U.S. patent application number 12/394685 was filed with the patent office on 2009-09-10 for slot machine which provides player with easy understanding of getting advantage in payout and playing method thereof.
This patent application is currently assigned to Aruze Corp.. Invention is credited to Kazumasa YOSHIZAWA.
Application Number | 20090227351 12/394685 |
Document ID | / |
Family ID | 41054205 |
Filed Date | 2009-09-10 |
United States Patent
Application |
20090227351 |
Kind Code |
A1 |
YOSHIZAWA; Kazumasa |
September 10, 2009 |
Slot Machine Which Provides Player with Easy Understanding of
Getting Advantage in Payout and Playing Method Thereof
Abstract
When a predetermined number of scatter symbols of a same kind
are rearranged in any row in a row direction, these scatter symbols
of the same kind are replaced to WILD symbols. Each of the WILD
symbols is increased in a column direction and then fixed. In this
situation, scatter symbols which are not fixed are rearranged.
Then, a payout is given according to the number of the WILD symbols
fixed and the number of scatter symbols rearranged.
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: |
41054205 |
Appl. No.: |
12/394685 |
Filed: |
February 27, 2009 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
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61034726 |
Mar 7, 2008 |
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61034748 |
Mar 7, 2008 |
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61034773 |
Mar 7, 2008 |
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Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/3244 20130101;
G07F 17/34 20130101 |
Class at
Publication: |
463/20 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A slot machine comprising: a display having a matrix of
arrangement areas constituted of one or more rows and one or more
columns, in which arrangement areas scatter symbols are arranged;
and a controller which is programmed to operate in the following
steps of: (a1) rearranging scatter symbols in the arrangement
areas; (a2) giving a payout according to the number of scatter
symbols rearranged; (a3) when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row direction
as a result of a rearrangement of scatter symbols, increasing each
of the scatter symbols of the same kind in a column direction and
fixing all the resulting scatter symbols of the same kind; (a4)
rearranging scatter symbols which are not fixed while the scatter
symbols of the same kind are fixed; and (a5) giving a payout
according to the number of the scatter symbols of the same kind
fixed and the number of scatter symbols rearranged.
2. A slot machine comprising: a display having a matrix of
arrangement areas constituted of one or more rows and one or more
columns, in which arrangement areas scatter symbols are arranged;
and a controller which is programmed to operate in the following
steps of: (b1) rearranging scatter symbols in the arrangement
areas; (b2) giving a payout according to the number of scatter
symbols rearranged; (b3) when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row direction
as a result of a rearrangement of scatter symbols, replacing the
scatter symbols of the same kind to specific symbols; (b4)
increasing each of the specific symbols in a column direction and
fixing all the resulting specific symbols; (b5) rearranging scatter
symbols which are not fixed while the specific symbols are fixed;
and (b6) giving a payout according to the number of the specific
symbols fixed and the number of scatter symbols rearranged.
3. A slot machine comprising: a display having a matrix of
arrangement areas constituted of one or more rows and one or more
columns, in which arrangement areas scatter symbols are arranged;
and a controller which is programmed to operate in the following
steps of: (c1) rearranging scatter symbols in the arrangement
areas; (c2) giving a payout according to the number of scatter
symbols rearranged; (c3) when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row direction
as a result of a rearrangement of scatter symbols, replacing the
scatter symbols of the same kind to specific symbols; (c4)
increasing each of the specific symbols by a predetermined number
in each of two column directions and fixing all the resulting
specific symbols; (c5) rearranging scatter symbols which are not
fixed while the specific symbols are fixed; and (c6) giving a
payout according to the number of the specific symbols fixed and
the number of scatter symbols rearranged.
4. A slot machine comprising: a display having a matrix of
arrangement areas constituted of one or more rows and one or more
columns, in which arrangement areas scatter symbols are arranged;
and a controller which is programmed to operate in the following
steps of: (d1) rearranging scatter symbols in the arrangement
areas; (d2) giving a payout according to the number of scatter
symbols rearranged; (d3) when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row direction
as a result of a rearrangement of scatter symbols, replacing the
scatter symbols of the same kind to specific symbols; (d4)
increasing each of the specific symbols in a column direction and
fixing all the resulting specific symbols; (d5) rearranging scatter
symbols which are not fixed while the specific symbols are fixed;
and (d6) giving a payout according to the number of the specific
symbols fixed and the number of specific symbols rearranged.
5. A slot machine comprising: a display having a matrix of
arrangement areas constituted of one or more rows and one or more
columns, in which arrangement areas scatter symbols are arranged;
and a controller which is programmed to operate in the following
steps of: (e1) rearranging scatter symbols in the arrangement
areas; (e2) giving a payout according to the number of scatter
symbols rearranged; (e3) when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row direction
as a result of a rearrangement of scatter symbols, replacing the
scatter symbols of the same kind to specific symbols; (e4)
increasing each of the specific symbols by a predetermined number
in each of two column directions and fixing all the resulting
specific symbols; (e5) rearranging scatter symbols which are not
fixed while the specific symbols are fixed; and (e6) giving a
payout according to the number of the specific symbols fixed and
the number of specific symbols rearranged.
6. A playing method of a slot machine wherein scatter symbols are
arranged in a matrix of arrangement areas of a display, the
arrangement areas being constituted of one or more rows and one or
more columns, the playing method of the slot machine comprising the
steps of: (f1) rearranging scatter symbols in the arrangement
areas; (f2) giving a payout according to the number of scatter
symbols rearranged; (f3) when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row direction
as a result of a rearrangement of scatter symbols, increasing each
of the scatter symbols of the same kind in a column direction and
fixing all the resulting scatter symbols of the same kind; (f4)
rearranging scatter symbols which are not fixed while the scatter
symbols of the same kind are fixed; and (f5) giving a payout
according to the number of the scatter symbols of the same kind
fixed and the number of scatter symbols rearranged.
7. A slot machine comprising: a display having a matrix of
arrangement areas constituted of one or more rows and one or more
columns, which arranges scatter symbols in the arrangement areas;
and a controller which is programmed to operate in the following
steps of: (a1) rearranging scatter symbols in the arrangement
areas; (a2) giving a payout according to the number of scatter
symbols rearranged; (a3) when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row direction
as a result of a rearrangement of scatter symbols, randomly
determining whether to increase the scatter symbols of the same
kind; (a4) when it is determined to increase the scatter symbols of
the same kind, increasing each of the scatter symbols of the same
kind in a column direction and fixing all the resulting scatter
symbols of the same kind; (a5) rearranging scatter symbols which
are not fixed while the scatter symbols of the same kind are fixed;
and (a6) giving a payout according to the number of the scatter
symbols of the same kind fixed and the number of scatter symbols
rearranged.
8. A slot machine comprising: a display having a matrix of
arrangement areas constituted of one or more rows and one or more
columns, which arranges scatter symbols in the arrangement areas;
and a controller which is programmed to operate in the following
steps of: (b1) rearranging scatter symbols in the arrangement
areas; (b2) giving a payout according to the number of scatter
symbols rearranged; (b3) when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row direction
as a result of a rearrangement of scatter symbols, replacing the
scatter symbols of the same kind to specific symbols; (b4) randomly
determining whether to increase the specific symbols; (b5) when it
is determined to increase the specific symbols, increasing each of
the specific symbols in a column direction and fixing all the
resulting specific symbols; (b6) rearranging scatter symbols which
are not fixed while the specific symbols are fixed; and (b7) giving
a payout according to the number of the specific symbols fixed and
the number of scatter symbols rearranged.
9. A slot machine comprising: a display having a matrix of
arrangement areas constituted of one or more rows and one or more
columns, which arranges scatter symbols in the arrangement areas;
and a controller which is programmed to operate in the following
steps of: (c1) rearranging scatter symbols in the arrangement
areas; (c2) giving a payout according to the number of scatter
symbols rearranged; (c3) when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row direction
as a result of a rearrangement of scatter symbols, randomly
determining whether to increase the scatter symbols of the same
kind; (c4) when it is determined to increase the scatter symbols of
the same kind, randomly determining an increase-number of each of
the scatter symbols of the same kind to be increased; (c5)
increasing each of the scatter symbol of the same kind in a column
direction by the determined increase-number and fixing all the
resulting scatter symbols of the same kind; (c6) rearranging
scatter symbols which are not fixed while the scatter symbols of
the same kind are fixed; and (c7) giving a payout according to the
number of the scatter symbols of the same kind fixed and the number
of scatter symbols rearranged.
10. A slot machine comprising: a display having a matrix of
arrangement areas constituted of one or more rows and one or more
columns, which arranges scatter symbols in the arrangement areas;
and a controller which is programmed to operate in the following
steps of: (d1) rearranging scatter symbols in the arrangement
areas; (d2) giving a payout according to the number of scatter
symbols rearranged; (d3) when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row direction
as a result of a rearrangement of scatter symbols, replacing the
scatter symbols of the same kind to specific symbols; (d4) randomly
determining whether to increase the specific symbols; (d5) when it
is determined to increase the specific symbols, randomly
determining an increase-number of each of the specific symbols to
be increased; (d6) increasing each of the specific symbols in a
column direction by the determined increase-number, and fixing all
the resulting specific symbols; (d7) rearranging scatter symbols
which are not fixed while the specific symbols are fixed; and (d8)
giving a payout according to the number of the specific symbols
fixed and the number of scatter symbols rearranged.
11. A playing method of a slot machine wherein scatter symbols are
arranged in a matrix of arrangement areas of a display, the
arrangement areas being constituted of one or more rows and one or
more columns, the playing method of the slot machine comprising the
steps of: (e1) rearranging scatter symbols in the arrangement
areas; (e2) giving a payout according to the number of scatter
symbols rearranged; (e3) when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row direction
as a result of a rearrangement of scatter symbols, randomly
determining whether to increase the scatter symbols of the same
kind; (e4) when it is determined to increase the scatter symbols of
the same kind, increasing each of the scatter symbols of the same
kind in a column direction and fixing all the resulting scatter
symbols of the same kind; (e5) rearranging scatter symbols which
are not fixed while the scatter symbols of the same kind are fixed;
and (e6) giving a payout according to the number of the scatter
symbols of the same kind fixed and the number of scatter symbols
rearranged.
12. A slot machine comprising: a display having a matrix of
arrangement areas constituted of one or more rows and one or more
columns, in which arrangement areas scatter symbols are arranged;
an input device which receives plural types of bet operations from
outside; and a controller which is programmed to operate in the
following steps of: (a1) defining, in the arrangement areas, one or
more active regions corresponding to a bet operation received by
the input device; (a2) rearranging scatter symbols in the
arrangement areas; (a3) giving a payout according to the number of
scatter symbols rearranged; (a4) when a predetermined number of
scatter symbols of a same kind are rearranged in a row direction in
any row as a result of a rearrangement of scatter symbols,
increasing the scatter symbols of the same kind in the active
regions located in a column direction from the scatter symbols of
the same kind respectively, and fixing all the resulting scatter
symbols of the same kind; (a5) rearranging scatter symbols which
are not fixed while the scatter symbols of the same kind are fixed;
and (a6) giving a payout according to the number of the scatter
symbols of the same kind fixed and the number of scatter symbols
rearranged.
13. A slot machine comprising: a display having a matrix of
arrangement areas constituted of one or more rows and one or more
columns, in which arrangement areas scatter symbols are arranged;
an input device which receives plural types of bet operations from
outside; and a controller which is programmed to operate in the
following steps of: (b1) defining, in the arrangement areas, one or
more active regions corresponding to a bet operation received by
the input device; (b2) rearranging scatter symbols in the
arrangement areas; (b3) giving a payout according to the number of
scatter symbols rearranged; (b4) when a predetermined number of
scatter symbols of a same kind are rearranged in a row direction in
any row as a result of a rearrangement of scatter symbols,
replacing the scatter symbols of the same kind to specific symbols;
(b5) increasing the specific symbols in the active regions located
in a column direction from the specific symbols respectively, and
fixing all the resulting specific symbols; (b6) rearranging scatter
symbols which are not fixed while the specific symbols are fixed;
and (b7) giving a payout according to the number of the specific
symbols fixed and the number of scatter symbols rearranged.
14. A slot machine comprising: a display having a matrix of
arrangement areas constituted of one or more rows and one or more
columns, in which arrangement areas scatter symbols are arranged;
an input device which receives plural types of bet operations from
outside; and a controller which is programmed to operate in the
following steps of: (c1) defining, in the arrangement areas, one or
more active regions corresponding to a bet operation received by
the input device; (c2) rearranging scatter symbols in the
arrangement areas; (c3) giving a payout according to the number of
scatter symbols rearranged; (c4) when a predetermined number of
scatter symbols of a same kind are rearranged in a row direction in
any row having an active region as a result of a rearrangement of
scatter symbols, replacing the scatter symbols of the same kind to
specific symbols; (c5) increasing the specific symbols in the
active regions located in a column direction from the specific
symbols respectively, and fixing all the resulting specific
symbols; (c6) rearranging scatter symbols which are not fixed while
the specific symbols are fixed; and (c7) giving a payout according
to the number of the specific symbols fixed and the number of
scatter symbols rearranged.
15. A slot machine comprising: a display having a matrix of
arrangement areas constituted of one or more rows and one or more
columns, in which arrangement areas scatter symbols are arranged;
an input device which receives plural types of bet operations from
outside; and a controller which is programmed to operate in the
following steps of: (d1) defining, in the arrangement areas, one or
more active regions corresponding to a bet operation received by
the input device; (d2) rearranging scatter symbols in the
arrangement areas; (d3) giving a payout according to the number of
scatter symbols rearranged; (d4) when a predetermined number of
scatter symbols of a same kind are rearranged in a row direction in
any row as a result of a rearrangement of scatter symbols,
replacing the scatter symbols of the same kind to specific symbols;
(d5) increasing the specific symbols in all of the active regions
located in a column direction from the specific symbols
respectively, and fixing all the resulting specific symbols; (d6)
rearranging scatter symbols which are not fixed while the specific
symbols are fixed; and (d7) giving a payout according to the number
of the specific symbols fixed and the number of scatter symbols
rearranged.
16. A slot machine comprising: a display having a matrix of
arrangement areas constituted of one or more rows and one or more
columns, in which arrangement areas scatter symbols are arranged;
an input device which receives plural types of bet operations from
outside; and a controller which is programmed to operate in the
following steps of: (e1) defining, in the arrangement areas, one or
more active regions corresponding to a bet operation received by
the input device; (e2) rearranging scatter symbols in the
arrangement areas; (e3) giving a payout according to the number of
scatter symbols rearranged; (e4) when a predetermined number of
scatter symbols of a same kind are rearranged in a row direction in
any row having an active region as a result of a rearrangement of
scatter symbols, replacing the scatter symbols of the same kind to
specific symbols; (e5) increasing the specific symbols in all of
the active regions located in a column direction from the specific
symbols respectively, and fixing all the resulting specific
symbols; (e6) rearranging scatter symbols which are not fixed while
the specific symbols are fixed; and (e7) giving a payout according
to the number of the specific symbols fixed and the number of
scatter symbols rearranged.
17. A playing method of a slot machine wherein scatter symbols are
arranged in a matrix of arrangement areas of a display, the
arrangement areas being constituted of one or more rows and one or
more columns, the playing method of the slot machine comprising the
steps of: (f1) defining, in the arrangement areas, one or more
active regions corresponding to a bet operation received by an
input device; (f2) rearranging scatter symbols in the arrangement
areas; (f3) giving a payout according to the number of scatter
symbols rearranged; (f4) when a predetermined number of scatter
symbols of a same kind are rearranged in a row direction in any row
as a result of a rearrangement of scatter symbols, increasing the
scatter symbols of the same kind in the active regions located in a
column direction from the scatter symbols of the same kind
respectively, and fixing all the resulting scatter symbols of the
same kind; (f5) rearranging scatter symbols which are not fixed
while the scatter symbols of the same kind are fixed; and (f6)
giving a payout according to the number of the scatter symbols of
the same kind fixed and the number of scatter symbols rearranged.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application claims the benefit of U.S. Provisional
Application No. 61/034,726, filed on Mar. 7, 2008, U.S. Provisional
Application No. 61/034,748, filed on Mar. 7, 2008, and U.S.
Provisional Application No. 61/034,773, filed on Mar. 7, 2008.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a slot machine which
provides a player with easy understanding of getting an advantage
in payout, and a playing method thereof.
[0004] 2. Description of Related Art
[0005] In a conventional slot machine, when a player inserts a game
medium such as a coin or bill into an insertion slot of the slot
machine and then press a spin button, more than one symbol is
scroll-displayed on a display provided at the front of a cabinet.
Then, the symbols are automatically stopped.
[0006] In such a slot machine, as is disclosed in U.S. Pat. No.
6,604,999, or U.S. Patent Application Publication No. 2002/0065124,
a predetermined number of game media are paid out when symbols
stopped on a winning line correspond to a predetermined
combination. Further, irrespective of a winning line, a
predetermined number of game media are paid out according to the
number of symbols which are called scatter symbols displayed on a
display.
[0007] In a conventional slot machine, when a predetermined
condition is satisfied, a bonus game is executed. The bonus game is
more advantageous for a player in a payout than a basic game, in
which a game medium is inserted to scroll-display and then stop
symbols. However, in the case where a bonus game is a free game or
the like which does not require the insertion of a game medium,
such a bonus game is basically similar to a basic game in
appearance. Therefore, it is difficult to understand for a player
that the bonus game is advantageous for the player in payout.
[0008] An object of the present invention is to provide a slot
machine having an entertainment characteristic unobtainable from a
conventional art, and a playing method thereof.
[0009] Another object of the present invention is to provide a slot
machine which provides a player with easy understanding of getting
an advantage in payout, and a playing method thereof.
SUMMARY OF THE INVENTION
[0010] A slot machine of the present invention includes: a display
having a matrix of arrangement areas constituted of one or more
rows and one or more columns, in which arrangement areas scatter
symbols are arranged; and a controller. The controller is
programmed to operate in the following steps of: (a1) rearranging
scatter symbols in the arrangement areas; (a2) giving a payout
according to the number of scatter symbols rearranged; (a3) when a
predetermined number of scatter symbols of a same kind are
rearranged in any row in a row direction as a result of a
rearrangement of scatter symbols, increasing each of the scatter
symbols of the same kind in a column direction and fixing all the
resulting scatter symbols of the same kind; (a4) rearranging
scatter symbols which are not fixed while the scatter symbols of
the same kind are fixed; and (a5) giving a payout according to the
number of the scatter symbols of the same kind fixed and the number
of scatter symbols rearranged.
[0011] With this structure, when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row
direction, each of the scatter symbols of the same kind is
increased in a column direction and then fixed. In this situation,
scatter symbols which are not fixed are rearranged. Then a payout
is given according to the number of scatter symbols of the same
kind fixed and the number of scatter symbols rearranged. Thus,
those scatter symbols of the same kind increased and fixed provide
a high possibility of awarding a payout, and makes it quite obvious
that an amount of payout which may be given is high. Therefore, a
player easily understands that this is more advantageous for the
player in payout.
[0012] A slot machine of the present invention includes: a display
having a matrix of arrangement areas constituted of one or more
rows and one or more columns, in which arrangement areas scatter
symbols are arranged; and a controller. The controller is
programmed to operate in the following steps of: (b1) rearranging
scatter symbols in the arrangement areas; (b2) giving a payout
according to the number of scatter symbols rearranged; (b3) when a
predetermined number of scatter symbols of a same kind are
rearranged in any row in a row direction as a result of a
rearrangement of scatter symbols, replacing the scatter symbols of
the same kind to specific symbols; (b4) increasing each of the
specific symbols in a column direction and fixing all the resulting
specific symbols; (b5) rearranging scatter symbols which are not
fixed while the specific symbols are fixed; and (b6) giving a
payout according to the number of the specific symbols fixed and
the number of scatter symbols rearranged.
[0013] With this structure, when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row
direction, these scatter symbols of the same kind are replaced to
specific symbols. Each of the specific symbols is increased in a
column direction and then fixed. In this situation, scatter symbols
which are not fixed are rearranged. Then a payout is given
according to the number of specific symbols fixed and the number of
scatter symbols rearranged. Thus, those specific symbols increased
and fixed provide a high possibility of awarding a payout, and
makes it quite obvious that an amount of payout which may be given
is high. Therefore, a player easily understands that this is more
advantageous for the player in payout.
[0014] A slot machine of the present invention includes: a display
having a matrix of arrangement areas constituted of one or more
rows and one or more columns, in which arrangement areas scatter
symbols are arranged; and a controller. The controller is
programmed to operate in the following steps of: (c1) rearranging
scatter symbols in the arrangement areas; (c2) giving a payout
according to the number of scatter symbols rearranged; (c3) when a
predetermined number of scatter symbols of a same kind are
rearranged in any row in a row direction as a result of a
rearrangement of scatter symbols, replacing the scatter symbols of
the same kind to specific symbols; (c4) increasing each of the
specific symbols by a predetermined number in each of two column
directions and fixing all the resulting specific symbols; (c5)
rearranging scatter symbols which are not fixed while the specific
symbols are fixed; and (c6) giving a payout according to the number
of the specific symbols fixed and the number of scatter symbols
rearranged.
[0015] With this structure, when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row
direction, these scatter symbols of the same kind are replaced to
specific symbols. Each of the specific symbols is increased by a
predetermined number in each of two column directions and then
fixed. In this situation, scatter symbols which are not fixed are
rearranged. Then a payout is given according to the number of
specific symbols fixed and the number of scatter symbols
rearranged. Thus, those specific symbols increased and fixed
provide a high possibility of awarding a payout, and makes it quite
obvious that an amount of payout which may be given is high.
Therefore, a player easily understands that this is more
advantageous for the player in payout.
[0016] In addition, since the direction in which each specific
symbol increases and the number of increase of each specific symbol
are already determined, the number of specific symbols fixed will
be different depending on a row in which a predetermined number of
scatter symbols of a same kind are rearranged. This makes
difference in the possibility of awarding a payout and the amount
of payout which may be given, thereby increasing the diversity of a
game.
[0017] A slot machine of the present invention includes: a display
having a matrix of arrangement areas constituted of one or more
rows and one or more columns, in which arrangement areas scatter
symbols are arranged; and a controller. The controller is
programmed to operate in the following steps of: (d1) rearranging
scatter symbols in the arrangement areas; (d2) giving a payout
according to the number of scatter symbols rearranged; (d3) when a
predetermined number of scatter symbols of a same kind are
rearranged in any row in a row direction as a result of a
rearrangement of scatter symbols, replacing the scatter symbols of
the same kind to specific symbols; (d4) increasing each of the
specific symbols in a column direction and fixing all the resulting
specific symbols; (d5) rearranging scatter symbols which are not
fixed while the specific symbols are fixed; and (d6) giving a
payout according to the number of the specific symbols fixed and
the number of specific symbols rearranged.
[0018] With this structure, when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row
direction, these scatter symbols of the same kind are replaced to
specific symbols. Each of the specific symbols is increased in a
column direction and then fixed. In this situation, scatter symbols
which are not fixed are rearranged. Then a payout is given
according to the number of specific symbols fixed and the number of
specific symbols rearranged. Thus, those specific symbols increased
and fixed provide a high possibility of awarding a payout, and
makes it quite obvious that an amount of payout which may be given
is high. Therefore, a player easily understands that this is more
advantageous for the player in payout.
[0019] A slot machine of the present invention includes: a display
having a matrix of arrangement areas constituted of one or more
rows and one or more columns, in which arrangement areas scatter
symbols are arranged; and a controller. The controller is
programmed to operate in the following steps of: (e1) rearranging
scatter symbols in the arrangement areas; (e2) giving a payout
according to the number of scatter symbols rearranged; (e3) when a
predetermined number of scatter symbols of a same kind are
rearranged in any row in a row direction as a result of a
rearrangement of scatter symbols, replacing the scatter symbols of
the same kind to specific symbols; (e4) increasing each of the
specific symbols by a predetermined number in each of two column
directions and fixing all the resulting specific symbols; (e5)
rearranging scatter symbols which are not fixed while the specific
symbols are fixed; and (e6) giving a payout according to the number
of the specific symbols fixed and the number of specific symbols
rearranged.
[0020] With this structure, when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row
direction, these scatter symbols of the same kind are replaced to
specific symbols. Each of the specific symbols is increased by a
predetermined number in each of two column directions and then
fixed. In this situation, scatter symbols which are not fixed are
rearranged. Then a payout is given according to the number of
specific symbols fixed and the number of specific symbols
rearranged. Thus, those specific symbols increased and fixed
provide a high possibility of awarding a payout, and makes it quite
obvious that an amount of payout which may be given is high.
Therefore, a player easily understands that this is more
advantageous for the player in payout.
[0021] In addition, since the direction in which each specific
symbol increases and the number of increase of each specific symbol
are already determined, the number of specific symbols fixed will
be different depending on a row in which a predetermined number of
scatter symbols of a same kind are rearranged. This makes
difference in the possibility of awarding a payout and the amount
of payout which may be given, thereby increasing the diversity of a
game.
[0022] The present invention is a playing method of a slot machine,
in which scatter symbols are arranged in a matrix of arrangement
areas of a display, the arrangement areas being constituted of one
or more rows and one or more columns, the playing method of the
slot machine including the steps of: (f1) rearranging scatter
symbols in the arrangement areas; (f2) giving a payout according to
the number of scatter symbols rearranged; (f3) when a predetermined
number of scatter symbols of a same kind are rearranged in any row
in a row direction as a result of a rearrangement of scatter
symbols, increasing each of the scatter symbols of the same kind in
a column direction and fixing all the resulting scatter symbols of
the same kind; (f4) rearranging scatter symbols which are not fixed
while the scatter symbols of the same kind are fixed; and (f5)
giving a payout according to the number of the scatter symbols of
the same kind fixed and the number of scatter symbols
rearranged.
[0023] With this structure, when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row
direction, each of the scatter symbols of the same kind is
increased in a column direction and then fixed. In this situation,
scatter symbols which are not fixed are rearranged. Then a payout
is given according to the number of scatter symbols of the same
kind fixed and the number of scatter symbols rearranged. Thus,
those scatter symbols of the same kind increased and fixed provide
a high possibility of awarding a payout, and makes it quite obvious
that an amount of payout which may be given is high. Therefore, a
player easily understands that this is more advantageous for the
player in payout.
[0024] A slot machine of the present invention includes: a display
having a matrix of arrangement areas constituted of one or more
rows and one or more columns, which arranges scatter symbols in the
arrangement areas; and a controller. The controller is programmed
to operate in the following steps of: (a1) rearranging scatter
symbols in the arrangement areas; (a2) giving a payout according to
the number of scatter symbols rearranged; (a3) when a predetermined
number of scatter symbols of a same kind are rearranged in any row
in a row direction as a result of a rearrangement of scatter
symbols, randomly determining whether to increase the scatter
symbols of the same kind; (a4) when it is determined to increase
the scatter symbols of the same kind, increasing each of the
scatter symbols of the same kind in a column direction and fixing
all the resulting scatter symbols of the same kind; (a5)
rearranging scatter symbols which are not fixed while the scatter
symbols of the same kind are fixed; and (a6) giving a payout
according to the number of the scatter symbols of the same kind
fixed and the number of scatter symbols rearranged.
[0025] With this structure, when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row
direction, it is randomly determined whether to increase the
scatter symbols of the same kind. When it is determined to increase
the scatter symbols of the same kind, each of the scatter symbols
of the same kind is increased in a column direction and fixed. In
this situation, scatter symbol which are not fixed are rearranged.
Then, a payout is given according to the number of the scatter
symbols of the same kind fixed and the number of scatter symbols
rearranged. Thus, when it is determined to increase the scatter
symbols of the same kind, the resulting scatter symbols of the same
kind, which are increased and fixed, provide a high possibility of
awarding a payout, and makes it quite obvious that an amount of
payout which may be given is high. Therefore, a player easily
understands that this is more advantageous for the player in
payout.
[0026] A slot machine of the present invention includes: a display
having a matrix of arrangement areas constituted of one or more
rows and one or more columns, which arranges scatter symbols in the
arrangement areas; and a controller. The controller is programmed
to operate in the following steps of: (b1) rearranging scatter
symbols in the arrangement areas; (b2) giving a payout according to
the number of scatter symbols rearranged; (b3) when a predetermined
number of scatter symbols of a same kind are rearranged in any row
in a row direction as a result of a rearrangement of scatter
symbols, replacing the scatter symbols of the same kind to specific
symbols; (b4) randomly determining whether to increase the specific
symbols; (b5) when it is determined to increase the specific
symbols, increasing each of the specific symbols in a column
direction and fixing all the resulting specific symbols; (b6)
rearranging scatter symbols which are not fixed while the specific
symbols are fixed; and (b7) giving a payout according to the number
of the specific symbols fixed and the number of scatter symbols
rearranged.
[0027] With this structure, when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row
direction, the scatter symbols of the same kind are replaced to
specific symbols, and it is randomly determined whether to increase
the specific symbols. Then, when it is determined to increase the
specific symbols, each of the specific symbols is increased in a
column direction and fixed. In this situation, scatter symbols
which are not fixed are rearranged. Then, a payout is given
according to the number of the specific symbols fixed and the
number of scatter symbols rearranged. Thus, when it is determined
to increase the specific symbols, the resulting specific symbols
increased and fixed provide a high possibility of awarding a
payout, and makes it quite obvious that an amount of payout which
may be given is high. Therefore, a player easily understands that
this is more advantageous for the player in payout.
[0028] A slot machine of the present invention includes: a display
having a matrix of arrangement areas constituted of one or more
rows and one or more columns, which arranges scatter symbols in the
arrangement areas; and a controller. The controller is programmed
to operate in the following steps of: (c1) rearranging scatter
symbols in the arrangement areas; (c2) giving a payout according to
the number of scatter symbols rearranged; (c3) when a predetermined
number of scatter symbols of a same kind are rearranged in any row
in a row direction as a result of a rearrangement of scatter
symbols, randomly determining whether to increase the scatter
symbols of the same kind; (c4) when it is determined to increase
the scatter symbols of the same kind, randomly determining an
increase-number of each of the scatter symbols of the same kind to
be increased; (c5) increasing each of the scatter symbol of the
same kind in a column direction by the determined increase-number
and fixing all the resulting scatter symbols of the same kind; (c6)
rearranging scatter symbols which are not fixed while the scatter
symbols of the same kind are fixed; and (c7) giving a payout
according to the number of the scatter symbols of the same kind
fixed and the number of scatter symbols rearranged.
[0029] With this structure, when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row
direction, it is randomly determined whether to increase the
scatter symbols of the same kind. Then, when it is determined to
increase the scatter symbols of the same kind, an increase-number
is randomly determined. Each of the scatter symbols of the same
kind is increased in a column direction by the determined
increase-number and fixed. In this situation, scatter symbols which
are not fixed are rearranged. Then, a payout is given according to
the number of the scatter symbols of the same kind fixed and the
number of scatter symbols rearranged. Thus, when it is determined
to increase the scatter symbols of the same kind, the resulting
scatter symbols of the same kind, which are increased and fixed,
provide a high possibility of awarding a payout, and makes it quite
obvious that an amount of payout which may be given is high.
Therefore, a player easily understands that this is more
advantageous for the player in payout.
[0030] A slot machine of the present invention includes: a display
having a matrix of arrangement areas constituted of one or more
rows and one or more columns, which arranges scatter symbols in the
arrangement areas; and a controller. The controller is programmed
to operate in the following steps of: (d1) rearranging scatter
symbols in the arrangement areas; (d2) giving a payout according to
the number of scatter symbols rearranged; (d3) when a predetermined
number of scatter symbols of a same kind are rearranged in any row
in a row direction as a result of a rearrangement of scatter
symbols, replacing the scatter symbols of the same kind to specific
symbols; (d4) randomly determining whether to increase the specific
symbols; (d5) when it is determined to increase the specific
symbols, randomly determining an increase-number of each of the
specific symbols to be increased; (d6) increasing each of the
specific symbols in a column direction by the determined
increase-number, and fixing all the resulting specific symbols;
(d7) rearranging scatter symbols which are not fixed while the
specific symbols are fixed; and (d8) giving a payout according to
the number of the specific symbols fixed and the number of scatter
symbols rearranged.
[0031] With this structure, when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row
direction, the scatter symbols of the same kind are replaced to
specific symbols, and it is randomly determined whether to increase
the specific symbols. Then, when it is determined to increase the
specific symbols, an increase-number is randomly determined. Each
of the specific symbols is increased in a column direction by the
determined increase-number and fixed. In this situation, scatter
symbols which are not fixed are rearranged. Then, a payout is given
according to the number of the specific symbols fixed and the
number of scatter symbols rearranged. Thus, when it is determined
to increase the specific symbols, the resulting specific symbols
increased and fixed provide a high possibility of awarding a
payout, and makes it quite obvious that an amount of payout which
may be given is high. Therefore, a player easily understands that
this is more advantageous for the player in payout.
[0032] The present invention is a playing method of a slot machine,
in which scatter symbols are arranged in a matrix of arrangement
areas of a display, the arrangement areas being constituted of one
or more rows and one or more columns, the playing method of the
slot machine including the steps of: (e1) rearranging scatter
symbols in the arrangement areas; (e2) giving a payout according to
the number of scatter symbols rearranged; (e3) when a predetermined
number of scatter symbols of a same kind are rearranged in any row
in a row direction as a result of a rearrangement of scatter
symbols, randomly determining whether to increase the scatter
symbols of the same kind; (e4) when it is determined to increase
the scatter symbols of the same kind, increasing each of the
scatter symbols of the same kind in a column direction and fixing
all the resulting scatter symbols of the same kind; (e5)
rearranging scatter symbols which are not fixed while the scatter
symbols of the same kind are fixed; and (e6) giving a payout
according to the number of the scatter symbols of the same kind
fixed and the number of scatter symbols rearranged.
[0033] With this structure, when a predetermined number of scatter
symbols of a same kind are rearranged in any row in a row
direction, it is randomly determined whether to increase the
scatter symbols of the same kind. When it is determined to increase
the scatter symbols of the same kind, each of the scatter symbols
of the same kind is increased in a column direction and fixed. In
this situation, scatter symbol which are not fixed are rearranged.
Then, a payout is given according to the number of the scatter
symbols of the same kind fixed and the number of scatter symbols
rearranged. Thus, when it is determined to increase the scatter
symbols of the same kind, the resulting scatter symbols of the same
kind, which are increased and fixed, provide a high possibility of
awarding a payout, and makes it quite obvious that an amount of
payout which may be given is high. Therefore, a player easily
understands that this is more advantageous for the player in
payout.
[0034] A slot machine of the present invention includes: a display
having a matrix of arrangement areas constituted of one or more
rows and one or more columns, in which arrangement areas scatter
symbols are arranged; an input device which receives plural types
of bet operations from outside; and a controller. The controller is
programmed to operate in the following steps of: (a1) defining, in
the arrangement areas, one or more active regions corresponding to
a bet operation received by the input device; (a2) rearranging
scatter symbols in the arrangement areas; (a3) giving a payout
according to the number of scatter symbols rearranged; (a4) when a
predetermined number of scatter symbols of a same kind are
rearranged in a row direction in any row as a result of a
rearrangement of scatter symbols, increasing the scatter symbols of
the same kind in the active regions located in a column direction
from the scatter symbols of the same kind respectively, and fixing
all the resulting scatter symbols of the same kind; (a5)
rearranging scatter symbols which are not fixed while the scatter
symbols of the same kind are fixed; and (a6) giving a payout
according to the number of the scatter symbols of the same kind
fixed and the number of scatter symbols rearranged.
[0035] With this structure, when a predetermined number of scatter
symbols of a same kind are rearranged in a row direction in any
row, the scatter symbols of the same kind are increased in the
active regions located in a column direction from the scatter
symbols of the same kind respectively, and fixed. In this
situation, scatter symbols which are not fixed are rearranged.
Then, a payout is given according to the number of the scatter
symbols of the same kind fixed and the number of scatter symbols
rearranged. Thus, the scatter symbols of the same kind which are
increased in the active regions and fixed provide a high
possibility of awarding a payout, and make it quite obvious that an
amount of payout which may be given is high. Therefore, a player
easily understands that this is more advantageous for the player in
payout.
[0036] A slot machine of the present invention includes: a display
having a matrix of arrangement areas constituted of one or more
rows and one or more columns, in which arrangement areas scatter
symbols are arranged; an input device which receives plural types
of bet operations from outside; and a controller. The controller is
programmed to operate in the following steps of: (b1) defining, in
the arrangement areas, one or more active regions corresponding to
a bet operation received by the input device; (b2) rearranging
scatter symbols in the arrangement areas; (b3) giving a payout
according to the number of scatter symbols rearranged; (b4) when a
predetermined number of scatter symbols of a same kind are
rearranged in a row direction in any row as a result of a
rearrangement of scatter symbols, replacing the scatter symbols of
the same kind to specific symbols; (b5) increasing the specific
symbols in the active regions located in a column direction from
the specific symbols respectively, and fixing all the resulting
specific symbols; (b6) rearranging scatter symbols which are not
fixed while the specific symbols are fixed; and (b7) giving a
payout according to the number of the specific symbols fixed and
the number of scatter symbols rearranged.
[0037] With this structure, when a predetermined number of scatter
symbols of a same kind are rearranged in a row direction in any
row, the scatter symbols of the same kind are replaced to specific
symbols. The specific symbols are increased in the active regions
located in a column direction from the specific symbols
respectively, and fixed. In this situation, scatter symbols which
are not fixed are rearranged. Then, a payout is given according to
the number of the specific symbols fixed and the number of scatter
symbols rearranged. Thus, the specific symbols which are increased
in the active region and fixed provide a high possibility of
awarding a payout, and make it quite obvious that an amount of
payout which may be given is high. Therefore, a player easily
understands that this is more advantageous for the player in
payout.
[0038] A slot machine of the present invention includes: a display
having a matrix of arrangement areas constituted of one or more
rows and one or more columns, in which arrangement areas scatter
symbols are arranged; an input device which receives plural types
of bet operations from outside; and a controller. The controller is
programmed to operate in the following steps of: (c1) defining, in
the arrangement areas, one or more active regions corresponding to
a bet operation received by the input device; (c2) rearranging
scatter symbols in the arrangement areas; (c3) giving a payout
according to the number of scatter symbols rearranged; (c4) when a
predetermined number of scatter symbols of a same kind are
rearranged in a row direction in any row having an active region as
a result of a rearrangement of scatter symbols, replacing the
scatter symbols of the same kind to specific symbols; (c5)
increasing the specific symbols in the active regions located in a
column direction from the specific symbols respectively, and fixing
all the resulting specific symbols; (c6) rearranging scatter
symbols which are not fixed while the specific symbols are fixed;
and (c7) giving a payout according to the number of the specific
symbols fixed and the number of scatter symbols rearranged.
[0039] With this structure, when a predetermined number of scatter
symbols of a same kind are rearranged in a row direction in any row
having an active region, the scatter symbols of the same kind are
replaced to specific symbols. The specific symbols are increased in
the active regions located in a column direction from the specific
symbols respectively, and fixed. In this situation, scatter symbols
which are not fixed are rearranged. Then, a payout is given
according to the number of the specific symbols fixed and the
number of scatter symbols rearranged. Thus, the specific symbols
which are increased in the active regions and fixed provide a high
possibility of awarding a payout, and make it quite obvious that an
amount of payout which may be given is high. Therefore, a player
easily understands that this is more advantageous for the player in
payout.
[0040] A slot machine of the present invention includes: a display
having a matrix of arrangement areas constituted of one or more
rows and one or more columns, in which arrangement areas scatter
symbols are arranged; an input device which receives plural types
of bet operations from outside; and a controller. The controller is
programmed to operate in the following steps of: (d1) defining, in
the arrangement areas, one or more active regions corresponding to
a bet operation received by the input device; (d2) rearranging
scatter symbols in the arrangement areas; (d3) giving a payout
according to the number of scatter symbols rearranged; (d4) when a
predetermined number of scatter symbols of a same kind are
rearranged in a row direction in any row as a result of a
rearrangement of scatter symbols, replacing the scatter symbols of
the same kind to specific symbols; (d5) increasing the specific
symbols in all of the active regions located in a column direction
from the specific symbols respectively, and fixing all the
resulting specific symbols; (d6) rearranging scatter symbols which
are not fixed while the specific symbols are fixed; and (d7) giving
a payout according to the number of the specific symbols fixed and
the number of scatter symbols rearranged.
[0041] With this structure, when a predetermined number of scatter
symbols of a same kind are rearranged in a row direction in any
row, the scatter symbols of the same kind are replaced to specific
symbols. The specific symbols are increased in all of the active
regions located in a column direction from the specific symbols
respectively, and fixed. In this situation, scatter symbols which
are not fixed are rearranged. Then, a payout is given according to
the number of the specific symbols fixed and the number of scatter
symbols rearranged. Thus, the specific symbols which are increased
in the active regions and fixed provide a high possibility of
awarding a payout, and make it quite obvious that an amount of
payout which may be given is high. Therefore, a player easily
understands that this is more advantageous for the player in
payout.
[0042] A slot machine of the present invention includes: a display
having a matrix of arrangement areas constituted of one or more
rows and one or more columns, in which arrangement areas scatter
symbols are arranged; an input device which receives plural types
of bet operations from outside; and a controller. The controller is
programmed to operate in the following steps of: (e1) defining, in
the arrangement areas, one or more active regions corresponding to
a bet operation received by the input device; (e2) rearranging
scatter symbols in the arrangement areas; (e3) giving a payout
according to the number of scatter symbols rearranged; (e4) when a
predetermined number of scatter symbols of a same kind are
rearranged in a row direction in any row having an active region as
a result of a rearrangement of scatter symbols, replacing the
scatter symbols of the same kind to specific symbols; (e5)
increasing the specific symbols in all of the active regions
located in a column direction from the specific symbols
respectively, and fixing all the resulting specific symbols; (e6)
rearranging scatter symbols which are not fixed while the specific
symbols are fixed; and (e7) giving a payout according to the number
of the specific symbols fixed and the number of scatter symbols
rearranged.
[0043] With this structure, when a predetermined number of scatter
symbols of a same kind are rearranged in a row direction in any row
having an active region, the scatter symbols of the same kind are
replaced to specific symbols. The specific symbols are increased in
all of the active regions located in a column direction from the
specific symbols respectively, and fixed. In this situation,
scatter symbols which are not fixed are rearranged. Then, a payout
is given according to the number of the specific symbols fixed and
the number of scatter symbols rearranged. Thus, the specific
symbols which are increased in the active regions and fixed provide
a high possibility of awarding a payout, and make it quite obvious
that an amount of payout which may be given is high. Therefore, a
player easily understands that this is more advantageous for the
player in payout.
[0044] The present invention is a playing method of a slot machine,
in which scatter symbols are arranged in a matrix of arrangement
areas of a display, the arrangement areas being constituted of one
or more rows and one or more columns, the playing method of the
slot machine including the steps of: (f1) defining, in the
arrangement areas, one or more active regions corresponding to a
bet operation received by an input device; (f2) rearranging scatter
symbols in the arrangement areas; (f3) giving a payout according to
the number of scatter symbols rearranged; (f4) when a predetermined
number of scatter symbols of a same kind are rearranged in a row
direction in any row as a result of a rearrangement of scatter
symbols, increasing the scatter symbols of the same kind in the
active regions located in a column direction from the scatter
symbols of the same kind respectively, and fixing all the resulting
scatter symbols of the same kind; (f5) rearranging scatter symbols
which are not fixed while the scatter symbols of the same kind are
fixed; and (f6) giving a payout according to the number of the
scatter symbols of the same kind fixed and the number of scatter
symbols rearranged.
[0045] With this structure, when a predetermined number of scatter
symbols of a same kind are rearranged in a row direction in any
row, the scatter symbols of the same kind are increased in the
active regions located in a column direction from the scatter
symbols of the same kind respectively, and fixed. In this
situation, scatter symbols which are not fixed are rearranged.
Then, a payout is given according to the number of the scatter
symbols of the same kind fixed and the number of scatter symbols
rearranged. Thus, the scatter symbols of the same kind which are
increased in the active regions and fixed provide a high
possibility of awarding a payout, and make it quite obvious that an
amount of payout which may be given is high. Therefore, a player
easily understands that this is more advantageous for the player in
payout.
[0046] With the above-described structure, it is possible to
provide a slot machine having an entertainment characteristic
unobtainable from a conventional art, and a playing method
thereof.
BRIEF DESCRIPTION OF THE DRAWINGS
[0047] FIG. 1 is an explanatory view showing a playing method of a
slot machine.
[0048] FIG. 2 is a block diagram of the slot machine.
[0049] FIG. 3 is an explanatory view of a display screen.
[0050] FIG. 4 is another explanatory view of the display
screen.
[0051] FIG. 5 is another explanatory view of the display
screen.
[0052] FIG. 6 is a table showing symbols and code numbers of the
symbols.
[0053] FIG. 7 is a perspective view showing an appearance of the
slot machine.
[0054] FIG. 8 is a block diagram showing a control board of the
slot machine.
[0055] FIG. 9 is a flow chart of a boot process.
[0056] FIG. 10 is a flow chart of a game execution process.
[0057] FIG. 11 is a flow chart of a bonus game process.
[0058] FIG. 12 is an explanatory view illustrating a playing method
of a slot machine.
[0059] FIG. 13 is a block diagram of the slot machine.
[0060] FIG. 14 is an explanatory view of a display screen.
[0061] FIG. 15 is another explanatory view of the display
screen.
[0062] FIG. 16 is another explanatory view of the display
screen.
[0063] FIG. 17 is a table showing symbols and code numbers of the
symbols.
[0064] FIG. 18 is a perspective view illustrating an appearance of
the slot machine.
[0065] FIG. 19 is a block diagram illustrating a control board of
the slot machine.
[0066] FIG. 20 is a diagram illustrating an increase-number
determination table.
[0067] FIG. 21 is a flow chart of a boot process.
[0068] FIG. 22 is a flow chart of a game execution process.
[0069] FIG. 23 is a flow chart of a bonus game process.
[0070] FIG. 24 is an explanatory view illustrating a playing method
of a slot machine.
[0071] FIG. 25 is a block diagram of the slot machine.
[0072] FIG. 26 is an explanatory view of a display screen.
[0073] FIG. 27 is another explanatory view of the display
screen.
[0074] FIG. 28 is another explanatory view of the display
screen.
[0075] FIG. 29 is a table showing symbols and code numbers of the
symbols.
[0076] FIG. 30 is a perspective view illustrating an appearance of
the slot machine.
[0077] FIG. 31 is a block diagram illustrating a control board of
the slot machine.
[0078] FIG. 32 is a flow chart of a boot process.
[0079] FIG. 33 is a flow chart of a game execution process.
[0080] FIG. 34 is a flow chart of a bonus game process.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
Embodiment 1
[0081] The following describes Embodiment 1 of a slot machine and
playing method thereof according to the present invention. Note
that reference numerals respectively given to members in the
figures referred to in this embodiment, reference symbols (such as
"S") respectively representing steps in flowcharts in the figures,
and description using these reference numerals and reference
symbols are effective only in this embodiment. Each of these
numerals and symbols does not represent a member or step in other
embodiments.
[0082] As shown in FIG. 1, a slot machine executes a playing method
including: rearranging scatter symbols 180 in a matrix of
arrangement areas 151 to 155, constituted of one or more rows and
one or more columns, of a display; giving a payout according to the
number of scatter symbols 180 rearranged; when a predetermined
number of scatter symbols of a same kind are rearranged in any row
in a row direction as a result of a rearrangement of scatter
symbols 180, replacing the scatter symbols of the same kind to
specific symbols 181; increasing each of the specific symbols 181
by a predetermined number in each of two column directions and
fixing all the resulting specific symbols 181; rearranging scatter
symbols 180 which are not fixed while the specific symbols 181 are
fixed; and giving a payout according to the number of the specific
symbols 181 fixed and the number of specific symbols 181
rearranged.
[0083] In this embodiment, "row" means a symbol row in a horizontal
direction of the matrix of arrangement areas 151 to 155, and
"column" means a symbol column in a vertical direction of the
matrix of arrangement areas 151 to 155. In addition, "column
direction" means a direction in which scatter symbols 180 are
scrolled, while "row direction" means a direction perpendicular to
the direction in which scatter symbols 180 are scrolled. The matrix
of the arrangement areas 151 to 155 is constituted of five columns
and three rows.
[0084] Also in this embodiment, "specific symbol" means a WILD
symbol 181. The WILD symbol 181 is an "almighty symbol", which can
be substituted for any of plural kinds of scatter symbols 180. In
other words, a WILD symbol 181 may be regarded as a scatter symbol
of "HERO", or as a scatter symbol of "JET". Note that scatter
symbols 180 includes eight kinds of scatter symbols which are
"HERO", "JET", "VILLA", "GOLD BAR", "CAR", "STOCK CERTIFICATE",
"RIVAL", and "DIAMOND", and the WILD symbol 181 which is
"WILD".
[0085] Meanwhile, in this embodiment, "predetermined number" of "a
predetermined number of scatter symbols of a same kind" means the
number from "three to five". That is, when three to five scatter
symbols of a same kind are rearranged in any row in a row
direction, these scatter symbol of the same kind will be
transformed into WILD symbols 181. Note that the "predetermined
number" of "a predetermined number of scatter symbols of a same
kind" is not limited to "three to five". Further, in this
embodiment, "predetermined number" of "increasing . . . by a
predetermined number in each of two column directions" means the
number of "one". That is, each of the WILD symbols 181 transformed
from the scatter symbols of the same kind is increased by one in
each of two column directions, and all the resulting WILD symbols
181 are fixed. Note that the "predetermined number" of "increasing
. . . by a predetermined number in each of two column directions"
is not limited to "one".
[0086] [Display 101]
[0087] As shown in FIG. 2, the slot machine which executes the
above-described playing method has a display 101, and a controller
100. The display 101 has the matrix of arrangement areas 151 to
155. In these arrangement areas 151 to 155, more than one kind of
scatter symbol 180 is arranged.
[0088] Here, "arranged" means a state where scatter symbols 180 are
visually identifiable by a player. In other words, it represents a
state where scatter symbols 180 are displayed in the arrangement
areas 151 to 155, as shown in FIG. 3. Meanwhile, "to rearrange"
means to arrange scatter symbols 180 again after releasing
them.
[0089] The display 101 may be mechanically structured with a reel
device which arranges scatter symbols utilizing the rotation of a
reel. Alternatively, the display 101 may have an electrical
structure in which scatter symbols are arranged in a video reel
displayed as an image. Further, the display 101 may have a
structure of a combination of the mechanical structure (reels) and
the electrical structure (video reels). The electrical structure
may include a liquid crystal display device, a CRT (cathode-ray
tube) device, a plasma display device, or the like. The specific
structure of the display 101 will be detailed later.
[0090] [Controller 100]
[0091] The controller 100 is configured to execute: a first process
of rearranging scatter symbols 180 in a matrix of arrangement areas
151 to 155, constituted of one or more rows and one or more
columns, of a display; a second process of giving a payout
according to the number of scatter symbols 180 rearranged; a third
process of, when a predetermined number of scatter symbols of a
same kind are rearranged in any row in a row direction as a result
of a rearrangement of scatter symbols 180, replacing the scatter
symbols of the same kind to specific symbols 181; a fourth process
of increasing each of the specific symbols 181 by a predetermined
number in each of two column directions and fixing all the
resulting specific symbols 181; a fifth process of rearranging
scatter symbols 180 which are not fixed while the specific symbols
181 are fixed; and a sixth process of giving a payout according to
the number of the specific symbols 181 fixed and the number of
specific symbols 181 rearranged. In other words, the controller 100
has a first processing unit, a second processing unit, a third
processing unit, a fourth processing unit, a fifth processing unit,
and a sixth processing unit.
[0092] The controller 100 has a symbol memory 108 which stores all
the scatter symbols 180, and a display symbol memory 107 which
stores scatter symbols to be displayed among the scatter symbols
180 stored in the symbol memory 108. The display symbol memory 107
can be accessed by a display control unit 114. In response to a
control by a game execution unit 110, the display control unit 114
reads out the scatter symbols in the display symbol memory 107, and
displays the scatter symbols on the display 101. A specific display
state will be detailed later.
[0093] The controller 100 has a rearrangement symbol determination
unit 106 which determines scatter symbols to be rearranged
(hereinafter, rearrangement scatter symbols) every unit game, based
on the scatter symbols 180 stored in the symbol memory 108. The
rearrangement scatter symbols determined by the rearrangement
symbol determination unit 106 are stored in a rearrangement symbol
memory 105. Then, the rearrangement scatter symbols are output to
the display symbol memory 107. After that, the rearrangement
scatter symbols are displayed on the display 101 through image
processing performed in the display control unit 114. That is, the
controller 100 executes the first process of rearranging scatter
symbols 180 in the matrix of arrangement areas 151 to 155,
constituted of one or more rows and one or more columns, of the
display 101.
[0094] Further, the 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 response to an operation by a player. The
controller 100 has: the game execution unit 110 which executes a
unit game of rearranging scatter symbols 180, triggered by a game
start signal from the game start unit 109; a combination payout
determination unit 111 which determines a payout according to the
number of scatter symbols 180 rearranged in a unit game; and a
payout giving unit 113 which gives a payout determined by the
combination payout determination unit 111. That is, the controller
100 executes the second process of giving a payout according to the
number of scatter symbols 180 rearranged.
[0095] The controller 100 has a specific symbol position
determination unit 115 and a specific symbol position memory 116.
To the specific symbol position determination unit 115 are input
rearrangement scatter symbols which are determined by the
rearrangement symbol determination unit 106 and stored in the
rearrangement symbol memory 105.
[0096] Based on the rearrangement scatter symbols input from the
rearrangement symbol memory 105, the specific symbol position
determination unit 115 determines if three to five scatter symbols
of a same kind are rearranged in any row in a row direction, as a
result of a rearrangement of scatter symbols 180 in a unit game.
When the specific symbol position determination unit 115 determines
that three to five scatter symbols of a same kind are rearranged in
any row in a row direction, it determines the positions of the
scatter symbols of the same kind ("same kind symbol-positions") as
positions of WILD symbols 181. It also determines, as positions of
WILD symbols 181, the arrangement areas (each corresponding to one
symbol) each adjacent to each of the same kind symbol-positions in
each of two column directions, among the arrangement areas 151 to
155.
[0097] The specific symbol position memory 116 stores therein the
positions of WILD symbols 181 determined by the specific symbol
position determination unit 115, and outputs the positions of the
WILD symbols 181 to the display symbol memory 107 after a unit game
is finished. In the display symbol memory 107, the scatter symbols
180 respectively placed in the positions of the WILD symbols 181
are replaced to WILD symbols 181 and stored. Then, the WILD symbols
181 stored in the display symbol memory 107 are used in image
processing performed in the display control unit 114. Accordingly,
the scatter symbols of the same kind displayed on the display 101
are replaced to WILD symbols 181, and each of the WILD symbols 181
is increased by one in each of two column directions. Then, all the
resulting WILD symbols 181 are fixed and displayed. That is, the
controller 100 executes: the third process of, when a predetermined
number of scatter symbols of a same kind are rearranged in any row
in a row direction as a result of a rearrangement of scatter
symbols 180, replacing the scatter symbols of the same kind to
specific symbols 181; and the fourth process of increasing each of
the specific symbols 181 by a predetermined number in each of two
column directions and fixing all the resulting specific symbols
181.
[0098] The game execution unit 110 executes a unit game of
rearranging scatter symbols 180 which are not fixed while the WILD
symbols 181 are fixed on the display 101. The combination payout
determination unit 111 determines a payout according to the number
of the WILD symbols 181 fixed and the number of scatter symbols 180
(including the WILD symbols 181) rearranged. The payout giving unit
113 gives the payout determined by the combination payout
determination unit 111. That is, the controller 100 executes: the
fifth process of rearranging scatter symbols 180 which are not
fixed while the specific symbols 181 are fixed; and a sixth process
of giving a payout according to the number of the specific symbols
181 fixed and the number of specific symbols 181 rearranged.
[0099] Each of the blocks of the controller 100 may be realized in
the form of hardware or in the form of software if necessary.
[0100] [Operation of Controller 100]
[0101] The following describes an operation of the controller 100
having the above-described structure. First, rearrangement scatter
symbols are determined by the rearrangement symbol determination
unit 106. The rearrangement scatter symbols determined are stored
in the rearrangement symbol memory 105. Then, the rearrangement
scatter symbols stored in the rearrangement symbol memory 105 are
stored in the display symbol memory 107 and the specific symbol
position determination unit 115. Then, the rearrangement scatter
symbols stored in the display symbol memory 107 are prepared to be
displayed by the display control unit 114 on the display 101. When
the game execution unit 110 executes a unit game, scatter symbols
180 are rearranged by having the display 101 display thereon the
rearrangement scatter symbols stored in the display symbol memory
107. Thus, the controller 100 executes the first process of
rearranging scatter symbols 180 in a matrix of arrangement areas
151 to 155, constituted of one or more rows and one or more
columns, of the display 101.
[0102] Then, the combination payout determination unit 111 and the
payout giving unit 113 give a payout according to the number of
scatter symbols 180 rearranged. Thus, the controller 100 executes
the second process of giving a payout according to the number of
scatter symbols 180 rearranged.
[0103] Meanwhile, the rearrangement scatter symbols stored in the
specific symbol position determination unit 115 are used to
determine the positions of WILD symbols 181. Specifically, when
three to five scatter symbols of a same kind are rearranged in any
row in a row direction, the positions of these scatter symbols of
the same kind are determined as positions of WILD symbols 181.
Also, there are determined, as positions of WILD symbols 181, the
arrangement areas (each corresponding to one symbol) each adjacent
to each of the same kind symbol-positions in each of two column
directions, among the arrangement areas 151 to 155. On the other
hand, if three to five scatter symbols of a same kind are not
rearranged in any row in a row direction, the positions of WILD
symbols 181 are not determined.
[0104] The positions of WILD symbols 181 determined by the specific
symbol position determination unit 115 are stored in the specific
symbol position memory 116, and are output to the display symbol
memory 107 after a unit game is finished. In the display symbol
memory 107, the scatter symbols 180 placed in the respective
positions of WILD symbols 181 are replaced to WILD symbols 181 and
stored. Then, the WILD symbols 181 stored in the display symbol
memory 107 are used in image processing performed in the display
control unit 114. Accordingly, the scatter symbols of the same kind
displayed on the display 101 are replaced to WILD symbols 181, and
each of the WILD symbols 181 is increased by one in each of two
column directions. Then, all the resulting WILD symbols 181 are
fixed and displayed. Thus, the controller 100 executes: the third
process of, when a predetermined number of scatter symbols of a
same kind are rearranged in any row in a row direction as a result
of a rearrangement of scatter symbols 180, replacing the scatter
symbols of the same kind to specific symbols 181; and the fourth
process of increasing each of the specific symbols 181 by a
predetermined number in each of two column directions and fixing
all the resulting specific symbols 181.
[0105] After that, a unit game is executed by the game execution
unit 110, in which not-fixed scatter symbols 180 are rearranged
while the WILD symbols 181 are fixed on the display 101. Then, the
combination payout determination unit 111 and the payout giving
unit 113 give a payout according to the number of WILD symbols 181
fixed and the number of scatter symbols 180 (including the WILD
symbols 181) rearranged. Thus, the controller 100 executes: the
fifth process of rearranging scatter symbols 180 which are not
fixed while the specific symbols 181 are fixed; and the sixth
process of giving a payout according to the number of the specific
symbols 181 fixed and the number of specific symbols 181
rearranged.
[0106] As clearly seen from the above operations, as well as shown
in FIG. 1, the slot machine 1 realizes a playing method including:
rearranging scatter symbols 180 in a matrix of arrangement areas
151 to 155, constituted of one or more rows and one or more
columns, of the display 101; giving a payout according to the
number of scatter symbols 180 rearranged; when a predetermined
number of scatter symbols of a same kind are rearranged in any row
in a row direction as a result of a rearrangement of scatter
symbols 180, replacing the scatter symbols of the same kind to
specific symbols (WILD symbols) 181; increasing each of the
specific symbols 181 by a predetermined number in each of two
column directions and fixing all the resulting specific symbols
181; rearranging scatter symbols 180 which are not fixed while the
specific symbols 181 are fixed; and giving a payout according to
the number of the specific symbols 181 fixed and the number of
specific symbols 181 rearranged.
[0107] According to the above-described playing method, when a
predetermined number of scatter symbols 180 of a same kind are
rearranged in any row in a row direction, these scatter symbols of
the same kind are replaced to specific symbols (WILD symbols) 181.
Each of the specific symbols is increased by a predetermined number
in each of two column directions and then fixed. In this situation,
scatter symbols 180 which are not fixed are rearranged. Then, a
payout is given according to the number of the specific symbols 181
fixed and the number of specific symbols 181 rearranged. Thus,
those specific symbols 181 increased and fixed provide a high
possibility of awarding a payout, and makes it quite obvious that
an amount of payout which may be given is high. Therefore, a player
easily understands that this is more advantageous for the player in
payout.
[0108] In addition, since the direction in which each specific
symbol 181 increases and the number of increase of each specific
symbol 181 are already determined, the number of specific symbols
181 fixed will be different depending on a row in which a
predetermined number of scatter symbols of a same kind are
rearranged. This makes difference in the possibility of awarding a
payout and the amount of payout which may be given, thereby
increasing the diversity of a game.
[0109] [Display State]
[0110] Specifically described hereinafter is an exemplary display
state of the display 101 in the slot machine 1 and in the operation
process of the playing method thereof. The following description
deals with a case where scatter symbols are arranged on the display
101 of a video reel-type, as shown in FIG. 3.
[0111] The display 101 has arrangement areas 151, 152, 153, 154,
and 155 in which scatter symbols 180 are arranged. In the
arrangement areas 151, 152, 153, 154, and 155, symbol columns
having more than one scatter symbol 180 is scroll-displayed,
respectively. Each of the arrangement areas 151, 152, 153, 154, and
155 is divided into an upper row 151a, a middle row 151b, and a
lower row 151c. Scatter symbols 180 are stopped (arranged) in the
rows 151a, 151b, and 151c of the respective arrangement areas. For
example, in FIG. 3, "GOLD BAR" is stopped in the upper row 151a of
the arrangement area 151, "HERO" is stopped in the middle row 151b
of the arrangement area 151, and "JET" is stopped in the lower row
151c of the arrangement area 151. Thus, the arrangement areas 151,
152, 153, 154, and 155 display a symbol matrix of five columns and
three rows. Note that the symbol matrix is not limited to a matrix
of five columns and three rows.
[0112] This embodiment deals with a case where a process of paying
out a coin or the like is performed when a predetermined number
(e.g., four) or more scatter symbols of a same kind are displayed
in the symbol matrix. However, it is possible to employ such a
configuration that, for example, a payline L is provided so as to
cross the middle row 151b of the arrangement areas 151, 152, 153,
154, and 155, and when scatter symbols stopped on the payline L
correspond to a predetermined combination, a coin is paid out.
[0113] As shown in FIG. 3, when a predetermined number (three to
five) of scatter symbols of a same kind are rearranged in any row
in a row direction, a bonus game is triggered. As a result, the
scatter symbols of the same kind are replaced to WILD symbols 181.
In FIG. 3, three scatter symbols 180 of a same kind ("HERO") are
rearranged in the middle row 151b of the arrangement areas 151,
152, and 153. Therefore, these three scatter symbols 180 are
replaced to WILD symbols 181.
[0114] Each of the WILD symbols 181 replaced from the scatter
symbols 180 of the same kind is increased by one in each of two
column directions, and all the resulting WILD symbols 181 are
fixed. In the case where three scatter symbols 180 of a same kind
("HERO") are rearranged in the middle row 151b of the arrangement
areas 151, 152, and 153 (the case shown in FIG. 3), each of the
WILD symbols 181 is increased in the upper row 151a and the lower
row 151c of the arrangement areas 151, 152, and 153, and then
fixed, as shown in FIG. 4. In a bonus game, scatter symbols 180
which are not fixed are rearranged while the WILD symbols 181 are
fixed. Then, a payout is given according to the number of WILD
symbols 181 fixed and the number of each kind of scatter symbols
180 (including a WILD symbol 181) rearranged.
[0115] In the case of a state shown in FIG. 4, a payout may be
given in a bonus game includes: a payout corresponding to nine WILD
symbols 181; a payout corresponding ten or more WILD symbols 181;
and a payout corresponding to nine WILD symbols 181 and one or more
scatter symbols 180 (other than WILD symbol) of a same kind.
[0116] As shown in FIG. 5, in the case where scatter symbols 180 of
a same kind ("HERO") are rearranged in the upper row 151a of the
arrangement areas 151, 152, and 154, each of the WILD symbols 181
is increased only in the middle row 151b of the arrangement areas
151, 152, and 154 and then fixed, since each of the WILD symbols
181 cannot be increased in further upper areas from the upper row
151a of the arrangement areas 151, 152, and 154.
[0117] In the case of a state shown in FIG. 5, a payout may be
given in a bonus game includes: a payout corresponding to six WILD
symbols 181; a payout corresponding to seven or more WILD symbols
181; and a payout corresponding to six WILD symbols 181 and one or
more scatter symbols 180 (other than WILD symbol) of a same
kind.
[0118] [Scatter Symbols]
[0119] As shown in FIG. 6, scatter symbols 180 displayed in the
arrangement areas 151, 152, 153, 154, and 155 of the display 101
constitute symbol columns, each symbol column having twenty-two
scatter symbols. Each symbol of each symbol column has a code
number, any one of numbers from 0 to 21. Each symbol column is
constituted of a combination of scatter symbols of "HERO", "JET",
"VILLA", "GOLD BAR", "CAR", "STOCK CERTIFICATE", "RIVAL",
"DIAMOND", and "WILD".
[0120] Successive three scatter symbols of each symbol column are
displayed (arranged) respectively in the upper row 151a, the middle
row 151b, and the lower row 151c of each of the arrangement areas
151, 152, 153, 154, and 155, thereby constituting a symbol matrix
of five columns and three rows. When a later-mentioned BET button
and a spin button are sequentially pressed in this order to start a
game, scatter symbols constituting a symbol matrix start to scroll.
After the symbols are scrolled for a predetermined period of time,
the scrolling of symbols stops (symbols are rearranged).
[0121] When a predetermined number or more scatter symbols of a
same kind are displayed in the arrangement areas 151, 152, 153,
154, and 155, a player gets an advantage. To get an advantage means
that coins are paid out according to scatter symbols displayed, the
value of coins to be paid out is added to a credit value, a bonus
game is started, or the like.
[0122] Specifically, when four or more scatter symbols of a same
kind are rearranged in the arrangement areas 151, 152, 153, 154,
and 155, twenty coins (game media) are paid out for one bet. When a
predetermined number (three to five) of scatter symbols of a same
kind are rearranged in any row in a row direction, a bonus game is
triggered. This causes a transition of gaming state from a basic
game to a bonus game.
[0123] Here, a bonus game is a gaming state which provides a larger
advantage than a basic game. In this embodiment, the bonus game is
a free game. The free game is a game which allows a player to play
a unit game a predetermined number of times (in this embodiment,
five times) without betting a coin. Note that another bonus game
may be employed in combination, provided that the other bonus game
is advantageous to a player, i.e., the other bonus game is more
advantageous than a basic game. For example, that other bonus game
which may be employed is a game providing: a state where a larger
amount of game media can be obtained than in a basic game; a state
where game media can be obtained more likely than in a basic game;
or a state where a smaller amount of game media are consumed than
in a basic game.
[0124] [Mechanical Structure of the Slot Machine 1]
[0125] Next, the following describes a specific example of
mechanical and electrical structures of the slot machine 1 thus
structured.
[0126] As shown in FIG. 7, the slot machine 1 is an upright slot
machine and has a cabinet 3 for housing electrical or mechanical
components for executing a predetermined game mode. As a display
unit 4 for displaying game information in response to a player's
game operation, there may be provided an upper variable display
unit 4A, a middle variable display unit 4B, and a lower variable
display unit 4C. The display units 4A to 4C are attached to the
front face of the cabinet 3 having a longer length in the vertical
direction.
[0127] The upper variable display unit 4A has a transparent upper
liquid crystal panel 5A fixed to a front door of the cabinet 3. The
upper liquid crystal panel 5A displays thereon an image showing,
for example, an effect image, an introduction of a game, or rules
of the game.
[0128] The middle variable display unit 4B is a display panel for
rotating symbols, which is to be constantly viewed by a player. The
middle variable display unit 4B has a transparent center liquid
crystal panel 5B fixed to the front door of the cabinet 3. On the
center liquid crystal panel 5B, five arrangement areas 151, 152,
153, 154, and 155 are displayed. Further, on the center liquid
crystal panel 5B, an effect of moving images is performed at a time
of winning or the like. Further, in an upper portion of the center
liquid crystal panel 5B, a payout number indicator 8 and a credit
number indicator 9 are displayed.
[0129] The lower variable display unit 4C has a lower liquid
crystal panel 5C which displays the number of points stored in a
card or the number of points of a game. Such a number is displayed
on the lower liquid crystal panel 5C based on a result displayed on
the middle variable display unit 4B. When a winning combination is
achieved in the middle variable display unit 4B, the number of
points of the game displayed on the lower liquid crystal panel 5C
is increased according to the type of the winning achieved. On the
left of the lower liquid crystal panel 5C, a ticket printer 14 is
provided. On the right of the lower liquid crystal panel 5C, a card
reader 15 is provided. Note that winning means an occasion where
four or more scatter symbols of a same kind are rearranged,
awarding various payouts according to the result.
[0130] Below the lower variable display unit 4C is disposed an
operation table 10 which protrudes forward from the front face of
the cabinet 3. On the operation table 10, there are arranged
operation buttons 11 (e.g., a spin button 73, change button 74,
cash-out button 75, 1-BET button 76, maximum BET button 77, or the
like) serving as a control panel which enables a player to perform
a game-related operation. In addition, the operation table 10 is
provided with a coin insertion slot 12 and a bill insertion slot
13.
[0131] Below the operation table 10, a waist-high panel 17 is
disposed. The waist-high panel 17 is a plastic panel having a
game-related image printed thereon. This waist-high panel 17 is
fixed to a lower front door 18 and illuminated by a cold cathode
tube. Further, below the waist-high panel 17 is disposed a coin
receiving tray 19 for storing a coin paid out based on a game
result.
[0132] Further, lamps 30 are disposed on the cabinet 3 of the slot
machine 1 so as to surround game areas including the upper variable
display unit 4A, the middle variable display unit 4B, the lower
variable display unit 4C, and the operation table 10. The lamps 30
include side lamps 22, speaker lamps 24, under lamps 25, and top
lamps 26. The side lamps 22 are provided on inclined parts 21
provided at the front right and front left of the cabinet 3, each
of which parts protruding in a bow shape so as to extend over the
upper variable display unit 4A, the middle variable display unit 4B
and the lower variable display unit 4C. The speaker lamps 24 are
provided on arc-shaped speakers 23 which protrudes sideways at the
right and a left ends of the cabinet 3 adjacent to the operation
table 10. The speaker lamps 24 are arranged along edges of the
speakers 23. The under lamps 25 are provided on the lower front
door 18 and arranged along a lower edge of the waist-high panel 17.
The top lamps 26 are provided above the upper variable display unit
4A. The top lamps include power lamps 26a disposed at both sides
respectively and band-type lamps 26b arranged in a horizontal
direction between the power lamps.
[0133] [Electrical Structure of the Slot Machine 1]
[0134] Inside the cabinet 3 is provided a control unit including
the controller 100 of FIG. 2. As shown in FIG. 8, the control unit
includes components such as a motherboard 40, a main body PCB
(Printed Circuit Board) 60, a gaming board 50, a sub CPU 61, a door
PCB 80, various switches, and a sensor.
[0135] The gaming board 50 is provided with a CPU (Central
Processing Unit) 51, a ROM 55 and a boot ROM 52, a card slot 53S
for a memory card 53, and an IC socket 54S for a GAL (Generic Array
Logic) 54, which are connected to one another through an internal
bus.
[0136] The memory card 53 stores therein a game program and a game
system program. The game program contains a program to determine
symbols to be stopped (hereinafter "stop symbol determination
program"). The stop symbol determination program is a program for
determining a symbol matrix of five columns and three rows. This
stop symbol determination program contains sets of symbol weighting
data respectively correspond to several kinds of payout rates
(e.g., 80%, 84%, and 88%). Each set of symbol weighting data
indicates, for each of the arrangement areas 151, 152, 153, 154,
and 155, a relation between a code number of each symbol and at
least one random number values. The random number value is a value
within a predetermined range of 0 to 256 for example.
[0137] A payout rate is set based on payout rate setting data
output from the GAL 54. Rearrangement symbols are determined based
on a set of symbol weighting data corresponding to the payout rate
set.
[0138] The memory card 53 stores therein various types of data for
use in the game program and game system program. Specifically, the
memory card 53 stores, in the form of table data, data indicating a
relation between scatter symbols 180 displayed in the arrangement
areas 151, 152, 153, 154, and 155 in FIG. 3 and a range of random
number values. This data is transferred to a RAM 43 of the
motherboard 40, at a time of execution of the game program.
[0139] The card slot 53S is structured so that the memory card 53
is inserted/removed thereto/therefrom. This card slot 53S is
connected to the motherboard 40 via an IDE bus. Thus, the type and
content of a game run by the slot machine 1 can be modified by
removing the memory card 53 from the card slot 53S, writing a
different game program and game system program into the memory card
53, and inserting the memory card 53 back to the card slot 53S.
[0140] The game program includes a program related to the progress
of a game and/or a program for causing a transition to a bonus
game. Also, the game program includes image data and audio data
output during a game.
[0141] The GAL 54 has input ports and output ports. Upon the input
of data to an input port, the GAL 54 outputs data corresponding to
the input data from an output port. This data from output the
output port is the before-mentioned payout rate setting data.
[0142] The IC socket 54S is structured so that the GAL 54 is
attached/detached thereto/therefrom. The IC socket 54S is connected
to the motherboard 40 via a PCI bus. Thus, the payout rate setting
data to be output from the GAL 54 can be modified by detaching GAL
54 from the IC socket 54S, overwriting a program stored in the GAL
45, and attaching the GAL45 back to the IC socket 54S.
[0143] The CPU 51, the ROM 55, and the boot ROM 52, which are
connected to one another via the internal bus, are connected to the
motherboard 40 via the PCI bus. The PCI bus communicates a signal
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 country identification information and an
authentication program. The boot ROM 52 stores therein a
preliminary authentication program, a program (boot code) for
enabling the CPU 51 to run the preliminary authentication program,
or the like.
[0144] 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. In short, the preliminary
authentication program authenticates the authentication
program.
[0145] The motherboard 40 is provided with a main CPU 41
(controller), a ROM (Read Only Memory) 42, the RAM (Random Access
Memory) 43, and a communications interface 44.
[0146] The main CPU 41 serves as a controller that controls the
overall slot machine 1. Specifically, the main CPU 41 performs the
controls of: outputting a command signal, upon pressing the spin
button 73 after a bet of credit, to the sub CPU 61 so as to
scroll-display scatter symbols on the center liquid crystal panel
5B; determining symbols to be stopped after the scroll-display of
symbols; and stopping the determined symbols in the arrangement
areas 151, 152, 153, 154, and 155.
[0147] That is, the main CPU 41 functions as an arrangement
controller to execute an arrangement control by which, among
various kinds of scatter symbols, symbols to be arranged in a
symbol matrix are selected and determined, and then scrolling of
the symbols is stopped so that the determined symbol matrix
appears. With this function, scatter symbols displayed while being
scrolled on the center liquid crystal panel 5B are rearranged in a
new symbol matrix.
[0148] The main CPU 41 also functions as a controller 100 which
executes: the first process of rearranging scatter symbols 180 in a
matrix of arrangement areas 151 to 155, constituted of one or more
rows and one or more columns, of the display 101 (center liquid
crystal panel 5B); the second process of giving a payout according
to the number of scatter symbols 180 rearranged; the third process
of, when a predetermined number of scatter symbols of a same kind
are rearranged in any row in a row direction as a result of a
rearrangement of scatter symbols 180, replacing the scatter symbols
of the same kind to specific symbols (WILD symbols) 181; the fourth
process of increasing each of the specific symbols 181 by a
predetermined number in each of two column directions and fixing
all the resulting specific symbols 181; the fifth process of
rearranging scatter symbols 180 which are not fixed while the
specific symbols 181 are fixed; and the sixth process of giving a
payout according to the number of the specific symbols 181 fixed
and the number of specific symbols 181 rearranged.
[0149] The ROM 42 stores a program such as BIOS (Basic Input/Output
System) run by the main CPU 41, and data that is permanently used.
When the BIOS is run 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 are read out through the gaming board
50.
[0150] The RAM 43 stores data or program used for the main CPU 41
to perform a process. For example, in the RAM 43 are formed: the
symbol memory 108, the display symbol memory 107, the rearrangement
symbol memory 105, and the specific symbol position memory 116,
which are shown in FIG. 2, in the forms of data areas,
respectively. In the data area of the symbol memory 108, scatter
symbols 180 are stored in the form of a data table of FIG. 6. In
the data area of the rearrangement symbol memory 105, rearrangement
symbols are stored. In the data area of the specific symbol
position memory 116, positions of WILD symbols 181 are stored. In
the data area of the display symbol memory 107, a symbol matrix
including WILD symbols 181 fixed are stored.
[0151] The communications interface 44 communicates via a
communication line with a host computer or the like provided in a
game arcade. The motherboard 40 is connected to the main body PCB
(Printed Circuit Board) 60 and the door PCB 80 through USBs
(Universal Serial Buses). Further, the motherboard 40 is connected
to a power unit 45. The power unit 45 supplies power to the
motherboard 40 to boot the main CPU 41 thereof. Meanwhile, the
power unit 45 supplies power to the gaming board 50 through the PCI
bus to boot the CPU 51.
[0152] The main body PCB 60 and the door PCB 80 are connected to: a
device or apparatus which generates an input signal to be input to
the main CPU 41; and a device or apparatus controlled by a control
signal output from the main CPU 41. The main CPU 41 runs 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, thereby storing a result thereof in the RAM 43
or transmitting a control signal to each device or apparatus to
control them.
[0153] The main body PCB 60 is connected to the lamps 30 (to be
more specific, the side lamps 22, the speaker lamps 24, the under
lamps 25, and the top lamps 26), the sub CPU 61, a hopper 66, a
coin detecting unit 67, a graphic board 68, the speakers 23, a bill
validator 62, the ticket printer 14, the card reader 15, and a key
switch 38S.
[0154] The lamps 30 are turned on/off based on a control signal
output from the main CPU 41. The sub CPU 61 controls an operation
of scrolling symbols in the arrangement areas 151 to 155, and is
connected to a later-mentioned VDP (Video Display Processor). The
VDP reads out image data of symbols stored in an image data ROM
(not shown), then generates an image of scrolling symbols to be
displayed in the arrangement areas 151, 152, 153, 154, and 155 to
output the image to the center liquid crystal panel 5B.
[0155] The hopper 66 is provided in the cabinet 3, and pays out a
predetermined number of coins from a coin payout opening to the
coin receiving tray 19 based on a control signal output from the
main CPU 41. The coin detecting unit 67 is provided inside the coin
payout opening, and outputs an input signal to the main CPU 41 when
detecting that a predetermined number of coins are paid out from
the coin payout opening.
[0156] The graphic board 68 controls image displaying of the upper
liquid crystal panel 5A, the center liquid crystal panel 5B, and
the lower liquid crystal panel 5C, based on a control signal output
from the main CPU 41. The graphic board 68 is provided with a VDP
which generates image data based on a control signal output from
the main CPU 41, a video RAM which temporarily stores image data
generated by the VDP, and the like.
[0157] The bill validator 62 reads an image on a bill inserted to
the bill insertion slot 13 and accepts a genuine bill into the
cabinet 3. When accepting a genuine bill, the bill validator 62
outputs an input signal to the main CPU 41 corresponding to the
amount of the bill. The main CPU 41 stores in the RAM 43 the number
of credits corresponding to the amount of the bill transmitted by
the input signal.
[0158] Based on a control signal output from the main CPU 41, the
ticket printer 14 prints a bar code on a ticket, and then outputs
the ticket with a bar code. Data such as the number of credits
stored in the RAM 43, time and date, identification number of a
slot machine 1, or the like is encoded to the bar code.
[0159] The card reader 15 reads data from a smart card to transmit
them to the main CPU 41, or write data to a smart card based on a
control signal from the main CPU 41. The key switch 38S is mounted
on a keypad (not shown), and outputs an input signal to the main
CPU 41 in response to an operation of the keypad by a player.
[0160] The door PCB 80 is connected to a control panel 70, a
reverter 71S, a coin counter 71C, and a cold cathode tube 81. The
control panel 70 is provided with: a spin switch 73S corresponding
to the spin button 73, a change switch 74S corresponding to the
change button 74, a cash-out switch 75S corresponding to the
cash-out button 75, a 1-BET switch 76S corresponding to the 1-BET
button 76, and a maximum BET switch 77S corresponding to the
maximum BET button 77. These switches 73S to 77S output input
signals to the main CPU 41 upon operations of the corresponding
buttons 73 to 77 by a player, respectively.
[0161] The coin counter 71C is provided inside the coin insertion
slot 12, and validates whether a coin inserted by a player into the
coin insertion slot 12 is genuine. Anything other than a genuine
coin is discharged to the coin receiving tray 19. The coin counter
71C outputs an input signal to the main CPU 41 when detecting a
genuine coin.
[0162] The reverter 71S is operated based on a control signal
output from the main CPU 41. The reverter 71S distributes a coin
that is recognized as genuine by the coin counter 71C to a cash box
(not shown) or the hopper 66 mounted in the slot machine 1. In
other words, when the hopper 66 is filled with coins, the reverter
71S distributes a genuine coin to the cash box. On the other hand,
when the hopper 66 is not filled with coins, a genuine coin is
distributed to the hopper 66. The cold cathode tube 81 functions as
a backlight mounted to the rear sides of the upper liquid crystal
panel 5A and the center liquid crystal panel 5B. The cold cathode
tube 81 is turned on based on a control signal output from the main
CPU 41.
[0163] [Process Operation of the Slot Machine 1]
[0164] Next, the process operation of the slot machine 1 will be
described.
[0165] [Boot Process]
[0166] First, the main CPU 41 of the slot machine 1 executes a boot
process routine shown in FIG. 9. This boot process routine is
performed by the motherboard 40 and the gaming board 50. The memory
card 53 is assumed to be inserted into the card slot 53S of the
gaming board 50, and the GAL 54 is assumed to be attached to the IC
socket 54S.
[0167] First, turning on a power switch of (powering on) the power
unit 45 boots the motherboard 40 and the gaming board 50. Booting
the motherboard 40 and the gaming board 50 starts separate
processes in parallel. That is, in the gaming board 50, the CPU 51
reads out the preliminary authentication program stored in the boot
ROM 52, and according to the preliminary authentication program
read out, the CPU 51 performs the preliminary authentication to
confirm and verify that the authentication program is not
falsified, before reading that program in the motherboard 40
(S101).
[0168] On the other hand, in the motherboard 40, the main CPU 41
runs the BIOS stored in the ROM 42, to load into the RAM 43
compressed data built in the BIOS (S1). Then, the main CPU 41 runs
a procedure of the BIOS according to the data loaded into the RAM
43 so as to diagnose and initialize various peripheral devices
(S2).
[0169] The main CPU 41, which is connected to the ROM 55 of the
gaming board 50 via the PCI bus, reads out the authentication
program stored in the ROM 55, and stores it in the RAM 43 (S3).
During this step, the main CPU 41 derives a checksum through ADDSUM
method (a standard check function) which is adopted in a standard
BIOS, and stores the authentication program in the RAM 43 while
confirming if the operation of storing is carried out without an
error.
[0170] Next, the main CPU 41 checks what is connected via the IDE
bus. Then, the main CPU 41 accesses via the IDE bus to the memory
card 53 inserted into the card slot 53S to read out the game
program and the game system program from the memory card 53. In
this case, the main CPU 41 reads out four bytes of data
constituting the game program and the game system program at one
time. Subsequently, according to the authentication program stored
in the RAM 43, the main CPU 41 performs an authentication to
confirm and verify that the game program and game system program
read out are not falsified (S4). When this authentication process
is properly finished, the main CPU 41 writes and store in the RAM
43 the game program and game system program which were the subjects
of the authentication (authenticated) (S5).
[0171] Then, the main CPU 41 accesses, via the PCI bus, the GAL 54
attached to the IC socket 54S, and reads out the payout rate
setting data from the GAL 54, which data is written to and stored
in the RAM 43 (S6). Next, the main CPU 41 reads out, via the PCI
bus, the country identification information stored in the ROM 55 of
the gaming board 50. The country identification information read
out is stored in the RAM 43 (S7).
[0172] Then, the main CPU 41 determines if the writing to the RAM
43 is normally performed (S8). When it is determined that the
writing to the RAM 43 is normally performed (S8, YES), the sensor
is checked (S9). Then, it is determined if the sensor is normal
(S10). When it is determined that the sensor is normal (S10, YES),
the operation of a drive mechanism is checked (S11). Then, it is
determined if the operation of the drive mechanism is normal (S12).
When it is determined that the operation of the drive mechanism is
normal (S12, YES), the operation of illuminations (the lamps 30 or
the like) is checked (S13). Then, it is determined if the operation
of illuminations is normal (S14). When it is determined that the
operation of the illuminations is normal (S14, YES), a boot signal
is output (S15), the game program and game system program are read
out from the RAM 43 (S16), a game execution process is executed
(S17), and this routine ends.
[0173] In the cases where: it is determined that the writing to the
RAM 43 is not normally performed in the step S8 (S8, NO); it is
determined that the sensor is not normal in the step S10 (S10, NO);
it is determined that the operation of the drive mechanism is not
normal in the step S12 (S12, NO); or it is determined that the
operation of the illuminations is not normal in the step S14 (S14,
NO); an abnormal signal is output (S18) and an abnormal status is
notified (S19) to end this routine.
[0174] [Game Execution Process]
[0175] After the boot process routine shown in FIG. 9, the main CPU
41 of the slot machine 1 executes a game execution process routine
shown in FIG. 10. In the game execution process routine, first, the
main CPU 41 determines if a coin is bet (A1). In this process,
determined is if an input signal is received in response to
pressing of the 1-BET button 76 or the maximum BET button 77. It is
determined that a coin is not bet (A1, NO), the step A1 is executed
again to enter a standby mode until a coin is bet.
[0176] On the other hand, it is determined that a coin is bet (A1,
YES), the number of credits corresponding to the number of coins
bet is subtracted from the number of credits stored in the RAM 43
(A2). When the number of coins bet is larger than the number of
credits stored in the RAM 43, the process of subtracting the number
of credits is not performed, and the step A1 is executed again.
[0177] Then, it is determined if the spin button 73 is pressed (set
to ON) (A3). When it is determined that the spin button 73 is not
pressed (not set to ON) (A3, NO), the process returns to the step
A1. When the spin button 73 is not pressed (not set to ON) (for
example, when an instruction to finish the game is input while the
spin button 73 is not pressed (not set to ON)), the result of
subtraction in the step A2 is canceled.
[0178] On the other hand, when it is determined that the spin
button 73 is pressed (set to ON) (A3, YES), a symbol determination
process is performed (A4). That is, a stop symbol determination
program stored in the RAM 43 is executed to determine a symbol
matrix.
[0179] Then, scatter symbols 180 in the arrangement areas 151, 152,
153, 154, and 155 are scroll-displayed (A5). After scatter symbols
180 are scrolled, symbols of the symbol matrix determined in the
step A4 are stopped (rearranged) in the arrangement areas 151, 152,
153, 154, and 155.
[0180] Then, it is determined if a combination is achieved, i.e.,
if four or more scatter symbols 180 of a same kind are rearranged
(A6). When it is determined that a combination is not achieved (A6,
NO), this routine ends. On the other hand, it is determined that a
combination is achieved (A6, YES), a payout process is executed
(A7). That is, the number of coins to be paid out is calculated
according to the number of scatter symbols of a same kind. When a
coin to be paid out is reserved, a predetermined number of credits
are added to the number of credits stored in the RAM 43. On the
other hand, when a coin is paid out, a control signal is
transmitted to the hopper 66 to pay out a predetermined number of
coins to the coin receiving tray 19.
[0181] Then, it is determined if a bonus game trigger is achieved
(A8). When it is determined that a bonus game trigger is not
achieved, (A8, NO), this routine ends. On the other hand, it is
determined that a bonus game trigger is achieved (A8, YES), a bonus
game process is executed (A9). The bonus game process will be
described later. Then, this routine ends.
[0182] [Bonus Game Process]
[0183] When it is determined that a bonus game trigger is achieved
in the step A8 of FIG. 10, the main CPU 41 of the slot machine 1
executes the bonus game process routine shown in FIG. 11. In the
bonus game process routine, first, the main CPU 41 sets a bonus
game-number T to "five" (B1). Then, scatter symbols of a same kind
are replaced to WILD symbols 181 (B2) After that, each of the WILD
symbols 181 is increased by one in each of two column directions
(B3), and all the resulting WILD symbols 181 are fixed (B4).
[0184] Then, it is determined if the spin button 73 is pressed (set
to ON) (B5). When it is determined that the spin button 73 is not
pressed (not set to ON) (B5, NO), the process returns to the step
B5. On the other hand, when it is determined that the spin button
73 is pressed (set to ON) (B5, YES), a symbol determination process
is performed (B6). That is, a stop symbol determination program
stored in the RAM 43 is executed to determine a symbol matrix.
[0185] Then, not-fixed scatter symbols 180 are scroll-displayed in
the portions, where the WILD symbols 181 fixed are not placed, of
the arrangement areas 151, 152, 153, 154, and 155 (B7). After
scatter symbols 180 are scrolled, symbols of the symbol matrix
determined in the step B6 are stopped (rearranged) in the
arrangement areas 151, 152, 153, 154, and 155. Meanwhile, in the
portions where the WILD symbols 181 are fixed and displayed, the
WILD symbols 181 remain displayed.
[0186] Then, it is determined if a combination is achieved, i.e.,
if four or more scatter symbols 180 of a same kind are rearranged
(B8). It is determined that a combination is achieved (B8, YES), a
payout process is executed (B9) That is, the number of coins to be
paid out is calculated according to the number of scatter symbols
of a same kind. When a coin to be paid out is reserved, a
predetermined number of credits are added to the number of credits
stored in the RAM 43. On the other hand, when a coin is paid out, a
control signal is transmitted to the hopper 66 to pay out a
predetermined number of coins to the coin receiving tray 19.
[0187] When it is determined that a combination is not achieved in
the step B8 (B8, NO), or after the step B9, the bonus game-number T
is decremented by "one" (B10), and it is determined if the bonus
game-number T is "zero" (B11). When it is determined that the bonus
game-number is not "zero" (B11, NO), the process returns to the
step B5. On the other hand, it is determined that the bonus
game-number T is "zero" (B11, YES), this routine ends.
[0188] As described above, when a predetermined number of scatter
symbols 180 of a same kind are rearranged in any row in a row
direction, these scatter symbols of the same kind are replaced to
WILD symbols 181. Each of the WILD symbols 181 is increased by one
in each of two column directions and then fixed. In this situation,
scatter symbols 180 which are not fixed are rearranged. Then, a
payout is given according to the number of WILD symbols 181 fixed
and the number of scatter symbols 180 (including a WILD symbol 181)
rearranged. Thus, those WILD symbols 181 increased and fixed
provide a high possibility of awarding a payout, and makes it quite
obvious that an amount of payout which may be given is high.
Therefore, a player easily understands that this is more
advantageous for the player in payout.
[0189] In addition, since the direction in which each WILD symbol
181 increases and the number of increase of each WILD symbol 181
are already determined, the number of WILD symbols 181 fixed will
be different depending on a row in which a predetermined number of
scatter symbols of a same kind are rearranged. This makes
difference in the possibility of awarding a payout and the amount
of payout which may be given, thereby increasing the diversity of a
game.
Embodiment 2
[0190] The following describes Embodiment 2 of a slot machine and
playing method thereof according to the present invention. Note
that reference numerals respectively given to members in the
figures referred to in this embodiment, reference symbols (such as
"S") respectively representing steps in flowcharts in the figures,
and description using these reference numerals and reference
symbols are effective only in this embodiment. Each of these
numerals and symbols does not represent a member or step in other
embodiments.
[0191] As shown in FIG. 12, the slot machine executes a playing
method including the steps of: rearranging scatter symbols 180 in a
matrix of arrangement areas 151 to 155, constituted of one or more
rows and one or more columns, of a display; giving a payout
according to the number of scatter symbols 180 rearranged; when a
predetermined number of scatter symbols of a same kind are
rearranged in any row in a row direction as a result of a
rearrangement of scatter symbols 180, replacing the scatter symbols
of the same kind to specific symbols 181; randomly determining
whether to increase the specific symbols 181; when it is determined
to increase the specific symbols 181, randomly determining an
increase-number of each of the specific symbols to be increased;
increasing each of the specific symbols 181 in a column direction
by the determined increase-number, and fixing all the resulting
specific symbols; rearranging scatter symbols 180 which are not
fixed while the specific symbols 181 are fixed; and giving a payout
according to the number of the specific symbols 181 fixed and the
number of scatter symbols 180 rearranged.
[0192] In this embodiment, "row" means a symbol row in a horizontal
direction of the matrix of arrangement areas 151 to 155, and
"column" means a symbol column in a vertical direction of the
matrix of arrangement areas 151 to 155. In addition, "column
direction" means a direction in which scatter symbols 180 are
scrolled, while "row direction" means a direction perpendicular to
the direction in which scatter symbols 180 are scrolled. The matrix
of the arrangement areas 151 to 155 is constituted of five columns
and three rows.
[0193] Also in this embodiment, "specific symbol" means a WILD
symbol 181. The WILD symbol 181 is an "almighty symbol", which can
be substituted for any of plural kinds of scatter symbols 180. In
other words, a WILD symbol 181 may be regarded as a scatter symbol
of "HERO", or as a scatter symbol of "JET". Note that scatter
symbols 180 includes eight kinds of scatter symbols which are
"HERO", "JET", "VILLA", "GOLD BAR", "CAR", "STOCK CERTIFICATE",
"RIVAL", and "DIAMOND"; and the WILD symbol 181 which is
"WILD".
[0194] Meanwhile, in this embodiment, "predetermined number" of "a
predetermined number of scatter symbols of a same kind" means the
number from "three to five". That is, when three to five scatter
symbols of a same kind are rearranged in any row in a row
direction, these scatter symbols of the same kind will be
transformed into WILD symbols 181. Note that the "predetermined
number" of "a predetermined number of scatter symbols of a same
kind" is not limited to "three to five".
[0195] [Display 101]
[0196] As shown in FIG. 13, the slot machine which executes the
above-described playing method has a display 101, and a controller
100. The display 101 has the matrix of arrangement areas 151 to
155. In these arrangement areas 151 to 155, more than one kind of
scatter symbol 180 is arranged.
[0197] Here, "arranged" means a state where scatter symbols 180 are
visually identifiable by a player. In other words, it represents a
state where scatter symbols 180 are displayed in the arrangement
areas 151 to 155, as shown in FIG. 14. Meanwhile, "to rearrange"
means to arrange scatter symbols 180 again after releasing
them.
[0198] The display 101 may be mechanically structured with a reel
device which arranges scatter symbols utilizing the rotation of a
reel. Alternatively, the display 101 may have an electrical
structure in which scatter symbols are arranged in a video reel
displayed as an image. Further, the display 101 may have a
structure of a combination of the mechanical structure (reels) and
the electrical structure (video reels). The electrical structure
may include a liquid crystal display device, a CRT (cathode-ray
tube) device, a plasma display device, or the like. The specific
structure of the display 101 will be detailed later.
[0199] [Controller 100]
[0200] The controller 100 is configured to execute: a first process
of rearranging scatter symbols 180 in the matrix of arrangement
areas 151 to 155, constituted of one or more rows and one or more
columns, of the display; a second process of giving a payout
according to the number of scatter symbols 180 rearranged; a third
process of, when a predetermined number of scatter symbols of a
same kind are rearranged in any row in a row direction as a result
of a rearrangement of scatter symbols 180, replacing the scatter
symbols of the same kind to specific symbols 181; a fourth process
of randomly determining whether to increase the specific symbols
181; a fifth process of, when it is determined to increase the
specific symbols 181, randomly determining an increase-number of
each of the specific symbols 181 to be increased; a sixth process
of increasing each of the specific symbols 181 in a column
direction by the determined increase-number, and fixing all the
resulting specific symbols; a seventh process of rearranging
scatter symbols 180 which are not fixed while the specific symbols
181 are fixed; and an eighth process of giving a payout according
to the number of the specific symbols 181 fixed and the number of
scatter symbols 180 rearranged. In other words, the controller 100
has a first processing unit, a second processing unit, a third
processing unit, a fourth processing unit, a fifth processing unit,
a sixth processing unit, a seventh processing unit, and an eighth
processing unit.
[0201] The controller 100 has a symbol memory 108 which stores all
the scatter symbols 180, and a display symbol memory 107 which
stores scatter symbols to be displayed among the scatter symbols
180 stored in the symbol memory 108. The display symbol memory 107
can be accessed by a display control unit 114. In response to a
control by a game execution unit 110, the display control unit 114
reads out the scatter symbols in the display symbol memory 107, and
displays the scatter symbols on the display 101. A specific display
state will be detailed later.
[0202] The controller 100 has a rearrangement symbol determination
unit 106 which determines scatter symbols to be rearranged
(hereinafter, rearrangement scatter symbols) every unit game, based
on the scatter symbols 180 stored in the symbol memory 108. The
rearrangement scatter symbols determined by the rearrangement
symbol determination unit 106 are stored in a rearrangement symbol
memory 105. Then, the rearrangement scatter symbols are output to
the display symbol memory 107. After that, the rearrangement
scatter symbols are displayed on the display 101 through image
processing performed in the display control unit 114. That is, the
controller 100 executes the first process of rearranging scatter
symbols 180 in the matrix of arrangement areas 151 to 155,
constituted of one or more rows and one or more columns, of the
display 101.
[0203] Further, the 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 response to an operation by a player. The
controller 100 has: the game execution unit 110 which executes a
unit game of rearranging scatter symbols 180, triggered by a game
start signal from the game start unit 109; a combination payout
determination unit 111 which determines a payout according to the
number of scatter symbols 180 rearranged in a unit game; and a
payout giving unit 113 which gives a payout determined by the
combination payout determination unit 111. That is, the controller
100 executes the second process of giving a payout according to the
number of scatter symbols 180 rearranged.
[0204] Also, the controller 100 has: a specific symbol position
determination unit 115; a specific symbol position memory 116; and
an increase-number determination unit 117 which randomly determines
the numbers by which each of the WILD symbols 181 is increased in
two column directions respectively (the number by which each of the
WILD symbols 181 is increased includes zero, and will be referred
to as "increase-number"). To the specific symbol position
determination unit 115 are input: rearrangement scatter symbols
which are determined by the rearrangement symbol determination unit
106 and stored in the rearrangement symbol memory 105; and
increase-numbers determined by the increase-number determination
unit 117.
[0205] Based on the rearrangement scatter symbols input from the
rearrangement symbol memory 105, the specific symbol position
determination unit 115 determines if three to five scatter symbols
of a same kind are rearranged in any row in a row direction, as a
result of a rearrangement of scatter symbols 180 in a unit game.
When the specific symbol position determination unit 115 determines
that three to five scatter symbols of a same kind are rearranged in
any row in a row direction, it determines the positions of the
scatter symbols of the same kind as positions of WILD symbols 181.
It also determines, as positions of WILD symbols 181, the
arrangement areas out of those areas 151 to 155, in which the
scatter symbols of the same kind are allowed to increase in the two
column directions from the positions thereof, based on the
increase-numbers of the two column directions randomly determined
by the increase-number determination unit 117.
[0206] The specific symbol position memory 116 stores therein the
positions of WILD symbols 181 determined by the specific symbol
position determination unit 115, and outputs the positions of the
WILD symbols 181 to the display symbol memory 107 after a unit game
is finished. In the display symbol memory 107, the scatter symbols
180 respectively placed in the positions of the WILD symbols 181
are replaced to WILD symbols 181 and stored. Then, the WILD symbols
181 stored in the display symbol memory 107 are used in image
processing performed in the display control unit 114. Accordingly,
the scatter symbols of the same kind displayed on the display 101
are replaced to WILD symbols 181, and each of the WILD symbols 181
is increased by the determined increase-numbers of the column
directions. Then, all the resulting WILD symbols 181 are fixed and
displayed. That is, the controller 100 executes: the third process
of, when a predetermined number of scatter symbols of a same kind
are rearranged in any row in a row direction as a result of a
rearrangement of scatter symbols 180, replacing the scatter symbols
of the same kind to specific symbols 181; the fourth process of
randomly determining whether to increase the specific symbols 181;
a fifth process of, when it is determined to increase the specific
symbols 181, randomly determining an increase-number of each of the
specific symbols 181 to be increased; and a sixth process of
increasing each of the specific symbols 181 in a column direction
by the determined increase-number, and fixing all the resulting
specific symbols.
[0207] The game execution unit 110 executes a unit game of
rearranging scatter symbols 180 which are not fixed while the WILD
symbols 181 are fixed on the display 101. The combination payout
determination unit 111 determines a payout according to the number
of the WILD symbols 181 fixed and the number of scatter symbols 180
(including a WILD symbol 181) rearranged. The payout giving unit
113 gives the payout determined by the combination payout
determination unit 111. That is, the controller 100 executes: the
seventh process of rearranging scatter symbols 180 which are not
fixed while the specific symbols 181 are fixed; and a eighth
process of giving a payout according to the number of the specific
symbols 181 fixed and the number of scatter symbols 180
rearranged.
[0208] Each of the blocks of the controller 100 may be realized in
the form of hardware or in the form of software if necessary.
[0209] [Operation of Controller 100]
[0210] The following describes an operation of the controller 100
having the above-described structure. First, rearrangement scatter
symbols are determined by the rearrangement symbol determination
unit 106. The rearrangement scatter symbols determined are stored
in the rearrangement symbol memory 105. Then, the rearrangement
scatter symbols stored in the rearrangement symbol memory 105 are
stored in the display symbol memory 107 and the specific symbol
position determination unit 115. Then, the rearrangement scatter
symbols stored in the display symbol memory 107 are prepared to be
displayed by the display control unit 114 on the display 101. When
the game execution unit 110 executes a unit game, scatter symbols
180 are rearranged by having the display 101 display thereon the
rearrangement scatter symbols stored in the display symbol memory
107. Thus, the controller 100 executes the first process of
rearranging scatter symbols 180 in the matrix of arrangement areas
151 to 155, constituted of one or more rows and one or more
columns, of the display 101.
[0211] Then, the combination payout determination unit 111 and the
payout giving unit 113 give a payout according to the number of
scatter symbols 180 rearranged. Thus, the controller 100 executes
the second process of giving a payout according to the number of
scatter symbols 180 rearranged.
[0212] Meanwhile, the rearrangement scatter symbols stored in the
specific symbol position determination unit 115 are used to
determine the positions of WILD symbols 181. Specifically, when
three to five scatter symbols of a same kind are rearranged in any
row in a row direction, the positions of these scatter symbols of
the same kind are determined as positions of WILD symbols 181.
Also, there are determined, as positions of WILD symbols 181, the
arrangement areas out of those areas 151 to 155, in which the
scatter symbols of the same kind are allowed to increase in the two
column directions from the positions thereof, based on the
increase-numbers of the two column directions randomly determined
by the increase-number determination unit 117. On the other hand,
if three to five scatter symbols of a same kind are not rearranged
in any row in a row direction, the positions of WILD symbols 181
are not determined. In addition, the positions of WILD symbols 181
are not determined, when the increase-numbers of the two column
directions determined by the increase-number determination unit 117
are "zero".
[0213] The positions of WILD symbols 181 determined by the specific
symbol position determination unit 115 are stored in the specific
symbol position memory 116, and are output to the display symbol
memory 107 after a unit game is finished. In the display symbol
memory 107, the scatter symbols 180 placed in the respective
positions of WILD symbols 181 are replaced to WILD symbols 181 and
stored. Then, the WILD symbols 181 stored in the display symbol
memory 107 are used in image processing performed in the display
control unit 114. Accordingly, the scatter symbols of the same kind
displayed on the display 101 are replaced to WILD symbols 181, and
each of the WILD symbols 181 is increased by the determined
increase-numbers. Then, all the resulting WILD symbols 181 are
fixed and displayed. Thus, the controller 100 executes: the third
process of, when a predetermined number of scatter symbols of a
same kind are rearranged in any row in a row direction as a result
of a rearrangement of scatter symbols 180, replacing the scatter
symbols of the same kind to specific symbols 181; a fourth process
of randomly determining whether to increase the specific symbols
181; a fifth process of, when it is determined to increase the
specific symbols 181, randomly determining an increase-number of
each of the specific symbols 181 to be increased; and a sixth
process of increasing each of the specific symbols 181 in a column
direction by the determined increase-number, and fixing all the
resulting specific symbols.
[0214] After that, a unit game is executed by the game execution
unit 110, in which not-fixed scatter symbols 180 are rearranged
while the WILD symbols 181 are fixed on the display 101. Then, the
combination payout determination unit 111 and the payout giving
unit 113 give a payout according to the number of WILD symbols 181
fixed and the number of scatter symbols 180 (including a WILD
symbol 181) rearranged. Thus, the controller 100 executes: the
seventh process of rearranging scatter symbols 180 which are not
fixed while the specific symbols 181 are fixed; and the eighth
process of giving a payout according to the number of the specific
symbols 181 fixed and the number of scatter symbols 180
rearranged.
[0215] As clearly seen from the above operations, as well as shown
in FIG. 12, the slot machine 1 realizes a playing method including:
rearranging scatter symbols 180 in the matrix of arrangement areas
151 to 155, constituted of one or more rows and one or more
columns, of the display 101; giving a payout according to the
number of scatter symbols 180 rearranged; when a predetermined
number of scatter symbols of a same kind are rearranged in any row
in a row direction as a result of a rearrangement of scatter
symbols 180, replacing the scatter symbols of the same kind to
specific symbols (WILD symbols) 181; randomly determining whether
to increase the specific symbols 181; when it is determined to
increase the specific symbols 181, randomly determining an
increase-number of each of the specific symbols 181 to be
increased; increasing each of the specific symbols 181 in a column
direction by the determined increase-number, and fixing all the
resulting specific symbols; rearranging scatter symbols 180 which
are not fixed while the specific symbols 181 are fixed; and giving
a payout according to the number of the specific symbols 181 fixed
and the number of scatter symbols 180 rearranged.
[0216] According to the above-described playing method, when a
predetermined number of scatter symbols 180 of a same kind are
rearranged in any row in a row direction, the scatter symbols of
the same kind are replaced to specific symbols (WILD symbols) 181,
and it is randomly determined whether to increase the specific
symbols 181. Then, when it is determined to increase the specific
symbols, an increase-number is randomly determined. Each of the
specific symbols 181 is increased in a column direction by the
determined increase-number and fixed. In this situation, scatter
symbols 180 which are not fixed are rearranged. Then, a payout is
given according to the number of the specific symbols 181 fixed and
the number of scatter symbols 180 rearranged. Thus, when it is
determined to increase the specific symbols 181, the resulting
specific symbols 181 increased and fixed provide a high possibility
of awarding a payout, and makes it quite obvious that an amount of
payout which may be given is high. Therefore, a player easily
understands that this is more advantageous for the player in
payout.
[0217] [Display State]
[0218] Specifically described hereinafter is an exemplary display
state of the display 101 in the slot machine 1 and in the operation
process of the playing method thereof. The following description
deals with a case where scatter symbols are arranged on the display
101 of a video reel-type, as shown in FIG. 14.
[0219] The display 101 has arrangement areas 151, 152, 153, 154,
and 155 in which scatter symbols 180 are arranged. In the
arrangement areas 151, 152, 153, 154, and 155, symbol columns
having more than one scatter symbol 180 is scroll-displayed,
respectively. Each of the arrangement areas 151, 152, 153, 154, and
155 is divided into an upper row 151a, a middle row 151b, and a
lower row 151c. Scatter symbols 180 are stopped (arranged) in the
rows 151a, 151b, and 151c of the respective arrangement areas. For
example, in FIG. 14, "GOLD BAR" is stopped in the upper row 151a of
the arrangement area 151, "HERO" is stopped in the middle row 151b
of the arrangement area 151, and "JET" is stopped in the lower row
151c of the arrangement area 151. Thus, the arrangement areas 151,
152, 153, 154, and 155 display a symbol matrix of five columns and
three rows. Note that the symbol matrix is not limited to a matrix
of five columns and three rows.
[0220] This embodiment deals with a case where a process of paying
out a coin or the like is performed when a predetermined number
(e.g., four) or more scatter symbols of a same kind are displayed
in the symbol matrix. However, it is possible to employ such a
configuration that, for example, a payline L is provided so as to
cross the middle row 151b of the arrangement areas 151, 152, 153,
154, and 155, and when scatter symbols stopped on the payline L
correspond to a predetermined combination, a coin is paid out.
[0221] As shown in FIG. 14, when a predetermined number (three to
five) of scatter symbols of a same kind are rearranged in any row
in a row direction, a bonus game is triggered. As a result, the
scatter symbols of the same kind are replaced to WILD symbols 181.
In FIG. 14, three scatter symbols 180 of a same kind ("HERO") are
rearranged in the middle row 151b of the arrangement areas 151,
152, and 153. Therefore, these three scatter symbols 180 are
replaced to WILD symbols 181.
[0222] When a bonus game is triggered, it is randomly determined
whether to increase the WILD symbols 181 replaced from the scatter
symbols 180 of the same kind. Further, when it is determined to
increase the WILD symbols 181, an increase-number of each of the
WILD symbols 181 to be increased is randomly determined. In the
state of FIG. 14 where three scatter symbols 180 of a same kind
("HERO") are rearranged in the middle row 151b of the arrangement
areas 151, 152, and 153, when it is determined to increase each of
the WILD symbols 181 by one or two in the upward column direction
and by zero in the downward column direction, each of the WILD
symbols 181 is increased in the upper row 151a of the arrangement
areas 151, 152, and 153, and then fixed, as shown in FIG. 15. In a
bonus game, scatter symbols 180 which are not fixed are rearranged
while the WILD symbols 181 are fixed. Then, a payout is given
according to the number of WILD symbols 181 fixed and the number of
each kind of scatter symbols 180 (including a WILD symbol 181)
rearranged.
[0223] In the case shown in FIG. 15, a payout which may be given in
a bonus game is: a payout corresponding to six WILD symbols 181; a
payout corresponding to seven or more WILD symbols 181, or a payout
corresponding to six WILD symbols 181 and one or more scatter
symbols 180 (other than a WILD symbol) of a same kind, for
example.
[0224] As shown in FIG. 16, when scatter symbols 180 of a same kind
("HERO") are rearranged in the upper row 151a of the arrangement
areas 151, 152, and 154 respectively, and it is determined to
increase each of the WILD symbols 181 by zero to two in the upward
column direction and by one in the downward column direction, the
WILD symbols 181 are increased only in the middle row 151b of the
arrangement areas 151, 152, and 154 and then fixed, since the WILD
symbols 181 are not allowed to increase in further upper areas from
the upper row 151a of the arrangement areas 151, 152, and 154.
[0225] In the case shown in FIG. 16, a payout which may be given in
a bonus game is: a payout corresponding to six WILD symbols 181; a
payout corresponding to seven or more WILD symbols 181; or a payout
corresponding to six WILD symbols 181 and one or more scatter
symbols 180 (other than a WILD symbol) of a same kind, for
example.
[0226] Meanwhile, each of the WILD symbols 181 is not increased
when it is determined to increase each of the WILD symbols 181 by
zero in the upward column direction, and by zero in the downward
column direction, that is, when it is determined not to increase
each of the WILD symbols 181 in the column directions. In this
case, a payout which may be given in a bonus game is: a payout
corresponding to four or more WILD symbols 181, or a payout
corresponding three or more WILD symbols 181 and one or more
scatter symbols 180 (other than a WILD symbol) of a same kind, for
example.
[0227] [Scatter Symbols]
[0228] As shown in FIG. 17, scatter symbols 180 displayed in the
arrangement areas 151, 152, 153, 154, and 155 of the display 101
constitute symbol columns, each symbol column having twenty-two
scatter symbols. Each symbol of each symbol column has a code
number, any one of numbers from 0 to 21. Each symbol column is
constituted of a combination of scatter symbols of "HERO", "JET",
"VILLA", "GOLD BAR", "CAR", "STOCK CERTIFICATE", "RIVAL",
"DIAMOND", and "WILD".
[0229] Successive three scatter symbols of each symbol column are
displayed (arranged) respectively in the upper row 151a, the middle
row 151b, and the lower row 151c of each of the arrangement areas
151, 152, 153, 154, and 155, thereby constituting a symbol matrix
of five columns and three rows. When a later-mentioned BET button
and a spin button are sequentially pressed in this order to start a
game, scatter symbols constituting a symbol matrix start to scroll.
After the symbols are scrolled for a predetermined period of time,
the scrolling of symbols stops (symbols are rearranged).
[0230] When a predetermined number or more scatter symbols of a
same kind are displayed in the arrangement areas 151, 152, 153,
154, and 155, a player gets an advantage. To get an advantage means
that coins are paid out according to scatter symbols displayed, the
value of coins to be paid out is added to a credit value, a bonus
game is started, or the like.
[0231] Specifically, when four or more scatter symbols of a same
kind are rearranged in the arrangement areas 151, 152, 153, 154,
and 155, twenty coins (game media) are paid out for one bet. When a
predetermined number (three to five) of scatter symbols of a same
kind are rearranged in any row in a row direction, a bonus game is
triggered. This causes a transition of gaming state from a basic
game to a bonus game.
[0232] Here, a bonus game is a gaming state which provides a larger
advantage than a basic game. In this embodiment, the bonus game is
a free game. The free game is a game which allows a player to play
a unit game a predetermined number of times (in this embodiment,
five times) without betting a coin. Note that another bonus game
may be employed in combination, provided that the other bonus game
is advantageous to a player, i.e., the other bonus game is more
advantageous than a basic game. For example, that other bonus game
which may be employed is a game providing: a state where a larger
amount of game media can be obtained than in a basic game; a state
where game media can be obtained more likely than in a basic game;
or a state where a smaller amount of game media are consumed than
in a basic game.
[0233] [Mechanical Structure of the Slot Machine 1]
[0234] Next, the following describes a specific example of
mechanical and electrical structures of the slot machine 1 thus
structured.
[0235] As shown in FIG. 18, the slot machine 1 is an upright slot
machine and has a cabinet 3 for housing electrical or mechanical
components for executing a predetermined game mode. As a display
unit 4 for displaying game information in response to a player's
game operation, there may be provided an upper variable display
unit 4A, a middle variable display unit 4B, and a lower variable
display unit 4C. The display units 4A to 4C are attached to the
front face of the cabinet 3 having a longer length in the vertical
direction.
[0236] The upper variable display unit 4A has a transparent upper
liquid crystal panel 5A fixed to a front door of the cabinet 3. The
upper liquid crystal panel 5A displays thereon an image showing,
for example, an effect image, an introduction of a game, or rules
of the game.
[0237] The middle variable display unit 4B is a display panel for
rotating symbols, which is to be constantly viewed by a player. The
middle variable display unit 4B has a transparent center liquid
crystal panel 5B fixed to the front door of the cabinet 3. On the
center liquid crystal panel 5B, five arrangement areas 151, 152,
153, 154, and 155 are displayed. Further, on the center liquid
crystal panel 5B, an effect of moving images is performed at a time
of winning or the like. Further, in an upper portion of the center
liquid crystal panel 5B, a payout number indicator 8 and a credit
number indicator 9 are displayed.
[0238] The lower variable display unit 4C has a lower liquid
crystal panel 5C which displays the number of points stored in a
card or the number of points of a game. Such a number is displayed
on the lower liquid crystal panel 5C based on a result displayed on
the middle variable display unit 4B. When a winning combination is
achieved in the middle variable display unit 4B, the number of
points of the game displayed on the lower liquid crystal panel 5C
is increased according to the type of the winning achieved. On the
left of the lower liquid crystal panel 5C, a ticket printer 14 is
provided. On the right of the lower liquid crystal panel 5C, a card
reader 15 is provided. Note that winning means an occasion where
four or more scatter symbols of a same kind are rearranged,
awarding various payouts according to the result.
[0239] Below the lower variable display unit 4C is disposed an
operation table 10 which protrudes forward from the front face of
the cabinet 3. On the operation table 10, there are arranged
operation buttons 11 (e.g., a spin button 73, change button 74,
cash-out button 75, 1-BET button 76, maximum BET button 77, or the
like) serving as a control panel which enables a player to perform
a game-related operation. In addition, the operation table 10 is
provided with a coin insertion slot 12 and a bill insertion slot
13.
[0240] Below the operation table 10, a waist-high panel 17 is
disposed. The waist-high panel 17 is a plastic panel having a
game-related image printed thereon. This waist-high panel 17 is
fixed to a lower front door 18 and illuminated by a cold cathode
tube. Further, below the waist-high panel 17 is disposed a coin
receiving tray 19 for storing a coin paid out based on a game
result.
[0241] Further, lamps 30 are disposed on the cabinet 3 of the slot
machine 1 so as to surround game areas including the upper variable
display unit 4A, the middle variable display unit 4B, the lower
variable display unit 4C, and the operation table 10. The lamps 30
include side lamps 22, speaker lamps 24, under lamps 25, and top
lamps 26. The side lamps 22 are provided on inclined parts 21
provided at the front right and front left of the cabinet 3, each
of which parts protruding in a bow shape so as to extend over the
upper variable display unit 4A, the middle variable display unit 4B
and the lower variable display unit 4C. The speaker lamps 24 are
provided on arc-shaped speakers 23 which protrudes sideways at the
right and a left ends of the cabinet 3 adjacent to the operation
table 10. The speaker lamps 24 are arranged along edges of the
speakers 23. The under lamps 25 are provided on the lower front
door 18 and arranged along a lower edge of the waist-high panel 17.
The top lamps 26 are provided above the upper variable display unit
4A. The top lamps include power lamps 26a disposed at both sides
respectively and band-type lamps 26b arranged in a horizontal
direction between the power lamps.
[0242] [Electrical Structure of the Slot Machine 1]
[0243] Inside the cabinet 3 is provided a control unit including
the controller 100 of FIG. 13. As shown in FIG. 19, the control
unit includes components such as a motherboard 40, a main body PCB
(Printed Circuit Board) 60, a gaming board 50, a sub CPU 61, a door
PCB 80, various switches, and a sensor.
[0244] The gaming board 50 is provided with a CPU (Central
Processing Unit) 51, a ROM 55 and a boot ROM 52, a card slot 53S
for a memory card 53, and an IC socket 54S for a GAL (Generic Array
Logic) 54, which are connected to one another through an internal
bus.
[0245] The memory card 53 stores therein a game program and a game
system program. The game program contains a program to determine
symbols to be stopped (hereinafter "stop symbol determination
program"). The stop symbol determination program is a program for
determining a symbol matrix of five columns and three rows. This
stop symbol determination program contains sets of symbol weighting
data respectively correspond to several kinds of payout rates
(e.g., 80%, 84%, and 88%). Each set of symbol weighting data
indicates, for each of the arrangement areas 151, 152, 153, 154,
and 155, a relation between a code number of each symbol and at
least one random number values. The random number value is a value
within a predetermined range of 0 to 256 for example.
[0246] A payout rate is set based on payout rate setting data
output from the GAL 54. Rearrangement symbols are determined based
on a set of symbol weighting data corresponding to the payout rate
set.
[0247] The memory card 53 stores therein various types of data for
use in the game program and game system program. Specifically, the
memory card 53 stores, in the form of table, data indicating
relations between scatter symbols 180 displayed in the arrangement
areas 151, 152, 153, 154, and 155 of FIG. 14 and a range of random
number values. This data is transferred to a RAM 43 of the
motherboard 40, at a time of execution of the game program.
[0248] The card slot 53S is structured so that the memory card 53
is inserted/removed thereto/therefrom. This card slot 53S is
connected to the motherboard 40 via an IDE bus. Thus, the type and
content of a game run by the slot machine 1 can be modified by
removing the memory card 53 from the card slot 53S, writing a
different game program and game system program into the memory card
53, and inserting the memory card 53 back to the card slot 53S.
[0249] The game program includes a program related to the progress
of a game and/or a program for causing a transition to a bonus
game. Also, the game program includes image data and audio data
output during a game.
[0250] The GAL 54 has input ports and output ports. Upon the input
of data to an input port, the GAL 54 outputs data corresponding to
the input data from an output port. This data output from the
output port is the before-mentioned payout rate setting data.
[0251] The IC socket 54S is structured so that the GAL 54 is
attached/detached thereto/therefrom. The IC socket 54S is connected
to the motherboard 40 via a PCI bus. Thus, the payout rate setting
data to be output from the GAL 54 can be modified by detaching GAL
54 from the IC socket 54S, overwriting a program stored in the GAL
45, and attaching the GAL45 back to the IC socket 54S.
[0252] The CPU 51, the ROM 55, and the boot ROM 52, which are
connected to one another via the internal bus, are connected to the
motherboard 40 via the PCI bus. The PCI bus communicates a signal
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 country identification information and an
authentication program. The boot ROM 52 stores therein a
preliminary authentication program, a program (boot code) for
enabling the CPU 51 to run the preliminary authentication program,
or the like.
[0253] 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. In short, the preliminary
authentication program authenticates the authentication
program.
[0254] The motherboard 40 is provided with a main CPU 41
(controller), a ROM (Read Only Memory) 42, the RAM (Random Access
Memory) 43, and a communications interface 44.
[0255] The main CPU 41 serves as a controller that controls the
overall slot machine 1. Specifically, the main CPU 41 performs the
controls of: outputting a command signal, upon pressing the spin
button 73 after a bet of credit, to the sub CPU 61 so as to
scroll-display scatter symbols on the center liquid crystal panel
5B; determining symbols to be stopped after the scroll-display of
symbols; and stopping the determined symbols in the arrangement
areas 151, 152, 153, 154, and 155.
[0256] That is, the main CPU 41 functions as an arrangement
controller to execute an arrangement control by which, among
various kinds of scatter symbols, symbols to be arranged in a
symbol matrix are selected and determined, and then scrolling of
the symbols is stopped so that the determined symbol matrix
appears. With this function, scatter symbols displayed while being
scrolled on the center liquid crystal panel 5B are rearranged in a
new symbol matrix.
[0257] The main CPU 41 also functions as a controller 100 which
executes: a first process of rearranging scatter symbols 180 in the
matrix of arrangement areas 151 to 155, constituted of one or more
rows and one or more columns, of the display 101 (center liquid
crystal panel 5B); a second process of giving a payout according to
the number of scatter symbols 180 rearranged; a third process of,
when a predetermined number of scatter symbols of a same kind are
rearranged in any row in a row direction as a result of a
rearrangement of scatter symbols 180, replacing the scatter symbols
of the same kind to specific symbols (WILD symbols) 181; a fourth
process of randomly determining whether to increase the specific
symbols 181; a fifth process of, when it is determined to increase
the specific symbols 181, randomly determining an increase-number
of each of the specific symbols 181 to be increased; a sixth
process of increasing each of the specific symbols 181 in a column
direction by the determined increase-number, and fixing all the
resulting specific symbols; a seventh process of rearranging
scatter symbols 180 which are not fixed while the specific symbols
181 are fixed; and an eighth process of giving a payout according
to the number of the specific symbols 181 fixed and the number of
scatter symbols 180 (including a WILD symbol 181) rearranged.
[0258] The ROM 42 stores a program such as BIOS (Basic Input/Output
System) run by the main CPU 41, and data that is permanently used.
When the BIOS is run 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 are read out through the gaming board
50.
[0259] The RAM 43 stores data or program used for the main CPU 41
to perform a process. For example, in the RAM 43 are formed: the
symbol memory 108, the display symbol memory 107, the rearrangement
symbol memory 105, and the specific symbol position memory 116,
which are shown in FIG. 13, in the forms of data areas,
respectively. In the data area of the symbol memory 108, scatter
symbols 180 are stored in the form of a data table of FIG. 17. In
the data area of the rearrangement symbol memory 105, rearrangement
symbols are stored. In the data area of the specific symbol
position memory 116, positions of WILD symbols 181 are stored. In
the data area of the display symbol memory 107, a symbol matrix
including WILD symbols 181 fixed are stored.
[0260] The communications interface 44 communicates via a
communication line with a host computer or the like provided in a
game arcade. The motherboard 40 is connected to the main body PCB
(Printed Circuit Board) 60 and the door PCB 80 through USBs
(Universal Serial Buses). Further, the motherboard 40 is connected
to a power unit 45. The power unit 45 supplies power to the
motherboard 40 to boot the main CPU 41 thereof. Meanwhile, the
power unit 45 supplies power to the gaming board 50 through the PCI
bus to boot the CPU 51.
[0261] The main body PCB 60 and the door PCB 80 are connected to: a
device or apparatus which generates an input signal to be input to
the main CPU 41; and a device or apparatus controlled by a control
signal output from the main CPU 41. The main CPU 41 runs 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, thereby storing a result thereof in the RAM 43
or transmitting a control signal to each device or apparatus to
control them.
[0262] The main body PCB 60 is connected to the lamps 30 (to be
more specific, the side lamps 22, the speaker lamps 24, the under
lamps 25, and the top lamps 26), the sub CPU 61, a hopper 66, a
coin detecting unit 67, a graphic board 68, the speakers 23, a bill
validator 62, the ticket printer 14, the card reader 15, and a key
switch 38S.
[0263] The lamps 30 are turned on/off based on a control signal
output from the main CPU 41. The sub CPU 61 controls an operation
of scrolling symbols in the arrangement areas 151 to 155, and is
connected to a later-mentioned VDP (Video Display Processor). The
VDP reads out image data of symbols stored in an image data ROM
(not shown), and then generates an image of scrolling symbols to be
displayed in the arrangement areas 151, 152, 153, 154, and 155 to
output the image to the center liquid crystal panel 5B.
[0264] The hopper 66 is provided in the cabinet 3, and pays out a
predetermined number of coins from a coin payout opening to the
coin receiving tray 19 based on a control signal output from the
main CPU 41. The coin detecting unit 67 is provided inside the coin
payout opening, and outputs an input signal to the main CPU 41 when
detecting that a predetermined number of coins are paid out from
the coin payout opening.
[0265] The graphic board 68 controls image displaying of the upper
liquid crystal panel 5A, the center liquid crystal panel 5B, and
the lower liquid crystal panel 5C, based on a control signal output
from the main CPU 41. The graphic board 68 is provided with a VDP
which generates image data based on a control signal output from
the main CPU 41, a video RAM which temporarily stores image data
generated by the VDP, and the like.
[0266] The bill validator 62 reads an image on a bill inserted to
the bill insertion slot 13 and accepts a genuine bill into the
cabinet 3. When accepting a genuine bill, the bill validator 62
outputs an input signal to the main CPU 41 corresponding to the
amount of the bill. The main CPU 41 stores in the RAM 43 the number
of credits corresponding to the amount of the bill transmitted by
the input signal.
[0267] Based on a control signal output from the main CPU 41, the
ticket printer 14 prints a bar code on a ticket, and then outputs
the ticket with a bar code. Data such as the number of credits
stored in the RAM 43, time and date, identification number of a
slot machine 1, or the like is encoded to the bar code.
[0268] The card reader 15 reads data from a smart card to transmit
them to the main CPU 41, or write data to a smart card based on a
control signal from the main CPU 41. The key switch 38S is mounted
on a keypad (not shown), and outputs an input signal to the main
CPU 41 in response to an operation of the keypad by a player.
[0269] The door PCB 80 is connected to a control panel 70, a
reverter 71S, a coin counter 71C, and a cold cathode tube 81. The
control panel 70 is provided with: a spin switch 73S corresponding
to the spin button 73, a change switch 74S corresponding to the
change button 74, a cash-out switch 75S corresponding to the
cash-out button 75, a 1-BET switch 76S corresponding to the 1-BET
button 76, and a maximum BET switch 77S corresponding to the
maximum BET button 77. The switches 73S to 77S output input signals
to the main CPU 41 upon operations of the corresponding buttons 73
to 77 by a player, respectively.
[0270] The coin counter 71C is provided inside the coin insertion
slot 12, and validates whether a coin inserted by a player into the
coin insertion slot 12 is genuine. Anything other than a genuine
coin is discharged to the coin receiving tray 19. The coin counter
71C outputs an input signal to the main CPU 41 when detecting a
genuine coin.
[0271] The reverter 71S is operated based on a control signal
output from the main CPU 41. The reverter 71S distributes a coin
that is recognized as genuine by the coin counter 71C to a cash box
(not shown) or the hopper 66 mounted in the slot machine 1. In
other words, when the hopper 66 is filled with coins, the reverter
71S distributes a genuine coin to the cash box. On the other hand,
when the hopper 66 is not filled with coins, a genuine coin is
distributed to the hopper 66. The cold cathode tube 81 functions as
a backlight mounted to the rear sides of the upper liquid crystal
panel 5A and the center liquid crystal panel 5B. The cold cathode
tube 81 is turned on based on a control signal output from the main
CPU 41.
[0272] [Increase-Number Determination Table]
[0273] The following describes an increase-number determination
table used for determining whether to increase the WILD symbols 181
and for determining an increase-number of each of the WILD symbols
181 to be increased. These determination processes are carried out
when a predetermined number (three to five) of scatter symbols of a
same kind are rearranged in any row in a row direction thereby
triggering a bonus game. This increase-number determination table
is stored in the ROM 42 of the motherboard 40.
[0274] As shown in FIG. 20, in the increase-number determination
table, pattern numbers from "1" to "9" are associated with
respective increase-numbers in the upward column direction and
respective increase-numbers in the downward column direction. For
example, the pattern number "1" is associated with an upward
increase-number of "0" and a downward increase-number of "0". The
pattern number "4" is associated with an upward increase-number of
"1" and a downward increase-number of "1". A pattern number
randomly determined among the pattern numbers "1" to "9" determines
whether to increase the WILD symbols 181 and an increase-number of
each of the WILD symbols 181 to be increased.
[0275] [Process Operation of the Slot Machine 1]
[0276] Next, the process operation of the slot machine 1 will be
described.
[0277] [Boot Process]
[0278] First, the main CPU 41 of the slot machine 1 executes a boot
process routine shown in FIG. 21. This boot process routine is
performed by the motherboard 40 and the gaming board 50. The memory
card 53 is assumed to be inserted into the card slot 53S of the
gaming board 50, and the GAL 54 is assumed to be attached to the IC
socket 54S.
[0279] First, turning on a power switch of (powering on) the power
unit 45 boots the motherboard 40 and the gaming board 50. Booting
the motherboard 40 and the gaming board 50 starts separate
processes in parallel. That is, in the gaming board 50, the CPU 51
reads out the preliminary authentication program stored in the boot
ROM 52, and according to the preliminary authentication program
read out, the CPU 51 performs the preliminary authentication to
confirm and verify that the authentication program is not
falsified, before reading that program in the motherboard 40
(S101).
[0280] On the other hand, in the motherboard 40, the main CPU 41
runs the BIOS stored in the ROM 42, to load into the RAM 43
compressed data built in the BIOS (S1). Then, the main CPU 41 runs
a procedure of the BIOS according to the data loaded into the RAM
43 so as to diagnose and initialize various peripheral devices
(S2).
[0281] The main CPU 41, which is connected to the ROM 55 of the
gaming board 50 via the PCI bus, reads out the authentication
program stored in the ROM 55, and stores it in the RAM 43 (S3).
During this step, the main CPU 41 derives a checksum through ADDSUM
method (a standard check function) which is adopted in a standard
BIOS, and stores the authentication program in the RAM 43 while
confirming if the operation of storing is carried out without an
error.
[0282] Next, the main CPU 41 checks what is connected via the IDE
bus. Then, the main CPU 41 accesses via the IDE bus to the memory
card 53 inserted into the card slot 53S to read out the game
program and the game system program from the memory card 53. In
this case, the main CPU 41 reads out four bytes of data
constituting the game program and the game system program at one
time. Subsequently, according to the authentication program stored
in the RAM 43, the main CPU 41 performs an authentication to
confirm and verify that the game program and game system program
read out are not falsified (S4). When this authentication process
is properly finished, the main CPU 41 writes and store in the RAM
43 the game program and game system program which were the subjects
of the authentication (authenticated) (S5).
[0283] Then, the main CPU 41 accesses, via the PCI bus, the GAL 54
attached to the IC socket 54S, and reads out the payout rate
setting data from the GAL 54, which data is written to and stored
in the RAM 43 (S6). Next, the main CPU 41 reads out, via the PCI
bus, the country identification information stored in the ROM 55 of
the gaming board 50. The country identification information read
out is stored in the RAM 43 (S7).
[0284] Then, the main CPU 41 determines if the writing to the RAM
43 is normally performed (S8). When it is determined that the
writing to the RAM 43 is normally performed (S8, YES), the sensor
is checked (S9). Then, it is determined if the sensor is normal
(S10). When it is determined that the sensor is normal (S10, YES),
the operation of a drive mechanism is checked (S11). Then, it is
determined if the operation of the drive mechanism is normal (S12).
When it is determined that the operation of the drive mechanism is
normal (S12, YES), the operation of illuminations (the lamps 30 or
the like) is checked (S13). Then, it is determined if the operation
of illuminations is normal (S14). When it is determined that the
operation of the illuminations is normal (S14, YES), a boot signal
is output (S15), the game program and game system program are read
out from the RAM 43 (S16), a game execution process is executed
(S17), and this routine ends.
[0285] In the cases where: it is determined that the writing to the
RAM 43 is not normally performed in the step S8 (S8, NO); it is
determined that the sensor is not normal in the step S10 (S10, NO);
it is determined that the operation of the drive mechanism is not
normal in the step S12 (S12, NO); or it is determined that the
operation of the illuminations is not normal in the step S14 (S14,
NO); an abnormal signal is output (S18) and an abnormal status is
notified (S19) to end this routine.
[0286] [Game Execution Process]
[0287] After the boot process routine shown in FIG. 21, the main
CPU 41 of the slot machine 1 executes a game execution process
routine shown in FIG. 22. In the game execution process routine,
first, the main CPU 41 determines if a coin is bet (A1). In this
process, determined is if an input signal is received in response
to pressing of the 1-BET button 76 or the maximum BET button 77.
When it is determined that a coin is not bet (A1, NO), the step A1
is executed again to enter a standby mode until a coin is bet.
[0288] On the other hand, when it is determined that a coin is bet
(A1, YES), the number of credits corresponding to the number of
coins bet is subtracted from the number of credits stored in the
RAM 43 (A2). When the number of coins bet is larger than the number
of credits stored in the RAM 43, the process of subtracting the
number of credits is not performed, and the step A1 is executed
again.
[0289] Then, it is determined if the spin button 73 is pressed (set
to ON) (A3). When it is determined that the spin button 73 is not
pressed (not set to ON) (A3, NO), the process returns to the step
A1. When the spin button 73 is not pressed (not set to ON) (for
example, when an instruction to finish the game is input while the
spin button 73 is not pressed (not set to ON)), the result of
subtraction in the step A2 is canceled.
[0290] On the other hand, when it is determined that the spin
button 73 is pressed (set to ON) (A3, YES), a symbol determination
process is performed (A4). That is, a stop symbol determination
program stored in the RAM 43 is executed to determine a symbol
matrix.
[0291] Then, scatter symbols 180 in the arrangement areas 151, 152,
153, 154, and 155 are scroll-displayed (A5). After scatter symbols
180 are scrolled, symbols of the symbol matrix determined in the
step A4 are stopped (rearranged) in the arrangement areas 151, 152,
153, 154, and 155.
[0292] Then, it is determined if a combination is achieved, i.e.,
if four or more scatter symbols 180 of a same kind are rearranged
(A6). When it is determined that a combination is not achieved (A6,
NO), this routine ends. On the other hand, when it is determined
that a combination is achieved (A6, YES), a payout process is
executed (A7). That is, the number of coins to be paid out is
calculated according to the number of scatter symbols of a same
kind. When a coin to be paid out is reserved, a predetermined
number of credits are added to the number of credits stored in the
RAM 43. On the other hand, when a coin is paid out, a control
signal is transmitted to the hopper 66 to pay out a predetermined
number of coins to the coin receiving tray 19.
[0293] Then, it is determined if a bonus game trigger is achieved
(A8). When it is determined that a bonus game trigger is not
achieved, (A8, NO), this routine ends. On the other hand, when it
is determined that a bonus game trigger is achieved (A8, YES), a
bonus game process is executed (A9). The bonus game process will be
described later. Then, this routine ends.
[0294] [Bonus Game Process]
[0295] When it is determined that a bonus game trigger is achieved
in the step A8 of FIG. 22, the main CPU 41 of the slot machine 1
executes the bonus game process routine shown in FIG. 23. In the
bonus game process routine, first, the main CPU 41 sets a bonus
game-number T to "five" (B1). Then, scatter symbols of a same kind
are replaced to WILD symbols 181 (B2). After that, using the
increase-number determination table shown in FIG. 20, it is
determined whether to increase the WILD symbols 181, and the
increase-number of each of the WILD symbols 181 (B3). Then,
determined is the presence or absence of a WILD symbol 181 to be
increased (B4). When it is determined that a WILD symbol 181 to be
increased is present (B4, YES), each of the WILD symbols 181 is
increased in a column direction by the determined increase-number
(B5). When it is determined that a WILD symbol 181 to be increased
is not present in the step B4 (B4, NO), or after the step B5, all
the WILD symbols 181 are fixed (B6).
[0296] Then, it is determined if the spin button 73 is pressed (set
to ON) (B7). When it is determined that the spin button 73 is not
pressed (not set to ON) (B7, NO), the process returns to the step
B7. On the other hand, when it is determined that the spin button
73 is pressed (set to ON) (B7, YES), a symbol determination process
is performed (B8). That is, a stop symbol determination program
stored in the RAM 43 is executed to determine a symbol matrix.
[0297] Then, not-fixed scatter symbols 180 are scroll-displayed in
the portions, where the WILD symbols 181 fixed are not placed, of
the arrangement areas 151, 152, 153, 154, and 155 (B9). After
scatter symbols 180 are scrolled, symbols of the symbol matrix
determined in the step B8 are stopped (rearranged) in the
arrangement areas 151, 152, 153, 154, and 155. Meanwhile, in the
portions where the WILD symbols 181 are fixed and displayed, the
WILD symbols 181 remain displayed.
[0298] Then, it is determined if a combination is achieved, i.e.,
if four or more scatter symbols 180 of a same kind are rearranged
(B10). When It is determined that a combination is achieved (B10,
YES), a payout process is executed (B11). That is, the number of
coins to be paid out is calculated according to the number of
scatter symbols of a same kind. When a coin to be paid out is
reserved, a predetermined number of credits are added to the number
of credits stored in the RAM 43. On the other hand, when a coin is
paid out, a control signal is transmitted to the hopper 66 to pay
out a predetermined number of coins to the coin receiving tray
19.
[0299] When it is determined that a combination is not achieved in
the step B10 (B10, NO), or after the step B11, the bonus
game-number T is decremented by "one" (B12), and it is determined
if the bonus game-number T is "zero" (B13). When it is determined
that the bonus game-number is not "zero" (B13, NO), the process
returns to the step B7. On the other hand, when it is determined
that the bonus game-number T is "zero" (B13, YES), this routine
ends.
[0300] As described above, when a predetermined number of scatter
symbols 180 of a same kind are rearranged in any row in a row
direction, the scatter symbols of the same kind are replaced to
specific symbols (WILD symbols) 181, and it is randomly determined
whether to increase the specific symbols 181. Then, when it is
determined to increase the specific symbols 181, an increase-number
is randomly determined. Each of the specific symbols 181 is
increased in a column direction by the determined increase-number
and fixed. In this situation, scatter symbols 180 which are not
fixed are rearranged. Then, a payout is given according to the
number of the specific symbols 181 fixed and the number of scatter
symbols 180 rearranged. Thus, when it is determined to increase the
specific symbols 181, the resulting specific symbols 181 increased
and fixed provide a high possibility of awarding a payout, and
makes it quite obvious that an amount of payout which may be given
is high. Therefore, a player easily understands that this is more
advantageous for the player in payout.
Embodiment 3
[0301] The following describes Embodiment 3 of a slot machine and
playing method thereof according to the present invention. Note
that reference numerals respectively given to members in the
figures referred to in this embodiment, reference symbols (such as
"S") respectively representing steps in flowcharts in the figures,
and description using these reference numerals and reference
symbols are effective only in this embodiment. Each of these
numerals and symbols does not represent a member or step in other
embodiments.
[0302] As shown in FIG. 24, a slot machine executes a playing
method including the steps of: defining one or more active regions
corresponding to a bet operation received by an input device in a
matrix of arrangement areas 151 to 155, constituted of one or more
rows and one or more columns, of a display; rearranging scatter
symbols 180 in the arrangement areas 151 to 155; giving a payout
according to the number of scatter symbols 180 rearranged; when a
predetermined number of scatter symbols of a same kind are
rearranged in a row direction in any row having an active region as
a result of a rearrangement of scatter symbols 180, replacing the
scatter symbols of the same kind to specific symbols 181;
increasing the specific symbols 181 in all of the active regions
located in a column direction from the specific symbols 181
respectively, and fixing all the resulting specific symbols;
rearranging scatter symbols 180 which are not fixed while the
specific symbols 181 are fixed; and giving a payout according to
the number of the specific symbols 181 fixed and the number of
scatter symbols 180 rearranged.
[0303] In this embodiment, "bet operation" includes: a one-bet
operation through which one-bet is made designating regions of one
payline L1 as active regions; and a maximum-bet operation through
which a maximum-bet is made designating regions of all (three)
paylines L1, L2, and L3 as active regions.
[0304] In addition, "row" means a symbol row in a horizontal
direction of the matrix of arrangement areas 151 to 155, and
"column" means a symbol column in a vertical direction of the
matrix of arrangement areas 151 to 155. In addition, "column
direction" means a direction in which scatter symbols 180 are
scrolled, while "row direction" means a direction perpendicular to
the direction in which scatter symbols 180 are scrolled. The matrix
of the arrangement areas 151 to 155 is constituted of five columns
and three rows.
[0305] Also in this embodiment, "specific symbol" means a WILD
symbol 181. The WILD symbol 181 is an "almighty symbol", which can
be substituted for any of plural kinds of scatter symbols 180. In
other words, a WILD symbol 181 may be regarded as a scatter symbol
of "HERO", or as a scatter symbol of "JET". Note that scatter
symbols 180 includes eight kinds of scatter symbols which are
"HERO", "JET", "VILLA", "GOLD BAR", "CAR", "STOCK CERTIFICATE",
"RIVAL", and "DIAMOND"; and the WILD symbol 181 which is
"WILD".
[0306] Meanwhile, in this embodiment, "predetermined number" of "a
predetermined number of scatter symbols of a same kind" means the
number from "three to five". That is, when three to five scatter
symbols of a same kind are rearranged in any row in a row
direction, these scatter symbols of the same kind will be
transformed into WILD symbols 181. Note that the "predetermined
number" of "a predetermined number of scatter symbols of a same
kind" is not limited to "three to five".
[0307] [Display 101]
[0308] As shown in FIG. 25, the slot machine which executes the
above-described playing method has a display 101, an input device
102, and a controller 100. The display 101 has the matrix of
arrangement areas 151 to 155. In these arrangement areas 151 to
155, more than one kind of scatter symbol 180 is arranged.
[0309] Here, "arranged" means a state where scatter symbols 180 are
visually identifiable by a player. In other words, it represents a
state where scatter symbols 180 are displayed in the arrangement
areas 151 to 155, as shown in FIG. 26. Meanwhile, "to rearrange"
means to arrange scatter symbols 180 again after releasing
them.
[0310] The display 101 may be mechanically structured with a reel
device which arranges scatter symbols utilizing the rotation of a
reel. Alternatively, the display 101 may have an electrical
structure in which scatter symbols are arranged in a video reel
displayed as an image. Further, the display 101 may have a
structure of a combination of the mechanical structure (reels) and
the electrical structure (video reels). The electrical structure
may include a liquid crystal display device, a CRT (cathode-ray
tube) device, a plasma display device, or the like. The specific
structure of the display 101 will be detailed later.
[0311] [Input Device 102]
[0312] The input device 102 is configured to receive a one-bet
operation and a maximum-bet operation from outside. The input
device 102 may be structured with buttons such as later-mentioned
1-bet button 76, and maximum-bet button 77, or may be structured
with a touch panel or the like.
[0313] [Controller 100]
[0314] A controller 100 is configured to execute: a first process
of defining active regions (regions of paylines L1, L2, and L3)
corresponding to a bet operation received by the input device 102
in the matrix of arrangement areas 151 to 155, constituted of one
or more rows and one or more columns, of the display 101; a second
process of rearranging scatter symbols 180 in the arrangement areas
151 to 155; a third process of giving a payout according to the
number of scatter symbols 180 rearranged; a fourth process of, when
a predetermined number of scatter symbols of a same kind are
rearranged in a row direction in any row having an active region as
a result of a rearrangement of scatter symbols 180, replacing the
scatter symbols of the same kind to specific symbols 181; a fifth
process of increasing the specific symbols 181 in all of the active
regions located in a column direction from the specific symbols 181
respectively, and fixing all the resulting specific symbols; a
sixth process of rearranging scatter symbols 180 which are not
fixed while the specific symbols 181 are fixed; and a seventh
process of giving a payout according to the number of the specific
symbols 181 fixed and the number of scatter symbols 180 rearranged.
In other words, the controller 100 has a first processing unit, a
second processing unit, a third processing unit, a fourth
processing unit, a fifth processing unit, a sixth processing unit,
and a seventh processing unit.
[0315] The controller 100 has a symbol memory 108 which stores all
the scatter symbols 180, and a display symbol memory 107 which
stores scatter symbols to be displayed among the scatter symbols
180 stored in the symbol memory 108. The display symbol memory 107
can be accessed by a display control unit 114. In response to a
control by a game execution unit 110, the display control unit 114
reads out the scatter symbols in the display symbol memory 107, and
displays the scatter symbols on the display 101. A specific display
state will be detailed later.
[0316] Also, the controller 100 has an active region defining unit
117 which defines one or more active regions corresponding to a bet
operation received by the input device 102, in the matrix of
arrangement areas 151 to 155 constituted of one or more rows and
one or more columns, of the display 101. The active regions defined
by the active region defining unit 117 are displayed in the forms
of paylines L1, L2, and L3 on the display 101 through image
processing performed in the display control unit 114. That is, the
controller 100 executes the first process of: defining active
regions (regions of paylines L1, L2, and L3) corresponding to a bet
operation received by the input device 102 in the arrangement areas
151 to 155. Note that, the structure of active regions is not
limited to the form of a payline. Such a structure is possible that
the active regions defined through the one-bet operation are four
cells constituted of two columns and two rows, and the active
regions defined through the maximum-bet operation are fifteen cells
constituted of five columns and three rows.
[0317] The controller 100 has a rearrangement symbol determination
unit 106 which determines scatter symbols to be rearranged
(hereinafter, rearrangement scatter symbols) every unit game, based
on the scatter symbols 180 stored in the symbol memory 108. The
rearrangement scatter symbols determined by the rearrangement
symbol determination unit 106 are stored in a rearrangement symbol
memory 105. Then, the rearrangement scatter symbols are output to
the display symbol memory 107. After that, the rearrangement
scatter symbols are displayed on the display 101 through image
processing performed in the display control unit 114. That is, the
controller 100 executes the second process of rearranging scatter
symbols 180 in the matrix of arrangement areas 151 to 155,
constituted of one or more rows and one or more columns, of the
display 101.
[0318] Further, the 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 response to an operation by a player. The
controller 100 has: the game execution unit 110 which executes a
unit game of rearranging scatter symbols 180, triggered by a game
start signal from the game start unit 109; a combination payout
determination unit 111 which determines a payout according to the
number of scatter symbols 180 rearranged in a unit game; and a
payout giving unit 113 which gives a payout determined by the
combination payout determination unit 111. That is, the controller
100 executes the third process of giving a payout according to the
number of scatter symbols 180 rearranged.
[0319] Also, the controller 100 has: a specific symbol position
determination unit 115, and a specific symbol position memory 116.
To the specific symbol position determination unit 115 are input:
rearrangement scatter symbols which are determined by the
rearrangement symbol determination unit 106 and stored in the
rearrangement symbol memory 105; and the active regions defined by
the active region defining unit 117.
[0320] Based on the rearrangement scatter symbols input from the
rearrangement symbol memory 105 and the active regions input from
the active region defining unit 117, the specific symbol position
determination unit 115 determines if three to five scatter symbols
of a same kind are rearranged in a row direction in any row having
an active region, as a result of a rearrangement of scatter symbols
180, in a unit game. Then, when it is determined that three to five
scatter symbols of a same kind are rearranged in a row direction in
any row having an active region, the specific symbol position
determination unit 115 determines the positions of the scatter
symbols of the same kind as the positions of WILD symbols 181. It
also determines, as the positions of WILD symbols 181, the
positions of the active regions in which the scatter symbols of the
same kind are allowed to increase in two column directions from the
positions thereof respectively, based on the active regions input
from the active region defining unit 117.
[0321] The specific symbol position memory 116 stores therein the
positions of WILD symbols 181 determined by the specific symbol
position determination unit 115, and outputs the positions of the
WILD symbols 181 to the display symbol memory 107 after a unit game
is finished. In the display symbol memory 107, the scatter symbols
180 respectively placed in the positions of the WILD symbols 181
are replaced to WILD symbols 181 and stored. Then, the WILD symbols
181 stored in the display symbol memory 107 are used in image
processing performed in the display control unit 114. Accordingly,
the scatter symbols of the same kind displayed on the display 101
are replaced to WILD symbols 181, and the WILD symbols 181 are
increased in all of the active regions located in a column
direction from the WILD symbols 181 respectively. Then, all the
resulting WILD symbols 181 are fixedly displayed. That is, the
controller 100 executes: the fourth process of, when a
predetermined number of scatter symbols of a same kind are
rearranged in a row direction in any row having an active region as
a result of a rearrangement of scatter symbols 180, replacing the
scatter symbols of the same kind to specific symbols 181; and the
fifth process of increasing the specific symbols 181 in all of the
active regions located in a column direction from the specific
symbols 181 respectively, and fixing all the resulting specific
symbols.
[0322] The game execution unit 110 executes a unit game of
rearranging scatter symbols 180 which are not fixed while the WILD
symbols 181 are fixedly displayed on the display 101. The
combination payout determination unit 111 determines a payout
according to the number of the WILD symbols 181 fixedly displayed
and the number of scatter symbols 180 (including a WILD symbol 181)
rearranged. The payout giving unit 113 gives the payout determined
by the combination payout determination unit 111. That is, the
controller 100 executes: the sixth process of rearranging scatter
symbols 180 which are not fixed while the specific symbols 181 are
fixed; and the seventh process of giving a payout according to the
number of the specific symbols 181 fixed and the number of scatter
symbols 180 rearranged.
[0323] Each of the blocks of the controller 100 may be realized in
the form of hardware or in the form of software if necessary.
[0324] [Operation of Controller 100]
[0325] The following describes an operation of the controller 100
having the above-described structure. First, active regions
(regions of paylines L1, L2, and L3), corresponding to a bet
operation received by the input device 102, are defined in the
arrangement areas 151 to 155 by the active region defining unit
117, and the active regions are displayed on the display 101 by the
display control unit 114. Thus, the controller 100 executes the
first process of defining active regions (regions of paylines L1,
L2, and L3) corresponding to a bet operation received by the input
device 102 in the matrix of arrangement areas 151 to 155,
constituted of one or more rows and one or more columns, of the
display 101.
[0326] Next, rearrangement scatter symbols are determined by the
rearrangement symbol determination unit 106. The rearrangement
scatter symbols determined are stored in the rearrangement symbol
memory 105. Then, the rearrangement scatter symbols stored in the
rearrangement symbol memory 105 are stored in the display symbol
memory 107 and the specific symbol position determination unit 115.
Then, the rearrangement scatter symbols stored in the display
symbol memory 107 are prepared to be displayed by the display
control unit 114 on the display 101. When the game execution unit
110 executes a unit game, scatter symbols 180 are rearranged by
having the display 101 display thereon the rearrangement scatter
symbols stored in the display symbol memory 107. Thus, the
controller 100 executes the second process of rearranging scatter
symbols 180 in the arrangement areas 151 to 155.
[0327] Then, the combination payout determination unit 111 and the
payout giving unit 113 give a payout according to the number of
scatter symbols 180 rearranged. Thus, the controller 100 executes
the third process of giving a payout according to the number of
scatter symbols 180 rearranged.
[0328] On the other hand, the rearrangement scatter symbols stored
in the specific symbol position determination unit 115 are used for
determining the position of WILD symbols 181, with the active
regions input from the active region defining unit 117.
Specifically, when three to five scatter symbols of a same kind are
rearranged in a row direction in any row having an active region,
the positions of the scatter symbols of the same kind are defined
as the positions of WILD symbols 181. Also, based on the active
regions input from the active region defining unit 117, there are
determined, as positions of WILD symbols 181, the positions of the
active regions in which the scatter symbols of the same kind are
allowed to increase in two column directions from the positions
thereof. Meanwhile, when three to five scatter symbols of the same
kind are not rearranged in a row direction in any row having an
active region, the positions of WILD symbols 181 are not
determined. Also, in the case where only the regions of payline L1
are defined as active regions by the active region defining unit
117, the positions of WILD symbols 181 increased are not
determined, even if three to five scatter symbols of a same kind
are rearranged on the payline L1.
[0329] The positions of WILD symbols 181 determined by the specific
symbol position determination unit 115 are stored in the specific
symbol position memory 116, and are output to the display symbol
memory 107 after a unit game is finished. In the display symbol
memory 107, the scatter symbols 180 placed in the respective
positions of WILD symbols 181 are replaced to WILD symbols 181 and
stored. Then, the WILD symbols 181 stored in the display symbol
memory 107 are used in image processing performed in the display
control unit 114. Accordingly, the scatter symbols of the same kind
displayed on the display 101 are replaced to WILD symbols 181, and
the WILD symbols 181 are increased in all of the active regions
located in a column direction from the WILD symbols 181
respectively. Then, all the resulting WILD symbols 181 are fixedly
displayed. Thus, the controller 100 executes: the fourth process
of, when a predetermined number of scatter symbols of a same kind
are rearranged in a row direction in any row having an active
region as a result of a rearrangement of scatter symbols 180,
replacing the scatter symbols of the same kind to specific symbols
181; and the fifth process of increasing the specific symbols 181
in all of the active regions located in a column direction from the
specific symbols 181 respectively, and fixing all the resulting
specific symbols.
[0330] After that, a unit game is executed by the game execution
unit 110, in which not-fixed scatter symbols 180 are rearranged
while the WILD symbols 181 are fixedly displayed on the display
101. Then, the combination payout determination unit 111 and the
payout giving unit 113 give a payout according to the number of the
WILD symbols 181 fixed and the number of scatter symbols 180
(including a WILD symbol 181) rearranged. Thus, the controller 100
executes: the sixth process of rearranging scatter symbols 180
which are not fixed while the specific symbols 181 are fixed; and
the seventh process of giving a payout according to the number of
the specific symbols 181 fixed and the number of scatter symbols
180 rearranged.
[0331] As clearly seen from the above operations, as well as shown
in FIG. 24, the slot machine 1 realizes a playing method including:
defining active regions (regions of paylines L1, L2, and L3)
corresponding to a bet operation received by the input device 102
in a matrix of arrangement areas 151 to 155, constituted of one or
more rows and one or more columns, of the display 101; rearranging
scatter symbols 180 in the arrangement areas 151 to 155; giving a
payout according to the number of scatter symbols 180 rearranged;
when a predetermined number of scatter symbols of a same kind are
rearranged in a row direction in any row having an active region as
a result of a rearrangement of scatter symbols 180, replacing the
scatter symbols of the same kind to specific symbols 181;
increasing the specific symbols 181 in all of the active regions
located in a column direction from the specific symbols 181
respectively, and fixing all the resulting specific symbols;
rearranging scatter symbols 180 which are not fixed while the
specific symbols 181 are fixed; and giving a payout according to
the number of the specific symbols 181 fixed and the number of
scatter symbols 180 rearranged.
[0332] According to the above-described playing method, when a
predetermined number of scatter symbols of a same kind are
rearranged in a row direction in any row having an active region,
the scatter symbols of the same kind are replaced to specific
symbols (WILD symbols) 181. The specific symbols 181 are increased
in all of the active regions located in a column direction from the
specific symbols 181 respectively, and then fixed. In this
situation, scatter symbols 180 which are not fixed are rearranged.
Then, a payout is given according to the number of the specific
symbols 181 fixed and the number of scatter symbols 180 rearranged.
Thus, the specific symbols 181 which are increased in the active
regions and fixed provide a high possibility of awarding a payout,
and make it quite obvious that an amount of payout which may be
given is high. Therefore, a player easily understands that this is
more advantageous for the player in payout.
[0333] [Display State]
[0334] Specifically described hereinafter is an exemplary display
state of the display 101 in the slot machine 1 and in the operation
process of the playing method thereof. The following description
deals with a case where scatter symbols are arranged on the display
101 of a video reel-type, as shown in FIG. 26.
[0335] The display 101 has arrangement areas 151, 152, 153, 154,
and 155 in which scatter symbols 180 are arranged. In the
arrangement areas 151, 152, 153, 154, and 155, symbol columns
having more than one scatter symbol 180 is scroll-displayed,
respectively. Each of the arrangement areas 151, 152, 153, 154, and
155 is divided into an upper row 151a, a middle row 151b, and a
lower row 151c. Scatter symbols 180 are stopped (arranged) in the
rows 151a, 151b, and 151c of the respective arrangement areas. For
example, in FIG. 26, "GOLD BAR" is stopped in the upper row 151a of
the arrangement area 151, "HERO" is stopped in the middle row 151b
of the arrangement area 151, and "JET" is stopped in the lower row
151c of the arrangement area 151. Thus, the arrangement areas 151,
152, 153, 154, and 155 display a symbol matrix of five columns and
three rows. Note that the symbol matrix is not limited to a matrix
of five columns and three rows.
[0336] This embodiment deals with a case where a process of paying
out a coin or the like is performed when a predetermined number
(e.g., four) or more scatter symbols of a same kind are displayed
in the symbol matrix. However, it is possible to employ such a
configuration that, for example, a payline L is provided so as to
cross the middle row 151b of the arrangement areas 151, 152, 153,
154, and 155, and when scatter symbols stopped on the payline L
correspond to a predetermined combination, a coin is paid out.
[0337] As shown in FIG. 26, when a predetermined number (three to
five) scatter symbols of a same kind are rearranged in a row
direction on any of three paylines L1, L2, and L3, a bonus game is
triggered. As a result, these scatter symbols of the same kind are
replaced to WILD symbols 181. In FIG. 26, three scatter symbols 180
of the same kind ("HERO") are rearranged on the payline L1, which
is the middle row 151b, of the arrangement areas 151, 152, and 153,
so that these scatter symbols 180 are replaced to WILD symbols
181.
[0338] In the case of FIG. 26, where the regions of three paylines
L1, L2, and L3 are defined as active regions and three scatter
symbols 180 of the same kind ("HERO") are rearranged on the payline
L1, WILD symbols 181 are increased in the payline L2, which is the
upper row 151a, of the arrangement areas 151, 152, and 153, and in
the payline L3, which is the lower row 151c, of the arrangement
areas 151, 152, and 153, and then fixed, as shown in FIG. 27. In
the bonus game, scatter symbols 180 which are not fixed are
rearranged while the WILD symbols 181 are fixed. Then, a payout is
given according to the number of WILD symbols 181 fixed and the
number of each kind of scatter symbols 180 (including a WILD symbol
181) rearranged. In the bonus game, the regions of three paylines
L1, L2, and L3 are defined as active regions.
[0339] In the case shown in FIG. 27, a payout which may be given in
a bonus game is: a payout corresponding to nine WILD symbols 181; a
payout corresponding to ten or more WILD symbols 181, or a payout
corresponding to nine WILD symbols 181 and one or more scatter
symbols 180 (other than a WILD symbol) of a same kind, for
example.
[0340] As shown in FIG. 28, when the regions of one payline L1 are
defined as active regions and three scatter symbols 180 of a same
kind ("HERO") are rearranged on the payline L1, WILD symbols 181
are not increased since an active region (active regions of another
payline) is not defined in the upper row 151a or the lower row 151c
of the arrangement areas 151, 152, and 154.
[0341] In the case shown in FIG. 28, a payout which may be given in
a bonus game is: a payout corresponding to four or more WILD
symbols 181; or a payout corresponding to three WILD symbols 181
and one or more scatter symbols 180 (other than a WILD symbol) of a
same kind, for example.
[0342] [Scatter Symbols]
[0343] As shown in FIG. 29, scatter symbols 180 displayed in the
arrangement areas 151, 152, 153, 154, and 155 of the display 101
constitute symbol columns, each symbol column having twenty-two
scatter symbols. Each symbol of each symbol column has a code
number, any one of numbers from 0 to 21. Each symbol column is
constituted of a combination of scatter symbols of "HERO", "JET",
"VILLA", "GOLD BAR", "CAR", "STOCK CERTIFICATE", "RIVAL",
"DIAMOND", and "WILD".
[0344] Successive three scatter symbols of each symbol column are
displayed (arranged) respectively in the upper row 151a, the middle
row 151b, and the lower row 151c of each of the arrangement areas
151, 152, 153, 154, and 155, thereby constituting a symbol matrix
of five columns and three rows. When a later-mentioned bet button
and a spin button are sequentially pressed in this order to start a
game, scatter symbols constituting a symbol matrix start to scroll.
After the symbols are scrolled for a predetermined period of time,
the scrolling of symbols stops (symbols are rearranged).
[0345] When a predetermined number or more scatter symbols of a
same kind are displayed in the arrangement areas 151, 152, 153,
154, and 155, a player gets an advantage. To get an advantage means
that coins are paid out according to scatter symbols displayed, the
value of coins to be paid out is added to a credit value, a bonus
game is started, or the like.
[0346] Specifically, when four or more scatter symbols of a same
kind are rearranged in the arrangement areas 151, 152, 153, 154,
and 155, twenty coins (game media) are paid out for one bet. When a
predetermined number (three to five) of scatter symbols of a same
kind are rearranged in a row direction in any row having an active
region, a bonus game is triggered. This causes a transition of
gaming state from a basic game to a bonus game.
[0347] Here, a bonus game is a gaming state which provides a larger
advantage than a basic game. In this embodiment, the bonus game is
a free game. The free game is a game which allows a player to play
a unit game a predetermined number of times (in this embodiment,
five times) without betting a coin. Note that another bonus game
may be employed in combination, provided that the other bonus game
is advantageous to a player, i.e., the other bonus game is more
advantageous than a basic game. For example, that other bonus game
which may be employed is a game providing: a state where a larger
amount of game media can be obtained than in a basic game; a state
where game media can be obtained more likely than in a basic game;
or a state where a smaller amount of game media are consumed than
in a basic game.
[0348] [Mechanical Structure of the Slot Machine 1]
[0349] Next, the following describes a specific example of
mechanical and electrical structures of the slot machine 1 thus
structured.
[0350] As shown in FIG. 30, the slot machine 1 is an upright slot
machine and has a cabinet 3 for housing electrical or mechanical
components for executing a predetermined game mode. As a display
unit 4 for displaying game information in response to a player's
game operation, there may be provided an upper variable display
unit 4A, a middle variable display unit 4B, and a lower variable
display unit 4C. The display units 4A to 4C are attached to the
front face of the cabinet 3 having a longer length in the vertical
direction.
[0351] The upper variable display unit 4A has a transparent upper
liquid crystal panel 5A fixed to a front door of the cabinet 3. The
upper liquid crystal panel 5A displays thereon an image showing,
for example, an effect image, an introduction of a game, or rules
of the game.
[0352] The middle variable display unit 4B is a display panel for
rotating symbols, which is to be constantly viewed by a player. The
middle variable display unit 4B has a transparent center liquid
crystal panel 5B fixed to the front door of the cabinet 3. On the
center liquid crystal panel 5B, five arrangement areas 151, 152,
153, 154, and 155 are displayed. Further, on the center liquid
crystal panel 5B, an effect of moving images is performed at a time
of winning or the like. Further, in an upper portion of the center
liquid crystal panel 5B, a payout number indicator 8 and a credit
number indicator 9 are displayed.
[0353] The lower variable display unit 4C has a lower liquid
crystal panel 5C which displays the number of points stored in a
card or the number of points of a game. Such a number is displayed
on the lower liquid crystal panel 5C based on a result displayed on
the middle variable display unit 4B. When a winning combination is
achieved in the middle variable display unit 4B, the number of
points of the game displayed on the lower liquid crystal panel 5C
is increased according to the type of the winning achieved. On the
left of the lower liquid crystal panel 5C, a ticket printer 14 is
provided. On the right of the lower liquid crystal panel 5C, a card
reader 15 is provided. Note that winning means an occasion where
four or more scatter symbols of a same kind are rearranged,
awarding various payouts according to the result.
[0354] Below the lower variable display unit 4C is disposed an
operation table 10 which protrudes forward from the front face of
the cabinet 3. On the operation table 10, there are arranged
operation buttons 11 (e.g., a spin button 73, change button 74,
cash-out button 75, 1-bet button 76, maximum bet button 77, or the
like) serving as a control panel which enables a player to perform
a game-related operation. In addition, the operation table 10 is
provided with a coin insertion slot 12 and a bill insertion slot
13.
[0355] Below the operation table 10, a waist-high panel 17 is
disposed. The waist-high panel 17 is a plastic panel having a
game-related image printed thereon. This waist-high panel 17 is
fixed to a lower front door 18 and illuminated by a cold cathode
tube. Further, below the waist-high panel 17 is disposed a coin
receiving tray 19 for storing a coin paid out based on a game
result.
[0356] Further, lamps 30 are disposed on the cabinet 3 of the slot
machine 1 so as to surround game areas including the upper variable
display unit 4A, the middle variable display unit 4B, the lower
variable display unit 4C, and the operation table 10. The lamps 30
include side lamps 22, speaker lamps 24, under lamps 25, and top
lamps 26. The side lamps 22 are provided on inclined parts 21
provided at the front right and front left of the cabinet 3, each
of which parts protruding in a bow shape so as to extend over the
upper variable display unit 4A, the middle variable display unit 4B
and the lower variable display unit 4C. The speaker lamps 24 are
provided on arc-shaped speakers 23 which protrudes sideways at the
right and a left ends of the cabinet 3 adjacent to the operation
table 10. The speaker lamps 24 are arranged along edges of the
speakers 23. The under lamps 25 are provided on the lower front
door 18 and arranged along a lower edge of the waist-high panel 17.
The top lamps 26 are provided above the upper variable display unit
4A. The top lamps include power lamps 26a disposed at both sides
respectively and band-type lamps 26b arranged in a horizontal
direction between the power lamps.
[0357] [Electrical Structure of the Slot Machine 1]
[0358] Inside the cabinet 3 is provided a control unit including
the controller 100 of FIG. 25. As shown in FIG. 31, the control
unit includes components such as a motherboard 40, a main body PCB
(Printed Circuit Board) 60, a gaming board 50, a sub CPU 61, a door
PCB 80, various switches, and a sensor.
[0359] The gaming board 50 is provided with a CPU (Central
Processing Unit) 51, a ROM 55 and a boot ROM 52, a card slot 53S
for a memory card 53, and an IC socket 54S for a GAL (Generic Array
Logic) 54, which are connected to one another through an internal
bus.
[0360] The memory card 53 stores therein a game program and a game
system program. The game program contains a program to determine
symbols to be stopped (hereinafter "stop symbol determination
program"). The stop symbol determination program is a program for
determining a symbol matrix of five columns and three rows. This
stop symbol determination program contains sets of symbol weighting
data respectively correspond to several kinds of payout rates
(e.g., 80%, 84%, and 88%). Each set of symbol weighting data
indicates, for each of the arrangement areas 151, 152, 153, 154,
and 155, a relation between a code number of each symbol and at
least one random number values. The random number value is a value
within a predetermined range of 0 to 256 for example.
[0361] A payout rate is set based on payout rate setting data
output from the GAL 54. Rearrangement symbols are determined based
on a set of symbol weighting data corresponding to the payout rate
set.
[0362] The memory card 53 stores therein various types of data for
use in the game program and game system program. Specifically, the
memory card 53 stores, in the form of table, data indicating
relations between scatter symbols 180 displayed in the arrangement
areas 151, 152, 153, 154, and 155 of FIG. 26 and a range of random
number values. This data is transferred to a RAM 43 of the
motherboard 40, at a time of execution of the game program.
[0363] The card slot 53S is structured so that the memory card 53
is inserted/removed thereto/therefrom. This card slot 53S is
connected to the motherboard 40 via an IDE bus. Thus, the type and
content of a game run by the slot machine 1 can be modified by
removing the memory card 53 from the card slot 53S, writing a
different game program and game system program into the memory card
53, and inserting the memory card 53 back to the card slot 53S.
[0364] The game program includes a program related to the progress
of a game and/or a program for causing a transition to a bonus
game. Also, the game program includes image data and audio data
output during a game.
[0365] The GAL 54 has input ports and output ports. Upon the input
of data to an input port, the GAL 54 outputs data corresponding to
the input data from an output port. This data output from the
output port is the before-mentioned payout rate setting data.
[0366] The IC socket 54S is structured so that the GAL 54 is
attached/detached thereto/therefrom. The IC socket 54S is connected
to the motherboard 40 via a PCI bus. Thus, the payout rate setting
data to be output from the GAL 54 can be modified by detaching GAL
54 from the IC socket 54S, overwriting a program stored in the GAL
45, and attaching the GAL45 back to the IC socket 54S.
[0367] The CPU 51, the ROM 55, and the boot ROM 52, which are
connected to one another via the internal bus, are connected to the
motherboard 40 via the PCI bus. The PCI bus communicates a signal
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 country identification information and an
authentication program. The boot ROM 52 stores therein a
preliminary authentication program, a program (boot code) for
enabling the CPU 51 to run the preliminary authentication program,
or the like.
[0368] 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. In short, the preliminary
authentication program authenticates the authentication
program.
[0369] The motherboard 40 is provided with a main CPU 41
(controller), a ROM (Read Only Memory) 42, the RAM (Random Access
Memory) 43, and a communications interface 44.
[0370] The main CPU 41 serves as a controller that controls the
overall slot machine 1. Specifically, the main CPU 41 performs the
controls of: outputting a command signal, upon pressing the spin
button 73 after a bet of credit, to the sub CPU 61 so as to
scroll-display scatter symbols on the center liquid crystal panel
5B; determining symbols to be stopped after the scroll-display of
symbols; and stopping the determined symbols in the arrangement
areas 151, 152, 153, 154, and 155.
[0371] That is, the main CPU 41 functions as an arrangement
controller to execute an arrangement control by which, among
various kinds of scatter symbols, symbols to be arranged in a
symbol matrix are selected and determined, and then scrolling of
the symbols is stopped so that the determined symbol matrix
appears. With this function, scatter symbols displayed while being
scrolled on the center liquid crystal panel 5B are rearranged in a
new symbol matrix.
[0372] The main CPU 41 also functions as a controller 100 which
executes: the first process of defining active regions (regions of
paylines L1, L2, and L3) corresponding to a bet operation received
by the input device 102 (operation buttons 11) in the matrix of
arrangement areas 151 to 155, constituted of one or more rows and
one or more columns, of the display 101 (center liquid crystal
panel 5B); the second process of rearranging scatter symbols 180 in
the arrangement areas 151 to 155; the third process of giving a
payout according to the number of scatter symbols 180 rearranged;
the fourth process of, when a predetermined number of scatter
symbols of a same kind are rearranged in a row direction in any row
having an active region as a result of a rearrangement of scatter
symbols 180, replacing the scatter symbols of the same kind to
specific symbols (WILD symbols) 181; the fifth process of
increasing the specific symbols 181 in all of the active regions
located in a column direction from the specific symbols 181
respectively, and fixing all the resulting specific symbols; the
sixth process of rearranging scatter symbols 180 which are not
fixed while the specific symbols 181 are fixed; and the seventh
process of giving a payout according to the number of the specific
symbols 181 fixed and the number of scatter symbols 180 (including
a WILD symbol 181) rearranged.
[0373] The ROM 42 stores a program such as BIOS (Basic Input/Output
System) run by the main CPU 41, and data that is permanently used.
When the BIOS is run 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 are read out through the gaming board
50.
[0374] The RAM 43 stores data or program used for the main CPU 41
to perform a process. For example, in the RAM 43 are formed: the
symbol memory 108, the display symbol memory 107, the rearrangement
symbol memory 105, and the specific symbol position memory 116,
which are shown in FIG. 25, in the forms of data areas,
respectively. In the data area of the symbol memory 108, scatter
symbols 180 are stored in the form of a data table of FIG. 29. In
the data area of the rearrangement symbol memory 105, rearrangement
symbols are stored. In the data area of the specific symbol
position memory 116, positions of WILD symbols 181 are stored. In
the data area of the display symbol memory 107, a symbol matrix
including WILD symbols 181 fixed are stored.
[0375] The communications interface 44 communicates via a
communication line with a host computer or the like provided in a
game arcade. The motherboard 40 is connected to the main body PCB
(Printed Circuit Board) 60 and the door PCB 80 through USBs
(Universal Serial Buses). Further, the motherboard 40 is connected
to a power unit 45. The power unit 45 supplies power to the
motherboard 40 to boot the main CPU 41 thereof. Meanwhile, the
power unit 45 supplies power to the gaming board 50 through the PCI
bus to boot the CPU 51.
[0376] The main body PCB 60 and the door PCB 80 are connected to: a
device or apparatus which generates an input signal to be input to
the main CPU 41; and a device or apparatus controlled by a control
signal output from the main CPU 41. The main CPU 41 runs 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, thereby storing a result thereof in the RAM 43
or transmitting a control signal to each device or apparatus to
control them.
[0377] The main body PCB 60 is connected to the lamps 30 (to be
more specific, the side lamps 22, the speaker lamps 24, the under
lamps 25, and the top lamps 26), the sub CPU 61, a hopper 66, a
coin detecting unit 67, a graphic board 68, the speakers 23, a bill
validator 62, the ticket printer 14, the card reader 15, and a key
switch 38S.
[0378] The lamps 30 are turned on/off based on a control signal
output from the main CPU 41. The sub CPU 61 controls an operation
of scrolling symbols in the arrangement areas 151 to 155, and is
connected to a later-mentioned VDP (Video Display Processor). The
VDP reads out image data of symbols stored in an image data ROM
(not shown), and then generates an image of scrolling symbols to be
displayed in the arrangement areas 151, 152, 153, 154, and 155 to
output the image to the center liquid crystal panel 5B.
[0379] The hopper 66 is provided in the cabinet 3, and pays out a
predetermined number of coins from a coin payout opening to the
coin receiving tray 19 based on a control signal output from the
main CPU 41. The coin detecting unit 67 is provided inside the coin
payout opening, and outputs an input signal to the main CPU 41 when
detecting that a predetermined number of coins are paid out from
the coin payout opening.
[0380] The graphic board 68 controls image displaying of the upper
liquid crystal panel 5A, the center liquid crystal panel 5B, and
the lower liquid crystal panel 5C, based on a control signal output
from the main CPU 41. The graphic board 68 is provided with a VDP
which generates image data based on a control signal output from
the main CPU 41, a video RAM which temporarily stores image data
generated by the VDP, and the like.
[0381] The bill validator 62 reads an image on a bill inserted to
the bill insertion slot 13 and accepts a genuine bill into the
cabinet 3. When accepting a genuine bill, the bill validator 62
outputs an input signal to the main CPU 41 corresponding to the
amount of the bill. The main CPU 41 stores in the RAM 43 the number
of credits corresponding to the amount of the bill transmitted by
the input signal.
[0382] Based on a control signal output from the main CPU 41, the
ticket printer 14 prints a bar code on a ticket, and then outputs
the ticket with a bar code. Data such as the number of credits
stored in the RAM 43, time and date, identification number of a
slot machine 1, or the like is encoded to the bar code.
[0383] The card reader 15 reads data from a smart card to transmit
them to the main CPU 41, or write data to a smart card based on a
control signal from the main CPU 41. The key switch 38S is mounted
on a keypad (not shown), and outputs an input signal to the main
CPU 41 in response to an operation of the keypad by a player.
[0384] The door PCB 80 is connected to a control panel 70, a
reverter 71S, a coin counter 71C, and a cold cathode tube 81. The
control panel 70 is provided with: a spin switch 73S corresponding
to the spin button 73, a change switch 74S corresponding to the
change button 74, a cash-out switch 75S corresponding to the
cash-out button 75, a 1-bet switch 76S corresponding to the 1-bet
button 76, and a maximum bet switch 77S corresponding to the
maximum-bet button 77. The switches 73S to 77S output input signals
to the main CPU 41 upon operations of the corresponding buttons 73
to 77 by a player, respectively.
[0385] The coin counter 71C is provided inside the coin insertion
slot 12, and validates whether a coin inserted by a player into the
coin insertion slot 12 is genuine. Anything other than a genuine
coin is discharged to the coin receiving tray 19. The coin counter
71C outputs an input signal to the main CPU 41 when detecting a
genuine coin.
[0386] The reverter 71S is operated based on a control signal
output from the main CPU 41. The reverter 71S distributes a coin
that is recognized as genuine by the coin counter 71C to a cash box
(not shown) or the hopper 66 mounted in the slot machine 1. In
other words, when the hopper 66 is filled with coins, the reverter
71S distributes a genuine coin to the cash box. On the other hand,
when the hopper 66 is not filled with coins, a genuine coin is
distributed to the hopper 66. The cold cathode tube 81 functions as
a backlight mounted to the rear sides of the upper liquid crystal
panel 5A and the center liquid crystal panel 5B. The cold cathode
tube 81 is turned on based on a control signal output from the main
CPU 41.
[0387] [Process Operation of the Slot Machine 1]
[0388] Next, the process operation of the slot machine 1 will be
described.
[0389] [Boot Process]
[0390] First, the main CPU 41 of the slot machine 1 executes a boot
process routine shown in FIG. 32. This boot process routine is
performed by the motherboard 40 and the gaming board 50. The memory
card 53 is assumed to be inserted into the card slot 53S of the
gaming board 50, and the GAL 54 is assumed to be attached to the IC
socket 54S.
[0391] First, turning on a power switch of (powering on) the power
unit 45 boots the motherboard 40 and the gaming board 50. Booting
the motherboard 40 and the gaming board 50 starts separate
processes in parallel. That is, in the gaming board 50, the CPU 51
reads out the preliminary authentication program stored in the boot
ROM 52, and according to the preliminary authentication program
read out, the CPU 51 performs the preliminary authentication to
confirm and verify that the authentication program is not
falsified, before reading that program in the motherboard 40
(S101).
[0392] On the other hand, in the motherboard 40, the main CPU runs
the BIOS stored in the ROM 42, to load into the RAM compressed data
built in the BIOS (S1). Then, the main CPU runs a procedure of the
BIOS according to the data loaded into the RAM 43 so as to diagnose
and initialize various peripheral devices (S2).
[0393] The main CPU 41, which is connected to the ROM 55 of the
gaming board 50 via the PCI bus, reads out the authentication
program stored in the ROM 55, and stores it in the RAM 43 (S3).
During this step, the main CPU 41 derives a checksum through ADDSUM
method (a standard check function) which is adopted in a standard
BIOS, and stores the authentication program in the RAM 43 while
confirming if the operation of storing is carried out without an
error.
[0394] Next, the main CPU 41 checks what is connected via the IDE
bus. Then, the main CPU 41 accesses via the IDE bus to the memory
card 53 inserted into the card slot 53S to read out the game
program and the game system program from the memory card 53. In
this case, the main CPU 41 reads out four bytes of data
constituting the game program and the game system program at one
time. Subsequently, according to the authentication program stored
in the RAM 43, the main CPU 41 performs an authentication to
confirm and verify that the game program and game system program
read out are not falsified (S4). When this authentication process
is properly finished, the main CPU 41 writes and store in the RAM
43 the game program and game system program which were the subjects
of the authentication (authenticated) (S5).
[0395] Then, the main CPU 41 accesses, via the PCI bus, the GAL 54
attached to the IC socket 54S, and reads out the payout rate
setting data from the GAL 54, which data is written to and stored
in the RAM 43 (S6). Next, the main CPU 41 reads out, via the PCI
bus, the country identification information stored in the ROM 55 of
the gaming board 50. The country identification information read
out is stored in the RAM 43 (S7).
[0396] Then, the main CPU 41 determines if the writing to the RAM
43 is normally performed (S8). When it is determined that the
writing to the RAM 43 is normally performed (S8, YES), the sensor
is checked (S9). Then, it is determined if the sensor is normal
(S10). When it is determined that the sensor is normal (S10, YES),
the operation of a drive mechanism is checked (S11). Then, it is
determined if the operation of the drive mechanism is normal (S12).
When it is determined that the operation of the drive mechanism is
normal (S12, YES), the operation of illuminations (the lamps 30 or
the like) is checked (S13). Then, it is determined if the operation
of illuminations is normal (S14). When it is determined that the
operation of the illuminations is normal (S14, YES), a boot signal
is output (S15), the game program and game system program are read
out from the RAM 43 (S16), a game execution process is executed
(S17), and this routine ends.
[0397] In the cases where: it is determined that the writing to the
RAM 43 is not normally performed in the step S8 (S8, NO); it is
determined that the sensor is not normal in the step S10 (S10, NO);
it is determined that the operation of the drive mechanism is not
normal in the step S12 (S12, NO); and it is determined that the
operation of the illuminations is not normal in the step S14 (S14,
NO); an abnormal signal is output (S18) and an abnormal status is
notified (S19) to end this routine.
[0398] [Game Execution Process]
[0399] After the boot process routine shown in FIG. 32, the main
CPU 41 of the slot machine 1 executes a game execution process
routine shown in FIG. 33. In the game execution process routine,
first, the main CPU 41 determines if a coin is bet (A1). In this
process, determined is if an input signal is received in response
to pressing of the 1-bet button 76 or the maximum bet button 77.
When it is determined that a coin is not bet (A1, NO), the step A1
is executed again to enter a standby mode until a coin is bet.
[0400] On the other hand, when it is determined that a coin is bet
(A1, YES), the number of credits corresponding to the number of
coins bet is subtracted from the number of credits stored in the
RAM 43 (A2). When the number of coins bet is larger than the number
of credits stored in the RAM 43, the process of subtracting the
number of credits is not performed, and the step A1 is executed
again.
[0401] Then, it is determined if the spin button 73 is pressed (set
to ON) (A3). When it is determined that the spin button 73 is not
pressed (not set to ON) (A3, NO), the process returns to the step
A1. When the spin button 73 is not pressed (not set to ON) (for
example, when an instruction to finish the game is input while the
spin button 73 is not pressed (not set to ON)), the result of
subtraction in the step A2 is canceled.
[0402] On the other hand, when it is determined that the spin
button 73 is pressed (set to ON) (A3, YES), one or more active
regions are defined (A4). Specifically, when the 1-bet button is
pressed to bet a coin, the regions of payline L1 are defined as
active regions. Meanwhile, when a maximum-bet button 77 is pressed
to bet coins, the regions of paylines L1, L2, and L3 are defined as
active regions. Then a symbol determination process is performed
(A5). That is, a stop symbol determination program stored in the
RAM 43 is executed to determine a symbol matrix.
[0403] Next, scatter symbols 180 in the arrangement areas 151, 152,
153, 154, and 155 are scroll-displayed (A6). After scatter symbols
180 are scrolled, symbols of the symbol matrix determined in the
step A4 are stopped (rearranged) in the arrangement areas 151, 152,
153, 154, and 155.
[0404] Then, it is determined if a combination is achieved, i.e.,
if four or more scatter symbols 180 of a same kind are rearranged
(A7). When it is determined that a combination is not achieved (A7,
NO), this routine ends. On the other hand, when it is determined
that a combination is achieved (A7, YES), a payout process is
executed (A8). That is, the number of coins to be paid out is
calculated according to the number of scatter symbols of a same
kind. When a coin to be paid out is reserved, a predetermined
number of credits are added to the number of credits stored in the
RAM 43. On the other hand, when a coin is paid out, a control
signal is transmitted to the hopper 66 to pay out a predetermined
number of coins to the coin receiving tray 19.
[0405] Then, it is determined if a bonus game trigger is achieved
(A9). When it is determined that a bonus game trigger is not
achieved, (A9, NO), this routine ends. On the other hand, when it
is determined that a bonus game trigger is achieved (A9, YES), a
bonus game process is executed (A10). The bonus game process will
be described later. Then, this routine ends.
[0406] [Bonus Game Process]
[0407] When it is determined that a bonus game trigger is achieved
in the step A9 of FIG. 33, the main CPU 41 of the slot machine 1
executes the bonus game process routine shown in FIG. 34. In the
bonus game process routine, first, the main CPU 41 sets a bonus
game-number T to "five" (B1). Then, scatter symbols 180 of a same
kind are replaced to WILD symbols 181 (B2). After that, the WILD
symbols 181 are increased in all of the active regions located in a
column direction from the WILD symbols 181 respectively (B3). Then,
all the resulting WILD symbols 181 are fixed (B4).
[0408] Then, it is determined if the spin button 73 is pressed (set
to ON) (B5). When it is determined that the spin button 73 is not
pressed (not set to ON) (B5, NO), the process returns to the step
B5. On the other hand, when it is determined that the spin button
73 is pressed (set to ON) (B5, YES), a symbol determination process
is performed (B6). That is, a stop symbol determination program
stored in the RAM 43 is executed to determine a symbol matrix.
[0409] Then, not-fixed scatter symbols 180 are scroll-displayed in
the regions, where the WILD symbols 181 fixed are not placed, of
the arrangement areas 151, 152, 153, 154, and 155 (B7). After
scatter symbols 180 are scrolled, symbols of the symbol matrix
determined in the step B6 are stopped (rearranged) in the
arrangement areas 151, 152, 153, 154, and 155. Meanwhile, in the
regions where the WILD symbols 181 are fixedly displayed, the WILD
symbols 181 remain displayed.
[0410] Then, it is determined if a combination is achieved, i.e.,
if four or more scatter symbols 180 of a same kind are rearranged
(B8). When it is determined that a combination is achieved (B8,
YES), a payout process is executed (B9). That is, the number of
coins to be paid out is calculated according to the number of
scatter symbols of the same kind. When a coin to be paid out is
reserved, a predetermined number of credits are added to the number
of credits stored in the RAM 43. On the other hand, when a coin is
paid out, a control signal is transmitted to the hopper 66 to pay
out a predetermined number of coins to the coin receiving tray
19.
[0411] When it is determined that a combination is not achieved in
the step B8 (B8, NO), or after the step B9, the bonus game-number T
is decremented by "one" (B10), and it is determined if the bonus
game-number T is "zero" (B11). When it is determined that the bonus
game-number is not "zero" (B11, NO), the process returns to the
step B5. On the other hand, when it is determined that the bonus
game-number T is "zero" (B11, YES), this routine ends.
[0412] As described above, when a predetermined number of scatter
symbols of a same kind are rearranged in a row direction in any row
having an active region, the scatter symbols of the same kind are
replaced to specific symbols (WILD symbol) 181. The specific
symbols 181 are increased in all of the active regions located in a
column direction from the specific symbols 181 respectively and
then fixed. In this situation, scatter symbols 180 which are not
fixed are rearranged. Then, a payout is given according to the
number of the specific symbols 181 fixed and the number of scatter
symbols 180 rearranged. Thus, the specific symbols 181 which are
increased in the active regions and fixed provide a high
possibility of awarding a payout, and make it quite obvious that an
amount of payout which may be given is high. Therefore, a player
easily understands that this is more advantageous for the player in
payout.
[0413] In the detailed description provided 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 embodiment 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.
[0414] 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 various devices. In addition, other structures
necessary for each step or block are apparent from the above
description.
* * * * *