |
Feb 11, 2008 |
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Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/3202 20130101;
G07F 17/34 20130101; G07F 17/3211 20130101 |
Class at
Publication: |
463/20 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A gaming machine comprising: a first display configured to
display symbols rearranged from an arranged state in a unit game,
having a first transparent portion through which a rear of the
first transparent portion is visible; a second display configured
to display a prescribed image in the unit game, having a second
transparent portion adjacent to the first transparent portion, the
second transparent portion being in a transparent display state
where a rear of the second transparent portion is visible through
the second transparent portion at least in a state where a
prescribed condition is fulfilled; a rotation reel arranged to
straddle over a rear of the first display and a rear of the second
display, having a plurality of symbols on a circumferential face
and capable of being rotated and stopped; and a controller
configured to: (a) stop the rotation reel in rotation, such that
one of the plurality of symbols on the circumferential face is
arranged behind the first transparent portion and another one of
the plurality of symbols on the circumferential face is arranged
behind the second transparent portion, in the unit game, (b)
display the symbols rearranged from the arranged state in the unit
game as the prescribed image on the second display, when the
prescribed condition is fulfilled, (c) determine an outcome of the
unit game according to symbols displayed on the first display and a
symbol on the circumferential face arranged behind the first
transparent portion, in a state where the prescribed condition is
not fulfilled, and (d) determine an outcome of the unit game
according to symbols respectively displayed on the first display
and the second display, and symbols on the circumferential face
respectively arranged behind the first transparent portion and the
second transparent portion, in a state where the prescribed
condition is fulfilled.
2. The gaming machine of claim 1, wherein the controller displays
an image indicating that a symbol on the circumferential face
arranged behind the second transparent portion is not related to
the outcome of the unit game as the prescribed image on the second
display, in a state where the prescribed condition is not
fulfilled.
3. The gaming machine of claim 1, wherein the controller judges
whether or not the prescribed condition is fulfilled according to
an amount bet for the unit game.
4. A gaming machine comprising: a first display configured to
display symbols rearranged from an arranged state in a unit game,
having a transparent portion through which a rear of the
transparent portion is visible; a second display configured to
display a prescribed image in the unit game, having a switching
display portion adjacent to the transparent portion, the switching
display portion being capable of being switched to a transparent
display state where a rear of the switching display portion is
visible and a normal display state where a rear of the switching
display portion is not visible; a rotation reel arranged to
straddle over a rear of the first display and a rear of the second
display, having a plurality of symbols on a circumferential face
and capable of being rotated and stopped; and a controller
configured to: (a) stop the rotation reel in rotation, such that
one of the plurality of symbols on the circumferential face is
arranged behind the transparent portion and another one of the
plurality of symbols on the circumferential face is arranged behind
the switching display portion, in the unit game, (b) switch the
switching display portion from the normal display state to the
transparent display state, and display the symbols rearranged from
the arranged state in the unit game as the prescribed image on the
second display, when the prescribed condition is fulfilled, (c)
determine an outcome of the unit game according to symbols
displayed on the first display and a symbol on the circumferential
face arranged behind the transparent portion, in a state where the
prescribed condition is not fulfilled, and (d) determine an outcome
of the unit game according to symbols respectively displayed on the
first display and the second display, and symbols on the
circumferential face respectively arranged behind the transparent
portion and the switching display portion in the transparent
display state, in a state where the prescribed condition is
fulfilled.
5. The gaming machine of claim 4, wherein the controller displays
an image indicating that a symbol on the circumferential face
arranged behind the switching display portion is not related to the
outcome of the unit game as the prescribed image on the second
display, in a state where the prescribed condition is not
fulfilled.
6. The gaming machine of claim 4, wherein the controller judges
whether or not the prescribed condition is fulfilled according to
an amount bet for the unit game.
7. A gaming machine comprising: a first display configured to
display symbols rearranged from an arranged state in a unit game,
having a transparent portion through which a rear of the
transparent portion is visible; a second display configured to
display a prescribed image in the unit game, having a switching
display portion adjacent to the transparent portion, the switching
display portion being capable of being switched to a transparent
display state where a rear of the switching display portion is
visible and a normal display where a rear of the switching display
portion is not visible; a rotation reel arranged to straddle over a
rear of the first display and a rear of the second display, having
a plurality of symbols on a circumferential face and capable of
being rotated and stopped; an illumination light source arranged
behind a boundary between the first display and the second display,
an illumination range with respect to the circumferential face
being limited to a circumferential face region behind the
transparent portion as a light path toward a circumferential face
region behind the switching display portion within the
circumferential face is blocked by a light blocking wall; and a
controller configured to: (a) stop the rotation reel in rotation,
such that one of the plurality of symbols on the circumferential
face is arranged behind the transparent portion and another one of
the plurality of symbols on the circumferential face is arranged
behind the switching display portion, in the unit game, (b) switch
the switching display portion from the normal display state to the
transparent display state, and display the symbols rearranged from
the arranged state in the unit game as the prescribed image on the
second display, when the prescribed condition is fulfilled, (c)
determine an outcome of the unit game according to symbols
displayed on the first display and a symbol on the circumferential
face arranged behind the transparent portion, in a state where the
prescribed condition is not fulfilled, and (d) determine an outcome
of the unit game according to symbols respectively displayed on the
first display and the second display, and symbols on the
circumferential face respectively arranged behind the transparent
portion and the switching display portion in the transparent
display state, in a state where the prescribed condition is
fulfilled.
8. The gaming machine of claim 7, wherein the controller displays
an image indicating that a symbol on the circumferential face
arranged behind the switching display portion is not related to the
outcome of the unit game as the prescribed image on the second
display, in a state where the prescribed condition is not
fulfilled.
9. The gaming machine of claim 7, wherein the controller judges
whether or not the prescribed condition is fulfilled according to
an amount bet for the unit game.
10. A playing method of a gaming machine comprising the steps of:
displaying symbols rearranged from an arranged state in a unit
game, on a first display having a first transparent portion through
which a rear of the first transparent portion is visible;
displaying a prescribed image in the unit game, on a second display
having a second transparent portion adjacent to the first
transparent portion, second transparent portion being in a
transparent display state where a rear of the second transparent
portion is visible through the second transparent portion at least
in a state where a prescribed condition is fulfilled; stopping a
rotation reel in rotation, that is arranged to straddle over a rear
of the first display and a rear of the second display and having a
plurality of symbols on a circumferential face, such that one of
the plurality of symbols on the circumferential face is arranged
behind the first transparent portion and another one of the
plurality of symbols on the circumferential face is arranged behind
the second transparent portion, in the unit game; determining an
outcome of the unit game according to symbols displayed on the
first display and a symbol on the circumferential face arranged
behind the first transparent portion, in a state where the
prescribed condition is not fulfilled; and determining an outcome
of the unit game according to symbols respectively displayed on the
first display and the second display, and symbols on the
circumferential face respectively arranged behind the first
transparent portion and the second transparent portion, in a state
where the prescribed condition is fulfilled, wherein the step of
displaying the prescribed image in the unit game on the second
display includes: displaying the symbols rearranged from the
arranged state as the prescribed image on the second display, in a
state where the prescribed condition is fulfilled.
11. The playing method claim 10, wherein the step of displaying the
prescribed image in the unit game on the second display includes:
displaying an image indicating that a symbol on the circumferential
face arranged behind the second transparent portion is not related
to the outcome of the unit game as the prescribed image on the
second display, in a state where the prescribed condition is not
fulfilled.
12. The gaming machine of claim 10, further comprising the step of:
judging whether or not the prescribed condition is fulfilled
according to an amount bet for the unit game.
13. A playing method of a gaming machine comprising the steps of:
displaying symbols rearranged from an arranged state in a unit
game, on a first display having a transparent portion through which
a rear of the transparent portion is visible; displaying a
prescribed image in the unit game, on a second display having a
switching display portion adjacent to the transparent portion, the
switching display portion being capable of being switched to a
transparent display state where a rear of the switching display
portion is visible and a normal display state where a rear of the
switching display portion is not visible; stopping a rotation reel
in rotation, that is arranged to straddle over a rear of the first
display and a rear of the second display and having a plurality of
symbols on a circumferential face, such that one of the plurality
of symbols on the circumferential face is arranged behind the
transparent portion and another one of the plurality of symbols on
the circumferential face is arranged behind the switching display
portion, in the unit game; switching the switching display portion
from the normal display state to the transparent display state,
when the prescribed condition is fulfilled; determining an outcome
of the unit game according to symbols displayed on the first
display and a symbol on the circumferential face arranged behind
the transparent portion, in a state where the prescribed condition
is not fulfilled; and determining an outcome of the unit game
according to symbols respectively displayed on the first display
and the second display, and symbols on the circumferential face
respectively arranged behind the transparent portion and the
switching display portion in the transparent display state, in a
state where the prescribed condition is fulfilled, wherein the step
of displaying the prescribed image in the unit game on the second
display includes: displaying the symbols rearranged from the
arranged state as the prescribed image on the second display, in a
state where the prescribed condition is fulfilled.
14. The playing method claim 13, wherein the step of displaying the
prescribed image in the unit game on the second display includes:
displaying an image indicating that a symbol on the circumferential
face arranged behind the second transparent portion is not related
to the outcome of the unit game as the prescribed image on the
second display, in a state where the prescribed condition is not
fulfilled.
15. The gaming machine of claim 13, further comprising the step of:
judging whether or not the prescribed condition is fulfilled
according to an amount bet for the unit game.
Description
CROSS REFERENCE TO RELATED APPLICATIONS
[0001] This application claims priority to co-pending U.S.
provisional patent application Ser. No. 61/027,675 filed on Feb.
11, 2008, and which is incorporated by reference herein for all
purposes.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a gaming machine capable of
utilizing a rotation reel and a display in front of a rotation reel
for displaying a unit game, and a playing method thereof
[0004] 2. Description of the Related Art
[0005] In the U.S. patent application publication No. 2002/0025843
specification, a gaming machine in which a display capable of
making transparent display is arranged in front of a rotation reel
is described. In this gaming machine, symbols on a circumferential
face of the rotation reel which is rearranged by rotation and
stopping of the rotation reel is made visible to a player through a
transparent display portion of the display. Also, effect images are
displayed at a surrounding portion other than the transparent
display portion of the display, and the contents of the effect
images are coordinated with the rearrangement of the symbols.
[0006] If two displays are provided for displaying unit games in
such a gaming machine, it would be required to provide two rotation
reels in correspondence to the respective displays.
[0007] However, if two sets of a display and a rotation reel are
simply used for displaying unit games, it would only be such that
each set displays an individual unit game, and no particular
advantage would be attained by using two displaying.
SUMMARY OF THE INVENTION
[0008] The present invention has an object to provide a gaming
machine with a superior entertainment quality and a playing method
thereof, for displaying a unit game by using a rotation reel with
symbols arranged on its circumferential face and a display provided
in front of a rotation reel.
[0009] The first aspect of the present invention is a gaming
machine comprising: a first display configured to display symbols
rearranged from an arranged state in a unit game, having a first
transparent portion through which a rear of the first transparent
portion is visible; a second display configured to display a
prescribed image in the unit game, having a second transparent
portion adjacent to the first transparent portion, the second
transparent portion being in a transparent display state where a
rear of the second transparent portion is visible through the
second transparent portion at least in a state where a prescribed
condition is fulfilled; a rotation reel arranged to straddle over a
rear of the first display and a rear of the second display, having
a plurality of symbols on a circumferential face and capable of
being rotated and stopped; and a controller configured to: (a) stop
the rotation reel in rotation, such that one of the plurality of
symbols on the circumferential face is arranged behind the first
transparent portion and another one of the plurality of symbols on
the circumferential face is arranged behind the second transparent
portion, in the unit game, (b) display the symbols rearranged from
the arranged state in the unit game as the prescribed image on the
second display, when the prescribed condition is fulfilled, (c)
determine an outcome of the unit game according to symbols
displayed on the first display and a symbol on the circumferential
face arranged behind the first transparent portion, in a state
where the prescribed condition is not fulfilled, and (d) determine
an outcome of the unit game according to symbols respectively
displayed on the first display and the second display, and symbols
on the circumferential face respectively arranged behind the first
transparent portion and the second transparent portion, in a state
where the prescribed condition is fulfilled.
[0010] The second aspect of the present invention is a gaming
machine comprising: a first display configured to display symbols
rearranged from an arranged state in a unit game, having a
transparent portion through which a rear of the transparent portion
is visible; a second display configured to display a prescribed
image in the unit game, having a switching display portion adjacent
to the transparent portion, the switching display portion being
capable of being switched to a transparent display state where a
rear of the switching display portion is visible and a normal
display state where a rear of the switching display portion is not
visible; a rotation reel arranged to straddle over a rear of the
first display and a rear of the second display, having a plurality
of symbols on a circumferential face and capable of being rotated
and stopped; and a controller configured to: (a) stop the rotation
reel in rotation, such that one of the plurality of symbols on the
circumferential face is arranged behind the transparent portion and
another one of the plurality of symbols on the circumferential face
is arranged behind the switching display portion, in the unit game,
(b) switch the switching display portion from the normal display
state to the transparent display state, and display the symbols
rearranged from the arranged state in the unit game as the
prescribed image on the second display, when the prescribed
condition is fulfilled, (c) determine an outcome of the unit game
according to symbols displayed on the first display and a symbol on
the circumferential face arranged behind the transparent portion,
in a state where the prescribed condition is not fulfilled, and (d)
determine an outcome of the unit game according to symbols
respectively displayed on the first display and the second display,
and symbols on the circumferential face respectively arranged
behind the transparent portion and the switching display portion in
the transparent display state, in a state where the prescribed
condition is fulfilled.
[0011] The third aspect of the present invention is a gaming
machine comprising: a first display configured to display symbols
rearranged from an arranged state in a unit game, having a
transparent portion through which a rear of the transparent portion
is visible; a second display configured to display a prescribed
image in the unit game, having a switching display portion adjacent
to the transparent portion, the switching display portion being
capable of being switched to a transparent display state where a
rear of the switching display portion is visible and a normal
display where a rear of the switching display portion is not
visible; a rotation reel arranged to straddle over a rear of the
first display and a rear of the second display, having a plurality
of symbols on a circumferential face and capable of being rotated
and stopped; an illumination light source arranged behind a
boundary between the first display and the second display, an
illumination range with respect to the circumferential face being
limited to a circumferential face region behind the transparent
portion as a light path toward a circumferential face region behind
the switching display portion within the circumferential face is
blocked by a light blocking wall; and a controller configured to:
(a) stop the rotation reel in rotation, such that one of the
plurality of symbols on the circumferential face is arranged behind
the transparent portion and another one of the plurality of symbols
on the circumferential face is arranged behind the switching
display portion, in the unit game, (b) switch the switching display
portion from the normal display state to the transparent display
state, and display the symbols rearranged from the arranged state
in the unit game as the prescribed image on the second display,
when the prescribed condition is fulfilled, (c) determine an
outcome of the unit game according to symbols displayed on the
first display and a symbol on the circumferential face arranged
behind the transparent portion, in a state where the prescribed
condition is not fulfilled, and (d) determine an outcome of the
unit game according to symbols respectively displayed on the first
display and the second display, and symbols on the circumferential
face respectively arranged behind the transparent portion and the
switching display portion in the transparent display state, in a
state where the prescribed condition is fulfilled.
[0012] The fourth aspect of the present invention is a playing
method of a gaming machine comprising the steps of: displaying
symbols rearranged from an arranged state in a unit game, on a
first display having a first transparent portion through which a
rear of the first transparent portion is visible; displaying a
prescribed image in the unit game, on a second display having a
second transparent portion adjacent to the first transparent
portion, second transparent portion being in a transparent display
state where a rear of the second transparent portion is visible
through the second transparent portion at least in a state where a
prescribed condition is fulfilled; stopping a rotation reel in
rotation, that is arranged to straddle over a rear of the first
display and a rear of the second display and having a plurality of
symbols on a circumferential face, such that one of the plurality
of symbols on the circumferential face is arranged behind the first
transparent portion and another one of the plurality of symbols on
the circumferential face is arranged behind the second transparent
portion, in the unit game; determining an outcome of the unit game
according to symbols displayed on the first display and a symbol on
the circumferential face arranged behind the first transparent
portion, in a state where the prescribed condition is not
fulfilled; and determining an outcome of the unit game according to
symbols respectively displayed on the first display and the second
display, and symbols on the circumferential face respectively
arranged behind the first transparent portion and the second
transparent portion, in a state where the prescribed condition is
fulfilled, wherein the step of displaying the prescribed image in
the unit game on the second display includes: displaying the
symbols rearranged from the arranged state as the prescribed image
on the second display, in a state where the prescribed condition is
fulfilled.
[0013] The fifth aspect of the present invention is a playing
method of a gaming machine comprising the steps of: displaying
symbols rearranged from an arranged state in a unit game, on a
first display having a transparent portion through which a rear of
the transparent portion is visible; displaying a prescribed image
in the unit game, on a second display having a switching display
portion adjacent to the transparent portion, the switching display
portion being capable of being switched to a transparent display
state where a rear of the switching display portion is visible and
a normal display state where a rear of the switching display
portion is not visible; stopping a rotation reel in rotation, that
is arranged to straddle over a rear of the first display and a rear
of the second display and having a plurality of symbols on a
circumferential face, such that one of the plurality of symbols on
the circumferential face is arranged behind the transparent portion
and another one of the plurality of symbols on the circumferential
face is arranged behind the switching display portion, in the unit
game; switching the switching display portion from the normal
display state to the transparent display state, when the prescribed
condition is fulfilled; determining an outcome of the unit game
according to symbols displayed on the first display and a symbol on
the circumferential face arranged behind the transparent portion,
in a state where the prescribed condition is not fulfilled; and
determining an outcome of the unit game according to symbols
respectively displayed on the first display and the second display,
and symbols on the circumferential face respectively arranged
behind the transparent portion and the switching display portion in
the transparent display state, in a state where the prescribed
condition is fulfilled, wherein the step of displaying the
prescribed image in the unit game on the second display includes:
displaying the symbols rearranged from the arranged state as the
prescribed image on the second display, in a state where the
prescribed condition is fulfilled.
BRIEF DESCRIPTION OF THE DRAWINGS
[0014] FIG. 1 is a flow chart showing an operation of a slot
machine which is one example of a gaming machine according to the
present invention and an outline of its playing method.
[0015] FIG. 2 is a perspective view of a slot machine according to
one embodiment of the present invention.
[0016] FIG. 3 is a perspective view of a rotation reel portion of a
slot machine according to one embodiment of the present
invention.
[0017] FIG. 4 is an explanatory diagram showing an exemplary
display of a slot game on a slot machine according to one
embodiment of the present invention.
[0018] FIG. 5 is an explanatory diagram showing an exemplary
display of a slot game on a slot machine according to one
embodiment of the present invention.
[0019] FIG. 6 is a side view of a rotation reel shown in FIG.
3.
[0020] FIG. 7 is a block diagram showing a control circuit of a
slot machine according to one embodiment of the present
invention.
[0021] FIG. 8 is a schematic diagram showing one example of a
payout table used in a slot machine according to one embodiment of
the present invention.
[0022] FIG. 9 is a flow chart showing a processing procedure of a
slot machine according to one embodiment of the present
invention.
[0023] FIG. 10 is an explanatory diagram showing an exemplary
display of a slot game on a slot machine according to a
modification of one embodiment of the present invention.
[0024] FIG. 11 is a flow chart showing a processing procedure of a
slot machine according to still another modification of one
embodiment of the present invention.
[0025] FIG. 12 is an explanatory diagram showing an exemplary
display of a slot game on a slot machine according to another
modification or still another modification of one embodiment of the
present invention.
[0026] FIG. 13 is a flow chart showing a processing procedure of a
slot machine according to another embodiment of the present
invention.
DETAILED DESCRIPTION OF THE EMBODIMENTS
[0027] In the following, an operation of a slot machine which is
one example of a gaming machine according to the present invention
and an outline of its playing method will be described with
references to FIG. 1 to FIG. 5.
[0028] FIG. 1 is a flow chart showing an operation of a slot
machine which is one example of a gaming machine according to the
present invention and an outline of its playing method. FIG. 2 is a
perspective view of a slot machine according to one example of the
present invention. FIG. 3 is a perspective view of a rotation reel
portion of a slot machine according to one example of the present
invention. FIG. 4 and FIG. 5 are explanatory diagrams showing
exemplary displays of a unit game on a slot machine according to
one example of the present invention.
[0029] On a front face of a cabinet 11 of a slot machine 10 as one
example of a gaming machine shown in FIG. 2, a display 16 as a
second display is provided. On an upper side of the cabinet 11, a
top box 12 is provided. On a front face of the top box 12, an upper
display 33 as a first display is provided. These display 16 and
upper display 33 are arranged to be adjacent vertically, and each
one of them can be formed by a liquid crystal display capable of
making transparent display.
[0030] Behind the display 16 and the upper display 33, a rotation
reel 3 is arranged to be straddling over both of them. As shown in
FIG. 3, this rotation reel 3 is rotated and stopped by a stepping
motor 45. On a circumferential face 4 of the rotation reel 3, a
plurality of symbols 5 are arranged with intervals along a rotation
direction.
[0031] As shown in FIG. 2, the display 16 has a window portion 16a
as a second transparent portion or a switching display portion, at
a section located in front of the rotation reel 3. Also, the upper
display 33 has a window portion 33a as a first transparent portion
or a transparent portion, at a section located in front of the
rotation reel 3. These window portions 16a and 33a are arranged to
be adjacent vertically.
[0032] By setting each one of these window portions 16a and 33a in
a transparent display state, as shown in FIG. 4, the
circumferential face 4 of the rotation reel 3 becomes visible to a
player through the window portions 16a and 33a. Consequently, by
stopping the rotation of the rotation reel 3 such that the symbols
5 are arranged behind the respective window portions 16a and 33a,
the symbols 5 become visible to a player through the respective
window portions 16a and 33a.
[0033] Note that the stopping position of the rotation reel 3, that
is, the contents of the symbols 5 arranged behind the respective
window portions 16a and 33a, can be comprehended by reading
contents of identifiers 6 such as bar codes or the like arranged on
the circumferential face 4 of the rotation reel 3 in correspondence
to respective symbols 5 by a sensor 7 arranged at a distance from
the circumferential face 4, as shown in FIG. 3.
[0034] Also, as shown in FIG. 4, a symbol 9a arranged or rearranged
in each unit game is displayed by video images at portions other
than the window portion 33a on the upper display 33. Also, a symbol
9b arranged or rearranged at a time of the unit game can be
displayed by video images at portions other than the window portion
16a on the display 16. Note that positions for displaying the
symbols 9a and 9b can be set at portions on left and right sides of
the window portions 16a and 33a.
[0035] In the slot machine 10 according to one embodiment of the
present invention, as shown in FIG. 1, the display of the symbol 9a
by the video images is carried out at the above described portions
other than the window portion 33a on the upper display 33 each time
the unit game is carried out (step S1).
[0036] Also, in this slot machine 10, a prescribed image is
displayed at portions other than the window portion 16a on the
display 16 at a time of the unit game (step S2). Note that, in a
state where a prescribed condition is realized (fulfilled), the
symbols 9b, 9b that are rearranged from the arranged state will be
displayed as the prescribed image at portions other than the window
portion 16a on the display 16, as shown in FIG. 4. In a state where
the prescribed condition is not realized, the symbols 9b, 9b as the
prescribed image will not be displayed at portions other than the
window portion 16a on the display 16, as shown in FIG. 5, for
example.
[0037] In addition, in this slot machine 10, the rotation and the
stopping of the rotation reel 3 are carried out each time the unit
game is carried out. When the rotated rotation reel 3 is stopped,
one of the plurality of symbols 5 arranged on the circumferential
face 4 of the rotation reel 3 is arranged behind the window portion
33a of the upper display 33, while another one of the symbols 5 on
the circumferential face 4 is arranged behind the window portion
16a of the display 16 (step S3).
[0038] Then, in this slot machine 10, in a state where the
prescribed condition is not realized (step S4 NO), an outcome of
the unit game is decided by the symbol 5 on the circumferential
face 4 of the rotation reel 3 that is arranged behind the window
portion 33a of the upper display 33 and the symbol 9a displayed at
portions other than the window portion 33a on the upper display 33
(step S5).
[0039] Also, in this slot machine 10, in a state where the
prescribed condition is realized (step S4 YES), the window portion
16a of the display 16 is switched from a normal display state in
which the circumferential face 4 of the rotation reel 3 arranged
behind it is not visible by a player, to a transparent display
state in which the circumferential face 4 is visible by a player
(step S6).
[0040] Then, an outcome of the unit game is decided by the symbol 5
on the circumferential face 4 of the rotation reel 3 that is
arranged behind the window portion 33a of the upper display 33 and
the symbol 9a displayed at portions other than the window portion
33a on the upper display 33, as well as the symbol 5 on the
circumferential face 4 of the rotation reel 3 that is arranged
behind the window portion 16a of the display 16 that is set in the
transparent display state and the symbol 9b displayed at portions
other than the window portion 16a on the upper display 16 (step
S7).
[0041] As described above, in the slot machine 10 according to one
example of the present invention, the symbol 5 that constitutes the
unit game displayed on the upper display 33 along with the symbol
9a displayed at portions other than the window portion 33a on the
upper display 33 and the symbol 5 that constitutes the unit game
displayed on the display 16 along with the symbol 9b displayed at
portions other than the window portion 16a on the display 16 in a
state where the prescribed condition is realized will be rearranged
by the rotation and the stopping of the common rotation reel 3.
[0042] Consequently, according to the gaming machine of the present
invention which is representatively exemplified by the above
described slot machine 10, the entertainment quality as the gaming
machine can be made superior by providing a coordination between
outcomes of the unit games respectively displayed at two displays
(the first display and the second display) such as the upper
display 33 and the display 16 described above.
[0043] Next, the detail of the slot machine according to one
embodiment of the present invention will be described with
references to FIG. 2 to FIG. 9. As shown in FIG. 2, the slot
machine 10 of this embodiment has the cabinet 11, the top box 12
arranged on an upper side of the cabinet 11, and a main door 13
provided on a front face of the cabinet 11. On a front side of the
main door 13, the display 16 (corresponding to the second display
in claims) is provided.
[0044] On the lower side of the display 16, various types of input
buttons 23 to 27 through which commands related to the proceeding
of the game will be inputted by a player, a medal insertion slot 21
for accepting medals, and a bill validator 22 for checking the
validity of bills and accepting valid bills are provided. Note that
the bill validator 22 may be configured such that it can read a bar
code attached ticket 39.
[0045] Also, in a vicinity of these medal insertion slot 21 and
bill validator 22, various types of operation switches are
provided. As the operation switches, a payout switch 23, a MAXBET
switch 24, a BET switch 25, a spin repeat bet switch 26, and a
start switch 27 are provided.
[0046] The BET switch 25 is a switch for determining the credit
amount to be bet with respect to the slot game to be executed on
the display 16, where the credit of one medal will be bet every
time the BET switch 25 is pressed, as will be described below.
[0047] The spin repeat bet switch 26 is for executing the slot game
by betting the credit again without changing the credit amount bet
by the BET switch 25 described above in a previous game.
[0048] The start switch 27 is a switch for starting the slot game
after the desired amount of credit is bet. When this start switch
27 is pressed after either medals are inserted into the medal
insertion slot 21 or the credit is bet by the BET switch 25, the
slot game will be started on the display 16.
[0049] The payout switch 23 is a switch for having the inserted
medals paid out, and the medals to be paid will be ejected from a
medal payout opening 19 that is opening at a lower front side of
the main door 13, and the paid medals will be accumulated in a
medal tray 18.
[0050] The MAXBET switch 24 is a switch for betting the maximum
amount of credit (30 medals, for example) that can be bet in a
single play of the slot game, by a single operation.
[0051] Note that, in this embodiment, an exemplary case of using
medals as the gaming medium to be used at a time of executing the
slot game is described, but the gaming medium for the slot game is
not limited to the medals, and can be medals, tokens, electronic
money, or electronic value information (credit) corresponding to
these.
[0052] On the lower front face of the main door 13, a foot display
34 is provided, which displays a prescribed image according to an
image display control data contained in a currently executed game
software. Also, on a side face of the top box 12, a speaker 29 is
provided. On a front face of the top box 12, the upper display 33
(corresponding to the first display in claims) is provided.
[0053] Each of the upper display 33 of the top box 12 and the
display 16 of the main door 13 has a liquid crystal panel capable
of making transparent display. Then, the upper display 33 and the
display 16 have the window portions 33a and 16a, respectively.
These window portions 33a and 16a are arranged to be adjacent
vertically.
[0054] In this embodiment, the window portion 33a of the upper
display 33 is always set in the transparent display state in which
its behind (rear) is visible. Also, the window portion 16a of the
display 16 is switched between the transparent display state in
which its behind (rear) is visible and the normal display state in
which its behind (rear) is not visible.
[0055] Inside the cabinet 11, the rotation reel 3 is arranged to be
positioned behind the upper display 33 and the display 16 and
straddling over both of them.
[0056] As shown in FIG. 3, the rotation reel 3 is rotated by the
stepping motor 45. On the circumferential face 4 of the rotation
reel 3, a plurality of symbols 5 are arranged with intervals along
a rotation direction of the rotation reel 3.
[0057] As shown in FIG. 4, the circumferential face 4 of the
rotation reel 3 is visible to a player through the window portion
33a of the upper display 33. Consequently, by stopping the rotation
of the rotation reel 3 such that the symbols 5 are arranged behind
the window portion 33a, the symbols 5 of the rotation reel 3 become
visible to a player through the window portion 33a.
[0058] Also, by setting the window portion 16a of the display 16 in
the transparent display state, the circumferential face 4 of the
rotation reel 3 is visible to a player through that window portion
16a. Consequently, by stopping the rotation of the rotation reel 3
such that the symbols 5 are arranged behind the window portion 16a,
the symbols 5 become visible to a player through that window
portion 16a.
[0059] Note that the stopping position of the rotation reel 3, that
is, the contents of the symbols 5 arranged behind the respective
window portions 16a and 33a, can be comprehended by reading
contents of identifiers 6 such as bar codes or the like arranged on
the circumferential face 4 of the rotation reel 3 in correspondence
to respective symbols 5 by a sensor 7 arranged at a distance from
the circumferential face 4, as shown in FIG. 3. Note that, for the
detection of the contents of the identifiers by the sensor 7,
various types of known schemes such as an optical one or a magnetic
one can be utilized. This sensor 7 is attached to a frame 41 (see
FIG. 6) to be described below.
[0060] FIG. 6 is a side view of the rotation reel 3 of FIG. 3
described above. The rotation reel 3 is rotatably supported by the
box shaped frame 41 along with the stepping motor 45, as shown in
FIG. 6. This frame 41 has openings 42a and 42b that are partitioned
vertically by a stay 43 (corresponding to a light blocking wall in
claims) on a side of the upper display 33 and the display 16. An
upper half of the circumferential face 44 of the rotation reel 3
(corresponding to a circumferential face region behind a
transparent portion in claims) is exposed to the window portion 33a
of the upper display 33 through the upper side opening 42a. A lower
half of the circumferential face 44 of the rotation reel 3 is
exposed to the window portion 16a of the display 16 through the
lower side opening 42b.
[0061] The stay 43 is arranged to be facing against a boundary
portion between the upper display 33 and the display 16. On an
upper face of the stay 43, an upper light 44a facing toward the
upper half of the circumferential face 4 of the rotation reel 3 is
attached, and on a lower face of the stay 43, a lower light 44b
facing toward the lower half of the circumferential face 4 of the
rotation reel 3 is attached. The stay 43 blocks a light path of the
illumination light from the upper light 44a illuminating toward the
lower half of the circumferential face 4 of the rotation reel 3.
Also, the stay 43 blocks a light path of the illumination light
from the lower light 44b illuminating toward the upper half of the
circumferential face 4 of the rotation reel 3. Consequently, the
upper light 44a illuminates the upper half of the circumferential
face 4 of the rotation reel 3, and the lower light 44b illuminates
the lower half of the circumferential face 4 of the rotation reel
3,
[0062] As shown in FIG. 2, on an upper side of the upper display
33, a ticket printer 35, a card reader 36, a data display 37, and a
key pad 38 are provided. The ticket printer 35 prints a bar code,
in which data such as the credit amount, the date and time, the
identification number of the slot machine 10, etc. are encoded, on
a ticket, and outputs it as the bar code attached ticket 39.
[0063] A player can make the bar code attached ticket 39 read at
another slot machine, and use it as bets at a time of playing the
slot game at that slot machine or exchange the bar code attached
ticket 39 to bills and the like at a prescribed location in a
gaming facility (a cashier in the casino, for example).
[0064] The card reader 36 is capable of having a smart card
inserted therein, and carrying out a reading of data from the
inserted smart card and a writing of data into the smart card. The
smart card is a card to be carried around by a player, which stores
data for identifying a player and data regarding a log of games
played by a player.
[0065] The smart card may also store data corresponding to coins,
bills, or credit. Also, instead of the smart card, a magnetic
stripe card may be adopted. The data display 37 is formed by a
fluorescent display or the like, and displays data read by the card
reader 36 and data inputted by a player through the key pad 38, for
example.
[0066] Also, instead of the smart card, an RFID scheme may be
adopted and a card to/from which data can be written/read in a
non-contact manner may be used. The key pad 38 is for inputting
commands and data regarding a ticket issuance and the like.
[0067] FIG. 7 is a block diagram showing a control circuit of the
slot machine according to this embodiment. In the figure, a
controller 40 is a micro-computer, which has 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 driving circuit 122, a hopper driving
circuit 124, a display driving circuit 128, display controllers 140
and 141, a motor driving circuit 51 for driving the stepping motor
45 of the rotation reel 3, a reel position detection circuit 52 for
detecting a rotation, a stopping, and a stopped position of the
rotation reel 3 according to an output of the sensor 7 of the
rotation reel 3, and light driving circuits 53 and 54 for driving
the upper light 44a and the lower light 44b, respectively.
[0068] The interface circuit group 102 is connected to the
input/output bus 104, and this input/output bus 104 carries out
input/output of data signals or address signals with respect to the
CPU 106.
[0069] To the interface circuit group 102, the start switch 27 is
connected. A start signal outputted from this start switch 27 is
converted into a prescribed signal at the interface circuit group
102, and then transmitted to the CPU 106 through the input/output
bus 104.
[0070] In addition, to the interface circuit group 102, the BET
switch 25, the MAXBET switch 24, the spin repeat bet switch 26 and
the payout switch 23 are connected. Then, the switching signals
outputted from these switches 25, 24, 26 and 23 are supplied to the
interface circuit group 102, converted into prescribed signals at
this interface circuit group 102, and then transmitted to the CPU
106 through the input/output bus 104.
[0071] Moreover, to the interface circuit group 102, a medal sensor
43 is connected. The medal sensor 43 is a sensor for detecting
medals inserted at the medal insertion slot 21, which is provided
at a medal insertion portion of the medal insertion slot 21. A
detection signal outputted from this medal sensor 43 is supplied to
the interface circuit group 102, converted into a prescribed signal
at this interface circuit group 102, and then transmitted to the
CPU 106 through the input/output bus 104.
[0072] To the input/output bus 104, the ROM 108 for storing a
system program and the RAM 110 for storing various types of data
are connected. In the RAM 110, areas and the like for managing
flags and storing various types of information are provided.
[0073] In the ROM 108, the payout table is stored. The payout table
indicates a condition for generating the payout, and its
correspondence relationship with the credit payout amount in the
case where this condition is satisfied. The condition for
generating the payout is determined according to contents of
symbols rearranged in the slot game. The rearrangement contents of
symbols to become targets for generating the payout can be
determined by the number of scatter symbols rearranged or a pattern
of a winning combination realized on a payline in the slot
game.
[0074] FIG. 8 is an explanatory diagram showing one example of the
payout table stored in the ROM 108. The payout table shown in FIG.
8 is showing a case for generating the payout according to a
pattern of a winning combination realized on a payline. Then, in a
case where a winning combination "7-7-7" is realized, the payout
becomes 100 times the bet credit number. In a case where a winning
combination "BAR-BAR-BAR" is realized, the payout becomes 50 times
the bet credit number. In a case where a winning combination
"BELL-BELL-BELL" is realized, the payout becomes 20 times the bet
credit number. In a case where a winning combination
"CHRRY-CHERRY-ANY" is realized, the payout becomes 10 times the bet
credit number. In a case where a winning combination
"CHRRY-ANY-ANY" is realized, the payout becomes 5 times the bet
credit number.
[0075] The CPU 106 reads out game execution programs from the ROM
108 and executes the slot game, at a timing when a start operation
of the game is accepted by the start switch 27. There are two game
execution programs, where either one of the game execution programs
is selectively executed according the credit amount bet for the
slot game.
[0076] Then, one game execution program is a program for executing
the slot game by driving the stepping motor 45 of the rotation reel
3 through the motor driving circuit 51, while displaying the
symbols 9a, 9a as dynamically changing simultaneously at the left
and right sides of the window portion 33a of the upper display
33.
[0077] The slot game to be executed by the one game execution
program described above has the following content. First, the
symbols 5 on the circumferential face 4 that are arranged behind
the window portion 33a of the upper display 33 are displayed as
dynamically changing and stopped, by rotating and stopping the
rotation reel 3. Also, the symbols 9a, 9a are displayed as
dynamically changing simultaneously at the left and right sides of
the window portion 33a of the upper display 33 and stopped. In
addition, the window portion 16a of the display 16 is set in the
normal display state in which behind of the window portion 16a
becomes invisible as a non-transparent image is displayed. Also, a
gray background image is displayed at portions other than the
window portion 16a of the display 16. Then, in a case where a
winning combination is realized by three symbols 9a, 5 and 9a
rearranged on the upper display 33, the credit of the payout amount
according to the payout table stored in the ROM 108 will be paid.
Consequently, the slot game to be executed by the one game
execution program described above will be as shown in FIG. 5.
[0078] Here, the gray background image to be displayed at portions
other than the window portion 16a of the display 16 indicates that
the display 16 is not in a display state capable of realizing a
winning combination that can be a target of the payout. In other
words, a payline that can be a target of the payout when a winning
combination is realized is set only on a line in a horizontal
direction with the window portion 33a of the upper display 33 at a
center.
[0079] Also, another one game execution program described above is
a program for executing the slot game by driving the stepping motor
45 of the rotation reel 3 through the motor driving circuit 51,
while displaying the symbols 9a, 9a as dynamically changing
simultaneously at the left and right sides of the window portion
33a of the upper display 33, and also displaying the symbols 9b, 9b
as dynamically changing simultaneously at the left and right sides
of the window portion 16a of the display 16.
[0080] The slot game to be executed by the another one game
execution program described above has the following content. First,
the symbols 5, 5 on the circumferential face 4 that are
respectively arranged behind the window portion 33a of the upper
display 33 and behind the window portion 16a of the display 16 are
displayed as dynamically changing and stopped, by rotating and
stopping the rotation reel 3. Also, the symbols 9a, 9a are
displayed as dynamically changing simultaneously at the left and
right sides of the window portion 33a of the upper display 33 and
stopped. In addition, the window portion 16a of the display 16 is
set in the transparent display state in which behind of the window
portion 16a becomes visible as a transparent image is displayed.
Also, the symbols 9b, 9b are displayed as dynamically changing
simultaneously at the left and right sides of the window portion
16a of the display 16 and stopped. Then, in a case where a winning
combination is realized by three symbols 9a, 5 and 9a rearranged on
the upper display 33, or three symbols 9b, 5 and 9b rearranged on
the display 16, the credit of the payout amount according to the
payout table stored in the ROM 108 will be paid. Consequently, the
slot game to be executed by the another one game execution program
described above will be as shown in FIG. 4.
[0081] In other words, paylines that can be targets of the payout
when a winning combination is realized in the slot game to be
executed by the another game execution program described above are
respectively set on a line in a horizontal direction with the
window portion 33a of the upper display 33 at a center and on a
line in a horizontal direction with the window portion 16a of the
display 16 at a center.
[0082] To the input/output bus 104, the random number generator
112, the communication interface circuit 111, the display
controllers 140 and 141, the hopper driving circuit 124, the
speaker driving circuit 122, the display driving circuit 128, the
motor driving circuit 51, the reel position detection circuit 52,
and the light driving circuits 53 and 54 are connected.
[0083] The communication interface circuit 111 is connected to a
hall server or the like, and transmits data on a play log executed
at this slot machine 10 and the like to the hall server. It also
receives various types of data transmitted from the hall
server.
[0084] The random number generator 112 generates a random number
for determining whether or not to generate a winning combination or
a jackpot in the slot game executed on the upper display 33 or the
display 16.
[0085] The display driving circuit 128 carries out a control for
displaying the payout amount on a payout display region 48 provided
on a lower left region of the display 16.
[0086] The speaker driving circuit 122 outputs speech data to the
speaker 29. Namely, the CPU 106 reads out the speech data stored in
the ROM 108, and transmit this speech data to the speaker driving
circuit 122 through the input/output bus 104. In this way, a
prescribed effect sound will be generated from the speaker 29.
[0087] The hopper driving circuit 124 outputs a payout signal to
the hopper 44 when the payout is generated. Namely, when a payout
signal is inputted by the payout switch 23, the CPU 106 outputs a
driving signal to the hopper driving circuit 124 through the
input/output bus 104. In this way, the hopper 44 pays medals
corresponding to the remaining amount of credit at that moment
which is stored in a prescribed memory region of the RAM 110.
[0088] The display controller 140 carries out a display control for
displaying the prescribed image on the display 16. Namely, the CPU
106 generates an image display command signal for displaying the
prescribed image on the display 16, and outputs the generated image
display command signal to the display controller 140 through the
input/output bus 104. When the image display command signal
outputted from the CPU 106 is inputted, the display controller 140
generates a driving signal for driving the display 16 according to
this image display command, and outputs this generated driving
signal to the display 16. In this way, the prescribed image will be
displayed on the display 16.
[0089] Note that, by the display control carried out by the display
controller 140 described above according to the image display
command signal from the CPU 106, the window portion 16a of the
display 16 is switched between the transparent display state in
which its behind is visible and the normal display state in which
its behind is not visible.
[0090] Then, by the display control carried out by the display
controller 140 according to the image display command signal from
the CPU 106, the symbol 9b is displayed respectively at portions on
the left and right sides of the window portion 16a of the display
16 as shown in FIG. 4, when the window portion 16a is in the
transparent display state. Also, when the window portion 16a is in
the normal display state, the gray background image is displayed as
shown in FIG. 5.
[0091] The display controller 141 carries out a display control for
displaying an image on the upper display 33. Namely, the CPU 106
generates an image display command signal for displaying an image
on the upper display 33, and outputs the generated image display
command signal to the display controller 141 through the
input/output bus 104. When the image display command signal
outputted from the CPU 106 is inputted, the display controller 141
generates a driving signal for driving the upper display 33
according to this image display command, and outputs this generated
driving signal to the upper display 33. In this way, an image will
be displayed on the upper display 33.
[0092] Note that, by the display control carried out by the display
controller 141 described above according to the image display
command signal from the CPU 106, the window portion 33a of the
upper display 33 is made to always display transparently and set in
a state in which behind of the window portion 33a is visible.
[0093] Also, by the display control carried out by the display
controller 141 according to the image display command signal from
the CPU 106, the symbol 9a is displayed respectively at portions on
the left and right sides of the window portion 33a of the upper
display 33 as shown in FIG. 4.
[0094] Note that, at a background portion of the symbols 9a, 9a on
the upper display 33 except for the window portion 33a, a white
background image is displayed by the display control carried out by
the display controller 141 according to the image display command
signal from the CPU 106. This white background image indicates that
the upper display 33 is in a display state capable of realizing a
winning combination that can be a target of the payout.
[0095] Next, with reference to the flow chart shown in FIG. 9, the
operation of the slot machine 10 of this embodiment will be
described. FIG. 9 is the flow chart showing a procedure of the slot
game processing to be carried out by the CPU 106 shown in FIG. 7
according to the game execution program stored in the ROM108.
[0096] First, when it is entered into the slot game processing
shown in FIG. 9, the CPU 106 judges whether the credit is bet or
not at the step S11. In this processing, the CPU 106 judges whether
or not either a signal outputted from the BET switch 25 as the BET
switch 25 is pressed or a signal outputted from the MAXBET switch
24 as the MAXBET switch 24 is pressed is received. When it is
judged that the credit is not bet, the processing is returned to
the step S11.
[0097] On the other hand, when it is judged that the credit is bet
at the step S11, the CPU 106 proceeds to the step S12, and
subtracts the credit amount stored in the RAM 11 according to the
bet credit amount.
[0098] Next, at the step S13, the CPU 106 judges whether the start
switch 27 is pressed or not. In this processing, the CPU 106 judges
whether or not a signal outputted from the start switch 27 as the
start switch 27 is pressed is received.
[0099] When it is judged that the start switch 27 is not pressed,
the CPU 106 returns the processing to the step S11. Note that, when
the start switch 27 is not pressed (a case where a command for
finishing the game is inputted without pressing the start switch
27, for example), the CPU 106 cancels the subtraction result of the
credit amount at the step S12.
[0100] Then, when it is judged that the start switch 27 is pressed
at the step S13, the CPU 106 proceeds from the step S13 to the step
S14, and judges whether the bet credit amount is less than or equal
to 10 or not. When the bet credit amount is not less than or equal
to 10 (step S14 NO), the processing proceeds to the step S19 to be
described below.
[0101] On the other hand, when the bet credit amount is less than
or equal to 10 (step S14 YES), the CPU 106 determines the stopped
symbol on the upper display 33 at the step S15. In this stopped
symbol determination processing, the CPU 106 determines the symbol
5 on the circumferential face 4 of the rotation reel 3 to be
stopped behind the window portion 33a of the upper display 33 and
the symbols 9a, 9a to be stopped at the left and right sides of the
window portion 33a by executing a stopped symbol determination
program which is one of the game execution programs stored in the
ROM 108. The contents of these symbols 5 and 9a to be stopped can
be determined by executing a random number generation program
utilizing the random number generator 112.
[0102] Next, the CPU 106 carries out the symbol dynamically
changing display processing at the step S16. This processing is a
processing for starting display of the symbol 5 on the
circumferential face 4 to be arranged behind the window portion 33a
of the upper display 33 as dynamically changing by rotating the
rotation reel 3, and then stopping it. In addition to that, the
symbol dynamically changing display processing is a processing for
starting display of the symbols 9a, 9a at the left and right sides
of the window portion 33a of the upper display 33 as dynamically
changing, and then stopping it. By this processing for starting and
stopping the dynamically changing display, three symbols 9a, 5 and
9a are rearranged on the upper display 33.
[0103] The symbol dynamically changing display processing of the
step S16 is also a processing for setting the window portion 16a of
the display 16 in the normal display state while displaying the
gray background image at portions other than the window portion 16a
of the display 16. In addition, the symbol dynamically changing
display processing of the step S16 is also a processing for turning
the upper light 44a on by the light driving circuit 53 and turning
the lower light 44b off by the light driving circuit 54 such that
only the upper half of the circumferential face 4 of the rotation
reel 3 is illuminated by the upper light 44a.
[0104] When the dynamically changing display processing is
finished, the CPU 106 proceeds to the step S17, and judges whether
the three symbols 9a, 5 and 9a rearranged on the upper display 33
at the step S16 described above are realizing a winning combination
that is set in the payout table stored in the ROM 108, on the
payline of the upper display 33 or not, by referring to the payout
table shown in FIG. 8.
[0105] Then, when the three symbols 9a, 5 and 9a rearranged on the
upper display 33 are realizing a winning combination that is set in
the payout table on the payline of the upper display 33 (step S17
YES), it is regarded that a win is realized, and at the step S17,
the CPU 106 determines the credit payout amount to be the payout
amount set in correspondence to that winning combination and the
credit amount bet for the slot game, and proceeds from the step S17
to the next step S18.
[0106] On the other hand, when the three symbols 9a, 5 and 9a
rearranged on the upper display 33 at the step S16 described above
are not realizing a winning combination that is set in the payout
table stored in the ROM 108 on the payline of the upper display 33
(step S17 NO), it is regarded that a win is not realized, and the
CPU106 returns to the step S11 described above and executes the
next slot game processing.
[0107] At the step S18, the CPU 106 executes a payout processing
for paying the credit according to a result of the win at the step
S16 described above. In this payout processing, the CPU 106 adds
the credit payout amount generated at the step S17 described above
to the credit amount stored in the RAM 110. After that, the CPU106
returns to the step S11 described above and executes the next slot
game processing.
[0108] Also, at the step S19, the CPU 106 determines the stopped
symbol on the upper display 33 and the stopped symbol on the
display 16. In this stopped symbol determination processing, the
CPU 106 determines the symbol 5 on the circumferential face 4 of
the rotation reel 3 to be stopped behind the window portion 33a of
the upper display 33 and the symbols 9a, 9a to be stopped at the
left and right sides of the window portion 33a by executing a
stopped symbol determination program which is one of the game
execution programs stored in the ROM 108. As a result, the symbol 5
on the circumferential face 4 of the rotation reel 3 to be stopped
behind the window portion 16a of the display 16 is also determined
in a manner of chain reaction. Also, in this stopped symbol
determination processing, the CPU 106 determines the symbols 9b, 9b
to be stopped at the left and right sides of the window portion 16a
of the display 16 by executing the stopped symbol determination
program which is one of the game execution programs stored in the
ROM 108. The contents of these symbols 5, 9a, 9a, 9b, and 9b to be
stopped can be determined by executing the random number generation
program utilizing the random number generator 112.
[0109] Next, the CPU 106 carries out the symbol dynamically
changing display processing at the step S20. This processing is a
processing for starting display of the symbols 5 on the
circumferential face 4 to be arranged behind the window portion 33a
of the upper display 33 and the window portion 16a of the display
16 respectively as dynamically changing by rotating the rotation
reel 3, and then stopping them. In addition to that, the symbol
dynamically changing display processing is a processing for
starting display of the symbols 9a, 9a and the symbols 9b, 9b at
the left and right sides of the window portion 33 of the upper
display 33 and the window portion 16a of the display 16
respectively as dynamically changing, and then stopping them. By
this processing for starting and stopping the dynamically changing
display, three symbols 9a, 5 and 9a are rearranged on the upper
display 33, and three symbols 9b, 5 and 9b are rearranged on the
display 16.
[0110] The symbol dynamically changing display processing of the
step S20 is also a processing for setting the window portion 16a of
the display 16 in the transparent display state. In addition, the
symbol dynamically changing display processing of the step S20 is
also a processing for turning the upper light 44a and the lower
light 44b on by the light driving circuit 53 and the light driving
circuit 54 respectively such that the upper half and the lower half
of the circumferential face 4 of the rotation reel 3 are
illuminated by the upper light 44a and the lower light 44b
respectively.
[0111] When the dynamically changing display processing is
finished, the CPU 106 proceeds to the step S21, and judges whether
the three symbols 9a, 5 and 9a rearranged on the upper display 33
or the three symbols 9b, 5 and 9b rearranged on the display 16 at
the step S20 described above are realizing a winning combination
that is set in the payout table stored in the ROM 108, on the
paylines of the upper display 33 or the display 16 or not, by
referring to the payout table shown in FIG. 8.
[0112] Then, when the three symbols 9a, 5 and 9a rearranged on the
upper display 33 or the three symbols 9b, 5 and 9b rearranged on
the display 16 are realizing a winning combination that is set in
the payout table on the paylines of the upper display 33 or the
display 16 (step S21 YES), it is regarded that a win is realized,
and at the step S21, the CPU 106 determines the credit payout
amount to be the payout amount set in correspondence to that
winning combination and the credit amount bet for the slot game,
and proceeds from the step S21 to the next step S22. At this point,
when the winning combinations are realized on the paylines of the
upper display 33 and the display 16 respectively, the payout amount
combining the respective payout amounts corresponding to these will
be determined as the credit payout amount.
[0113] On the other hand, when the three symbols 9a, 5 and 9a
rearranged on the upper display 33 and the three symbols 9b, 5 and
9b rearranged on the display 16 at the step S20 described above are
not realizing a winning combination that is set in the payout table
stored in the ROM 108 on any of the paylines of the upper display
33 and the display 16 (step S21 NO), it is regarded that a win is
not realized, and the CPU106 returns to the step S11 described
above and executes the next slot game processing.
[0114] At the step S22, the CPU 106 executes a payout processing
for paying the credit according to a result of the win at the step
S20 described above. In this payout processing, the CPU 106 adds
the credit payout amount generated at the step S21 described above
to the credit amount stored in the RAM 110. After that, the CPU106
returns to the step S11 described above and executes the next slot
game processing.
[0115] In the slot machine 10 of this embodiment in such a
configuration, when the slot game for which the credit is bet is
executed, the rotation reel 3 behind the window portion 33a of the
upper display 33 is rotated and then stopped, and the symbol 5
arranged behind the window portion 33a is rearranged. In addition
to that, the symbols 9a, 9a are rearranged at the left and right
sides of the window portion 33a of the upper display 33.
[0116] Then, in the case where the credit amount bet for the slot
game is less than or equal to 10, as shown in FIG. 5, the window
portion 16a of the display 16 is set in the normal display state
such that the symbol 5 of the rotation reel 3 behind it becomes not
visible, and the gray background image is displayed at portions
other than the window portion 16a of the display 16. Namely, the
rearrangement of the symbols 9b, 5 and 9b on the display 16 will
not be carried out.
[0117] On the other hand, in the case where the credit amount bet
for the slot game is greater than or equal to 11, as shown in FIG.
4, the window portion 16a of the display 16 is set in the
transparent display state, and the symbol 5 arranged behind the
window portion 16a is rearranged by the rotation and the stopping
of the rotation reel 3. In addition to that, the symbols 9b, 9b are
rearranged at the left and right sides of the window portion 16a of
the display 16.
[0118] Consequently, in the slot machine 10 of this embodiment, in
the case where only the credit less than or equal to 10 is bet for
the slot game, the payline on which a winning combination that can
be a target of the payout can be realized is set only on the upper
display 33. In other words, in the case where only the credit less
than or equal to 10 is bet, the slot game to be executed will be
only one game on the upper display 33.
[0119] On the other hand, in the case where the credit greater than
or equal to 11 is bet for the slot game, the paylines on which a
winning combination that can be a target of the payout can be
realized are set on the upper display 33 and the display 16
respectively. In other words, in the case where the credit greater
than or equal to 11 is bet, the slot games to be executed will be
two games on the upper display 33 and the display 16.
[0120] Then, in the case where the slot games are to be executed
simultaneously on the upper display 33 and the display 16
respectively as the credit greater than or equal to 11 is bet, the
symbol 5 rearranged behind the window portion 33a of the upper
display 33 and the symbol 5 rearranged behind the window portion
16a of the display 16 will be the symbols arranged on the
circumferential face 4 of the common rotation reel 3.
[0121] In other words, in the case where the two slot games are to
be executed simultaneously on the upper display 33 and the display
16, the symbol 5 rearranged behind the window portion 33a of the
upper display 33 and the symbol 5 rearranged behind the window
portion 16a of the display 16 will be determined in coordination by
the rotation and the stopping of the common rotation reel 3.
[0122] For this reason, at a time of executing the two slot games
simultaneously by using two displays of the upper display 33 and
the display 16, the entertainment quality as the slot machine 10
can be made superior by providing a coordination between outcomes
of both of the slot games.
[0123] Also, according to the slot machine 10 of this embodiment,
the light path of the illumination light from the upper light 44a,
that is turned on in order to illuminate the upper half of the
circumferential face 4 of the rotation reel 3, illuminating toward
the lower half of the circumferential face 4 of the rotation reel 3
is blocked by the stay 43.
[0124] For this reason, in the slot game for which only the credit
less than or equal to 10 is bet, when the lower light 44b for
illuminating the lower half of the circumferential face 4 of the
rotation reel 3 is turned off, the lower half of the
circumferential face 4 of the rotation reel 3 will not be
illuminated by the illumination light from the upper light 44a.
[0125] Thus, there will not be a case where the symbol 5 of the
rotation reel 3 located behind the window portion 16a becomes
visible to a player as the lower half of the circumferential face 4
of the rotation reel 3 is illuminated by the illumination light of
the upper light 44a for illuminating the upper half, despite of the
fact that the window portion 16a of the display 16 is set in the
normal display state.
[0126] Consequently, in the slot game for which only the credit
less than or equal to 10 is bet and in which the payline is not set
on the display 16, it is possible to prevent a player from having a
confusion that the slot game is executed on the display 16
simultaneously as the upper display 33 as in the case of the slot
game for which the credit greater than or equal to 11 is bet.
[0127] Note that, in this embodiment, a configuration for
displaying the gray background image at portions other than the
window portion 16a of the display 16 will be displayed in the slot
game for which only the credit less than or equal to 10 is bet has
been described. However, instead of displaying the gray background
image at portions other than the window portion 16a of the display
16, it is also possible to use a configuration for displaying a
message "NO CHANCE", for example, at portions other than the window
portion 16a of the display 16, which indicates that it is not in a
display state capable of realizing a winning combination that can
be a target of the payout.
[0128] In the case of the slot machine 10 according to a
modification of this embodiment which adopts such a configuration,
in the symbol dynamically changing display processing at the step
S16 of FIG. 9, the CPU 106 will execute a processing for displaying
a message such as "NO CHANCE" described above, for example, as the
prescribed image at portions other than the window portion 16a of
the display 16, which indicates that it is not in a display state
capable of realizing a winning combination that can be a target of
the payout, instead of a processing for displaying the gray
background image as the prescribed image at portions other than the
window portion 16a of the display 16.
[0129] In this case, in the symbol dynamically changing display
processing at the step S16 of FIG. 9, the CPU 106 will execute a
processing for displaying a message such as "NO CHANCE" as the
prescribed image on the entire display 16, by using not only
portions other than the window portion 16a of the display 16 but
also the window portion 16a of the display 16 which is in the
normal display state. As the CPU 106 carries out such a processing,
the display state of the display 16 becomes one shown in FIG.
10.
[0130] Also, even in the slot machine 10 of this embodiment, it is
possible to use a configuration in which the CPU 106 displays the
gray background image to be displayed as the prescribed image by
using not only portions other than the window portion 16a of the
display 16 but also the window portion 16a of the display 16 which
is in the normal display state, in the symbol dynamically changing
display processing at the step S16 of FIG. 9, similarly as in the
slot machine 10 of the modification described above.
[0131] In addition, in the slot machine 10 according to this
embodiment described above and its modification, a configuration
for displaying the gray background image or the message such as "NO
CHANCE" at portions other than the window portion 16a of the
display 16 or the entire display 17 including the window portion
16a as the prescribed image in the slot game for which only the
credit less than or equal to 10 is bet has been described.
[0132] However, it is also possible to use a configuration for
continuing to display the latest symbols 9b, 9b rearranged on the
left and right sides of the window portion 16a unchanged in the
slot game for which only the credit less than or equal to 10 is
bet.
[0133] In the case of the slot machine 10 according to another
modification of this embodiment which adopts such a configuration,
it suffices to use a configuration in which the content of the
symbol dynamically changing display processing at the step S16 of
FIG. 9 is changed to the content which omits the processing for
displaying the gray background image at portions other than the
window portion 16a of the display 16.
[0134] It is also possible to use a configuration for rearranging
the symbols 9b, 9b at the left and right sides of the window
portion 16a of the display 16, even in the slot game for which only
the credit less than or equal to 10 is bet, similarly as in the
case of the slot game for which the credit greater than or equal to
11 is bet.
[0135] In the case of the slot machine 10 according to still
another modification of this embodiment which adopts such a
configuration, in the symbol dynamically changing display
processing at the step S16 of FIG. 9, it suffices for the CPU 106
to execute a processing for starting display of the symbols 9b, 9b
at the left and right sides of the window portion 16a of the
display 16 as dynamically changing and then stopping it at the step
S16a, as shown in the flow chart of FIG. 11, instead of executing a
processing for displaying the gray background image at portions
other than the window portion 16a of the display 16.
[0136] In the slot machine 10 according to another modification of
this embodiment or the slot machine 10 according to still another
modification of this embodiment described above, as the CPU 106
carries out a processing that replaces the symbol dynamically
changing display processing at the step S16 of FIG. 9, the display
state of the display 16 becomes one shown in FIG. 12.
[0137] Even in such a configuration, the symbol 5 of the rotation
reel 3 behind the portion 16a of the display 16 that is set in the
normal display state is not visible to a player, so that it is
possible to prevent a player from having a confusion that the slot
game is executed on the display 16 simultaneously as the upper
display 33. Consequently, it is possible to obtain the effects
similar to the slot machine 10 of this embodiment.
[0138] Also, in this embodiment, a configuration in which the slot
game capable of realizing a winning combination of a payline is
executed even on the display 16 simultaneously as the upper display
33 in the case where the credit amount greater than or equal to 11
is bet for the slot game has been used. However, a condition by
which the slot game capable of realizing a winning combination of a
payline is executed even on the display 16 simultaneously as the
upper display 33 can be based on factors other than the credit
amount bet for the slot game.
[0139] For example, it is also possible to use a configuration in
which the slot game capable of realizing a winning combination of a
payline is executed even on the display 16 simultaneously as the
upper display 33, in the next slot game, under the condition that a
prescribed outcome is generated in the previous slot game.
[0140] In the slot machine 10 of another embodiment of the present
invention using such a configuration, when the condition by which
the slot game is executed even on the display 16 simultaneously as
the upper display 33, which is representatively exemplified by the
condition that a prescribed outcome is generated in the previous
slot game, is generically referred to as a prescribed condition,
instead of the processing for judging whether the credit amount bet
for the slot game is less than or equal to 10 or not at the step
S14 of FIG. 9, the CPU 106 will make a judgment as to whether the
prescribed condition is realized or not at the step S14a shown in
FIG. 13. Then, in the case where the prescribed condition is not
realized (step S14a NO), the processing proceeds to the step S15,
whereas in the case where the prescribed condition is realized
(step S14a YES), the processing proceeds to the step S19.
[0141] Note that it should be apparent that the configuration of
each modification described above for the slot machine 10 of one
embodiment of the present invention described above with references
to FIG. 2 to FIG. 9 is similarly applicable to the slot machine
according to another embodiment of the present invention described
above with reference to FIG. 13 as well.
[0142] In the above, a slot machine and a playing method of a slot
machine of the present invention have been described on bases of
the embodiments shown in the figures, but the present invention is
not limited to these, and a configuration of each unit can be
replaced by an arbitrary configuration which has the similar
functions.
[0143] For example, in the embodiments described above, the case
where the slot game to be executed on the upper display 33 or the
display 16 is for rearranging symbols in three partitioned regions
formed by three columns and one row has been described, but a
number of arranged symbols in the slot game to be executed on the
upper display 33 or the display 16 is arbitrary in both the column
direction and the row direction.
[0144] Also, in the detailed description above, the characteristic
portions are mainly described in order to make the present
invention easily understandable. The present invention is not
limited to the embodiments described in the detailed description
above, and can be applied to the other embodiments, and its range
of application is wide. Also, the terms and the terminology used in
the present specification are used only for the purpose of
explaining the present invention precisely, and not used for the
purpose of limiting the interpretation of the present invention.
Also, for those skilled in the art, it should be easy to
contemplate other configurations, systems, methods, etc., that are
contained in the concept of the present invention, from the content
of the invention described in the present specification.
Consequently, the description of the scope of claims should be
construed as containing equivalent configurations within a range of
not deviating from a range of the technical ideas of the present
invention. Also, the purpose of the abstract is to make it possible
for the patent office, the general public organizations, and
technicians and the like who belong to the present technical field
and who are not thoroughly familiar with patent and law terms or
specialized terms, to quickly judge the technical content and its
essence of the present application by a simple search.
Consequently, the abstract is not intended to limit the scope of
the invention which should be evaluated by the description of the
scope of claims. Also, in order to sufficiently understand the
purpose of the present invention and the effects specific to the
present invention, they should preferably be interpreted by
sufficiently referring to the documents and the like that are
already disclosed in public.
[0145] In addition, the detailed description above contains the
processing to be executed by a computer. The explanations and
expressions in the above are described for the purpose of
facilitating the most efficient understanding by those skilled in
the art. In the present specification, each step used in deriving
one result should be understood as a processing without a
self-contradiction. Also, at each step, transmission and reception,
recording, etc., of electric or magnetic signals will be carried
out. In the processing at each step, such signals are expressed by
bits, values, symbols, letters, terms, numbers, etc., but it should
be noted that they are used simply because they are convenient for
the purpose of explanation. Also, there are cases where the
processing at each step is described by an expression common to the
human behavior, but the processing described in the present
specification is to be executed by various devices in principle.
Also, the other configuration required in carrying out each step
will be obvious from the above description.
* * * * *