U.S. patent application number 12/412999 was filed with the patent office on 2009-10-01 for gaming machine having input device starting special game and playing method thereof.
This patent application is currently assigned to Aruze Gaming America, Inc.. Invention is credited to Fumiya Abe.
Application Number | 20090247274 12/412999 |
Document ID | / |
Family ID | 41118062 |
Filed Date | 2009-10-01 |
United States Patent
Application |
20090247274 |
Kind Code |
A1 |
Abe; Fumiya |
October 1, 2009 |
Gaming Machine Having Input Device Starting Special Game And
Playing Method Thereof
Abstract
A slot machine 1 of the invention includes: a base game executed
in response to a player's bet; a bonus game different from the base
game; a RAM 43 that accumulatively stores the number of bonus game
start flags which are awarded when the base game yields a
predetermined result; and a bonus game bet button 28 and a bonus
game start button 29 that receive an input by the player. The slot
machine 1 executes the base game; when the base game yields a
predetermined result, accumulatively stores the number of bonus
game start flags according to the result in the RAM 43; receives an
input inputted through the bonus game bet button 28 and the bonus
game start button 29 at any timing; when the input is a bet on the
bonus game, determines whether there are a predetermined number or
more of bonus game start flags; and when there are a predetermined
number or more of bonus game start flags, consumes one or more of
the bonus game start flags and executes the bonus game, based on
the timing at which the input is received.
Inventors: |
Abe; Fumiya; (Tokyo,
JP) |
Correspondence
Address: |
NDQ&M WATCHSTONE LLP
1300 EYE STREET, NW, SUITE 1000 WEST TOWER
WASHINGTON
DC
20005
US
|
Assignee: |
Aruze Gaming America, Inc.
Las Vegas
NV
|
Family ID: |
41118062 |
Appl. No.: |
12/412999 |
Filed: |
March 27, 2009 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61041345 |
Apr 1, 2008 |
|
|
|
Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/3209 20130101;
G07F 17/32 20130101 |
Class at
Publication: |
463/20 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Claims
1. A gaming machine comprising: a special game flag memory that
accumulatively stores the number of special game start flags which
are awarded when a base game executed in response to a player's bet
yields a predetermined result; an input device that receives an
input by the player; and a controller that carries out the steps
of: (a1) executing the base game; (a2) when the base game yields a
predetermined result, accumulatively storing, in the special game
flag memory, the number of special game start flags according to
the result; (a3) receiving an input inputted through the input
device at any timing; (a4) when the input is a bet on a special
game different from the base game, determining whether there are a
predetermined number or more of special game start flags; and (a5)
when there are a predetermined number or more of special game start
flags, consuming one or more of the special game start flags and
executing the special game, based on the timing at which the input
is received.
2. A gaming machine comprising: a special game flag memory that
accumulatively stores one or more special game credits for a
special game different from a base game executed in response to a
player's bet, which are awarded when the base game yields a
predetermined result; an input device that receives an input by the
player; and a controller that carries out the steps of: (b1)
executing the base game; (b2) when the base game yields a
predetermined result, accumulatively storing, in the special game
flag memory, one or more special game credits according to the
result; (b3) receiving an input inputted through the input device
at any timing; (b4) when the input is a bet on the special game,
determining whether there are a predetermined number or more of
special game credits; and (b5) when there are a predetermined
number or more of special game credits, consuming one or more of
the special game credits and executing the special game, based on
the timing at which the input is received.
3. A gaming machine comprising: a symbol display area in which a
plurality of symbols including one or more special symbols are
arranged; a special game flag memory that accumulatively stores one
or more special game credits for a special game different from a
base game which is executed in response to a player's bet and which
awards a payout in accordance with a relation among the symbols
arranged, the special game credits being awarded when the one or
more special symbols form a predetermined arrangement in the symbol
display area as a result of the base game; an input device that
receives an input by the player; and a controller that carries out
the steps of: (c1) executing the base game; (c2) determining
whether the one or more special symbols form a predetermined
arrangement in the symbol display area as a result of the base
game; (c3) when the one or more special symbols form a
predetermined arrangement, accumulatively storing, in the special
game flag memory, one or more special game credits according to the
arrangement; (c4) receiving an input inputted through the input
device at any timing; (c5) when the input is a bet on the special
game, determining whether there are a predetermined number or more
of special game credits; and (c6) when there are a predetermined
number or more of special game credits, consuming one or more of
the special game credits and executing the special game, based on
the timing at which the input is received.
4. A gaming machine comprising: a special game flag memory that
accumulatively stores one or more special game credits for a
special game different from a base game which is executed in
response to a player's bet, which are awarded when the base game
yields a predetermined result; a notifying information display area
that displays the number of special game credits to be stored in
the special game flag memory; an input device that receives an
input by the player; and a controller that carries out the steps
of: (d1) executing the base game; (d2) when the base game yields a
predetermined result, accumulatively storing, in the special game
flag memory, one or more special game credits according to the
result; (d3) receiving an input inputted through the input device
at any timing; (d4) when the input is a bet on the special game,
determining whether there are a predetermined number or more of
special game credits; (d5) when there are a predetermined number or
more of special game credits, consuming one or more of the special
game credits and executing the special game, based on the timing at
which the input is received; and (d6) updating the number of
special game credits to be displayed in the notifying information
display area, based on the timings at which the one or more of the
special game credits are accumulatively stored and consumed.
5. A gaming machine comprising: a symbol display area in which a
plurality of symbols including one or more special symbols are
arranged; a base game that is executed in response to a player's
bet, and awards a payout in accordance with a relation among the
symbols arranged; a special game different from the base game; a
special game flag memory that accumulatively stores one or more
special game credits for a special game different from a base game
which is executed in response to a player's bet and which awards a
payout in accordance with a relation among the symbols arranged,
the special game credits being awarded when the special symbols
form a predetermined arrangement in the symbol display area as a
result of the base game; a notifying information display area that
displays the number of special game credits to be stored in the
special game flag memory; an input device that receives an input by
the player; and a controller that carries out the steps of: (e1)
executing the base game; (e2) determining whether the one or more
special symbols form a predetermined arrangement in the symbol
display area, as a result of the base game; (e3) when the special
symbols form a predetermined arrangement, accumulatively storing,
in the special game flag memory, one or more special game credits
according to the arrangement; (e4) receiving an input inputted
through the input device at any timing; (e5) when the input is a
bet on the special game, determining whether there are a
predetermined number or more of special game credits; (e6) when
there are a predetermined number or more of special game credits,
consuming one or more of the special game credits and executing the
special game, based on the timing at which the input is received;
and (e7) updating the number of special game credits to be
displayed in the notifying information display area, based on the
timings at which the one or more of the special game credits are
accumulatively stored and consumed.
6. A playing method of a gaming machine having a base game executed
in response to a player's bet; a special game flag memory that
accumulatively stores one or more special game credits for a
special game different from a base game which is executed in
response to a player's bet, the special game credits being awarded
when the base game yields a predetermined result; and an input
device that receives an input by the player, the playing method
comprises the steps of: (f1) executing the base game; (f2) when the
base game yields a predetermined result, accumulatively storing, in
the special game flag memory, one or more special game credits
according to the result; (f3) receiving an input inputted through
the input device at any timing; (f4) when the input is a bet on the
special game, determining whether there are a predetermined number
or more of special game credits; and (f5) when there are a
predetermined number or more of special game credits, consuming one
or more of the special game credits and executing the special game,
based on the timing at which the input is received.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] The present application claims priority from provisional
application No. 61/041,345, which was filed on Apr. 1, 2008, the
entire disclosure of which is herein incorporated by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a gaming machine and a
control method thereof.
[0004] 2. Description of Related Art
[0005] The gaming machine includes a slot machine, for example. In
a known slot machine, when a player inserts a game medium such as a
coin or bill into an insertion slot of the gaming machine and
presses a start button, symbols are scroll-displayed in a display
mounted on a front of a cabinet and the symbols are then stopped
automatically.
[0006] In such gaming machine, as disclosed in U.S. Pat. No.
6,604,999 B2 or U.S. Patent No. 2002065124A1, for example, when the
symbols stopped on a winning line forms a predetermined
combination, a predetermined number of game media are paid out as a
win. In addition, when a certain symbol referred to as scatter
symbol is displayed on the display, a predetermined number of game
media are paid out in accordance with the number of scatter symbols
displayed, irrespective of the winning line.
[0007] In the known slot machines, a bonus game may be executed
when a predetermined condition is met, separately from a base game
in which a predetermined number of game media are paid out in
accordance with a combination of symbols or the number of scatter
symbols. Since this bonus game is not executed at a timing that a
player desires, the player may feel stressed.
[0008] Accordingly, an object of the invention is to provide a
gaming machine providing an entertainment characteristic which is
not brought about by the above mentioned prior art, and a playing
method thereof.
[0009] To be more specific, an object of the invention is to
provide a gaming machine having an entertainment characteristic
that maintains player's desire to continue playing a game by
relieving stress to be imposed on the player, and a playing method
thereof.
SUMMARY OF THE INVENTION
[0010] The present invention deals with a gaming machine including:
a special game flag memory that accumulatively stores the number of
special game start flags which are awarded when a base game
executed in response to a player's bet yields a predetermined
result; an input device that receives an input by the player; and a
controller that carries out the steps of: (a1) executing the base
game; (a2) when the base game yields a predetermined result,
accumulatively storing, in the special game flag memory, the number
of special game start flags according to the result; (a3) receiving
an input inputted through the input device at any timing; (a4) when
the input is a bet on a special game different from the base game,
determining whether there are a predetermined number or more of
special game start flags; and (a5) when there are a predetermined
number or more of special game start flags, consuming one or more
of the special game start flags and executing the special game,
based on the timing at which the input is received.
[0011] In other words, the present invention deals with a gaming
machine including: a base game executed in response to a player's
bet; a special game different from the base game; a special game
flag memory that accumulatively stores the number of special game
start flags which are awarded when the base game yields a
predetermined result; an input device that receives an input by the
player; and a controller that is programmed to carry out the steps
of: (a1) executing the base game; (a2) when the base game yields a
predetermined result, accumulatively storing, in the special game
flag memory, the number of special game start flags according to
the result; (a3) receiving an input inputted through the input
device at any timing; (a4) when the input is a bet on the special
game, determining whether there are a predetermined number or more
of special game start flags; and (a5) when there are a
predetermined number or more of special game start flags, consuming
one or more of the special game start flags and executing the
special game, based on the timing at which the input is
received.
[0012] According to the above structure, a base game executed in
response to a player's bet is executed. When the base game yields a
predetermined result, the number of special game start flags
according to the result is accumulatively stored in a special game
flag memory. An input inputted through the input device is received
at any timing. When the input is a bet on the special game, it is
determined whether there are a predetermined number or more of
special game start flags. When there are a predetermined number or
more of special game start flags, one or more of the special game
start flags are consumed and a special game different from the base
game is executed, based on the timing at which the input is
received.
[0013] Thereby, a player can play a special game only by using one
or more of the special game start flags that are acquired when the
base game yields a predetermined result. Furthermore, the player
can use one or more of the special game start flags to play a
special game at any timing. As a result, the player can play the
special game at a timing that the player desires and relieve
stress. Hence, the game can be continuously played.
[0014] The present invention deals with a gaming machine including:
a special game flag memory that accumulatively stores one or more
special game credits for a special game different from a base game
executed in response to a player's bet, which are awarded when the
base game yields a predetermined result; an input device that
receives an input by the player; and a controller that carries out
the steps of: (b1) executing the base game; (b2) when the base game
yields a predetermined result, accumulatively storing, in the
special game flag memory, one or more special game credits
according to the result; (b3) receiving an input inputted through
the input device at any timing; (b4) when the input is a bet on the
special game, determining whether there are a predetermined number
or more of special game credits; and (b5) when there are a
predetermined number or more of special game credits, consuming one
or more of the special game credits and executing the special game,
based on the timing at which the input is received. In other words,
the present invention deals with a gaming machine including: a base
game executed in response to a player's bet; a special game
different from the base game; a special game flag memory that
accumulatively stores one or more special game credits which are
awarded when the base game yields a predetermined result; an input
device that receives an input by the player; and a controller.
[0015] The controller is programmed to carry out the steps of: (b1)
executing the base game; (b2) when the base game yields a
predetermined result, accumulatively storing, in the special game
flag memory, one or more special game credits according to the
result; (b3) receiving an input inputted through the input device
at any timing; (b4) when the input is a bet on the special game,
determining whether there are a predetermined number or more of
special game credits; and (b5) when there are a predetermined
number or more of special game credits, consuming one or more of
the special game credits and executing the special game, based on
the timing at which the input is received.
[0016] According to the above structure, a base game executed in
response to a player's bet is executed. When the base game yields a
predetermined result, one or more special game credits according to
the result are accumulatively stored in a special game flag memory.
An input inputted through the input device is received at any
timing. When the input is a bet on the special game, it is
determined whether there are a predetermined number or more of
special game credits. When there are a predetermined number or more
of special game credits, one or more of the special game credits
are consumed and the special game different from the base game is
executed, based on the timing at which the input is received.
[0017] Thereby, a player can play a special game only by using one
or more of the special game credits that are acquired when the base
game yields a predetermined result. Furthermore, the player can use
one or more of the special game credits to play a special game at
any timing. As a result, the player can play the special game at a
timing that the player desires and can relieve stress. Hence, a
game can be continuously played.
[0018] The present invention deals with gaming machine including: a
symbol display area in which a plurality of symbols including one
or more special symbols are arranged; a special game flag memory
that accumulatively stores one or more special game credits for a
special game different from a base game which is executed in
response to a player's bet and which awards a payout in accordance
with a relation among the symbols arranged, the special game
credits being awarded when the one or more special symbols form a
predetermined arrangement in the symbol display area as a result of
the base game; an input device that receives an input by the
player; and a controller that carries out the steps of: (c1)
executing the base game; (c2) determining whether the one or more
special symbols form a predetermined arrangement in the symbol
display area as a result of the base game; (c3) when the one or
more special symbols form a predetermined arrangement,
accumulatively storing, in the special game flag memory, one or
more special game credits according to the arrangement; (c4)
receiving an input inputted through the input device at any timing;
(c5) when the input is a bet on the special game, determining
whether there are a predetermined number or more of special game
credits; and (c6) when there are a predetermined number or more of
special game credits, consuming one or more of the special game
credits and executing the special game, based on the timing at
which the input is received. In other words, the present invention
deals with a gaming machine including: a symbol display area in
which a plurality of symbols including one or more special symbols
are arranged; a base game that is executed in response to a
player's bet, and awards a payout in accordance with a relation
among the symbols arranged; a special game different from the base
game; a special game flag memory that accumulatively stores one or
more special game credits which are awarded when the one or more
special symbols form a predetermined arrangement in the symbol
display area as a result of the base game; an input device that
receives an input by the player; and a controller.
[0019] The controller is programmed to carry out the steps of: (c1)
executing the base game; (c2) determining whether the one or more
special symbols form a predetermined arrangement in the symbol
display area as a result of the base game; (c3) when the one ore
more special symbols form a predetermined arrangement,
accumulatively storing, in the special game flag memory, one or
more special game credits according to the arrangement; (c4)
receiving an input inputted through the input device at any timing;
(c5) when the input is a bet on the special game, determining
whether there are a predetermined number or more of special game
credits; and (c6) when there are a predetermined number or more of
credits, consuming one or more of the special game credits and
executing the special game, based on the timing at which the input
is received.
[0020] According to the above structure, a base game that is
executed in response to a player's bet, and awards a payout in
accordance with a relation among symbols arranged in a symbol
display area, is executed. It is determined whether one or more
special symbols form a predetermined arrangement in the symbol
display area as a result of the base game. When the one or more
specials symbols form a predetermined arrangement, one or more
special game credits according to the result of the base game are
accumulatively stored in a special game flag memory. An input
inputted through the input device is received at any timing. When
the input is a bet on the special game, it is determined whether
there are a predetermined number or more of special game credits.
When there are a predetermined number or more of special game
credits, one or more of the special game credits stored in the
special game flag memory are consumed and the base game is
executed, based on the timing at which the input is received.
[0021] Thereby, a player can play a special game only by using one
or more of the special game credits that are acquired in the base
game when the one or more special symbols form a predetermined
arrangement in the symbol display area. Furthermore, the player can
use one or more of the special game credits to play a special game
at any timing. As a result, the player can play the special game at
a timing that the player desires, and can relieve stress. Hence,
the player can continuously play the game.
[0022] In addition, one or more special game credits are awarded
when the one or more special symbols form a predetermined
arrangement. Thus, the player is able to fix the eyes on the one or
more special symbols while focusing on the base game. An improved
entertainment characteristic is thus provided.
[0023] The present invention deals with a gaming machine including:
a special game flag memory that accumulatively stores one or more
special game credits for a special game different from a base game
which is executed in response to a player's bet, which are awarded
when the base game yields a predetermined result; a notifying
information display area that displays the number of special game
credits to be stored in the special game flag memory; an input
device that receives an input by the player; and a controller that
carries out the steps of: (d1) executing the base game; (d2) when
the base game yields a predetermined result, accumulatively
storing, in the special game flag memory, one or more special game
credits according to the result; (d3) receiving an input inputted
through the input device at any timing; (d4) when the input is a
bet on the special game, determining whether there are a
predetermined number or more of special game credits; (d5) when
there are a predetermined number or more of special game credits,
consuming one or more of the special game credits and executing the
special game, based on the timing at which the input is received;
and (d6) updating the number of special game credits to be
displayed in the notifying information display area, based on the
timings at which the one or more of the special game credits are
accumulatively stored and consumed. In other words, the present
invention deals with a gaming machine including: a base game
executed in response to a player's bet; a special game different
from the base game; a special game flag memory that accumulatively
stores one or more special game credits which are awarded when the
base game yields a predetermined result; a notifying information
display area that displays the number of special game credits to be
stored in the special game flag memory; an input device that
receives an input by the player; and a controller.
[0024] The controller is programmed to carry out the steps of: (d1)
executing the base game; (d2) when the base game yields a
predetermined result, accumulatively storing, in the special game
flag memory, one or more special game credits, according to the
result; (d3) receiving an input inputted through the input device
at any timing; (d4) when the input is a bet on the special game,
determining whether there are a predetermined number or more of
special game credits; (d5) when there are a predetermined number or
more of special game credits, consuming one or more of the special
game credits and executing the special game, based on the timing at
which the input is received; and (d6) updating the number of
special game credits to be displayed on the notifying information
display area, based on the timings at which the one or more special
game credits are accumulatively stored and consumed.
[0025] According to the above structure, a base game executed in
response to a player's bet is executed. When the base game yields a
predetermined result, one or more special game credits according to
the result are accumulatively stored in a special game flag memory.
An input inputted through the input device is received at any
timing. When the input is a bet on the special game, it is
determined whether there are a predetermined number or more of
special game credits. When there are a predetermined number or more
of special game credits, one or more of the special game credits
are consumed, and the special game different from the base game is
executed, based on the timing at which the input is received. Based
on the timings at which the one or more special game credits to be
stored in the special game flag memory are accumulatively stored
and consumed, the number of special game credits to be displayed on
the notifying information display area is updated.
[0026] Thereby, a player can play a special game only by using one
or more of the special game credits that are acquired when the base
game yields a predetermined result. Furthermore, the player can use
one or more of the special game credits to play a special game at
any timing. As a result, the player can play the special game at a
timing that the player desires, and can relieve stress. Hence, the
player can continuously play the game.
[0027] In addition, the number of special game credits to be
displayed on the notifying information display is updated based on
the timings at which one or more of special game credits are
accumulatively stored and consumed. Thus, the player can easily
recognize the number of special game credits. In addition, player's
desire to continue collecting more special game credits, is further
increased.
[0028] The invention deals with a gaming machine including: a
symbol display area in which a plurality of symbols including one
or more special symbols are arranged; a base game that is executed
in response to a player's bet, and awards a payout in accordance
with a relation among the symbols arranged; a special game
different from the base game; a special game flag memory that
accumulatively stores one or more special game credits for a
special game different from a base game which is executed in
response to a player's bet and which awards a payout in accordance
with a relation among the symbols arranged, the special game
credits being awarded when the special symbols form a predetermined
arrangement in the symbol display area as a result of the base
game; a notifying information display area that displays the number
of special game credits to be stored in the special game flag
memory; an input device that receives an input by the player; and a
controller that carries out the steps of: (e1) executing the base
game; (e2) determining whether the one or more special symbols form
a predetermined arrangement in the symbol display area, as a result
of the base game; (e3) when the special symbols form a
predetermined arrangement, accumulatively storing, in the special
game flag memory, one or more special game credits according to the
arrangement; (e4) receiving an input inputted through the input
device at any timing; (e5) when the input is a bet on the special
game, determining whether there are a predetermined number or more
of special game credits; (e6) when there are a predetermined number
or more of special game credits, consuming one or more of the
special game credits and executing the special game, based on the
timing at which the input is received; and (e7) updating the number
of special game credits to be displayed in the notifying
information display area, based on the timings at which the one or
more of the special game credits are accumulatively stored and
consumed. In other words, the invention deals with a gaming machine
including: a symbol display area in which a plurality of symbols
including one or more special symbols are arranged; a base game
that is executed in response to a player's bet, and awards a payout
in accordance with a relation among the symbols arranged; a special
game different from the base game; a special game flag memory that
accumulatively stores one or more special game credits which are
awarded when the one or more special symbols form a predetermined
arrangement in the symbol display area as a result of the base
game; a notifying information display area that displays the number
of special game credits to be stored in the special game flag
memory; an input device that receives an input by the player; and a
controller.
[0029] The controller is programmed to carry out the steps of (e1)
executing the base game; (e2) determining whether the one or more
special symbols form a predetermined arrangement in the symbol
display area as a result of the base game; (e3) when the one or
more special symbols form a predetermined arrangement,
accumulatively storing, in the special game flag memory, one or
more special game credits according to the arrangement; (e4)
receiving an input inputted through the input device at any timing;
(e5) when the input is a bet on the special game, determining
whether there are a predetermined number or more of special game
credits; (e6) when there are a predetermined number or more of
special game credits, consuming one or more of the special game
credits and executing the special game, based on the timing at
which the input is received; and (e7) updating the number of
special game credits to be displayed on the notifying information
display area, based on the timings at which the one or more special
game credits are accumulatively stored and consumed.
[0030] According to the above structure, a base game that is
executed in response to a player's bet, and awards a payout in
accordance with a relation among symbols arranged in a symbol
display area, is executed. It is determined whether one or more
special symbols form a predetermined arrangement in the symbol
display area as a result of the base game. When the one or more
specials symbols form a predetermined arrangement, one or more
special game credits according to the result are accumulatively
stored in a special game flag memory. An input inputted through the
input device is received at any timing. When the input is a bet on
the special game, it is determined whether there are a
predetermined number or more of special game credits to be stored
in the special game flag memory. When there are a predetermined
number or more of special game credits, one or more of the special
game credits stored in the special game flag memory is consumed,
and the special game different from the base game is executed,
based on the timing at which the input is received. Based on the
timings at which one or more of the special game credits to be
stored in the special game flag memory are accumulatively stored
and consumed, the number of special game credits to be displayed on
the notifying information display area is updated.
[0031] Thereby, a player can play a special game only by using one
or more of the special game credits that are acquired in the base
game when the special symbols form a predetermined arrangement in
the symbol display area. Furthermore, the player can use the
special game credits to play a special game at any timing. As a
result, the player can play the special game at a timing that the
player desires, and relieve stress. Hence, the game can be
continuously played.
[0032] In addition, one or more special game credits are awarded
when the one or more special symbols form a predetermined
arrangement. Thus, the player is able to fix the eyes on the one or
more special symbols while focusing on the base game. An
entertainment characteristic is thus improved.
[0033] In addition, the number of special game credits to be
displayed on the notifying information display area is updated
based on the timings at which the one or more special game credits
are accumulatively stored and consumed. Thus, the player can easily
recognize the number of special game credits. In addition, player's
desire to continue collecting more special game credits is further
increased.
[0034] The present invention relates to a playing method of a
gaming machine having a base game executed in response to a
player's bet; a special game flag memory that accumulatively stores
one or more special game credits for a special game different from
a base game which is executed in response to a player's bet, the
special game credits being awarded when the base game yields a
predetermined result; and an input device that receives an input by
the player, the playing method including the steps of: (f1)
executing the base game; (f2) when the base game yields a
predetermined result, accumulatively storing, in the special game
flag memory, one or more special game credits according to the
result; (f3) receiving an input inputted through the input device
at any timing; (f4) when the input is a bet on the special game,
determining whether there are a predetermined number or more of
special game credits; and (f5) when there are a predetermined
number or more of special game credits, consuming one or more of
the special game credits and executing the special game, based on
the timing at which the input is received.
[0035] In other words, the present invention relates to a playing
method of a gaming machine including: a base game requiring a
player's bet; a special game different from the base game; a
special game flag memory that accumulatively stores one or more
special game credits which are awarded when the base game yields a
predetermined result; and an input device that receives an input by
the player, wherein the playing method of the gaming machine
includes the steps of: (f1) executing the base game; (f2) when the
base game yields a predetermined result, accumulatively storing, in
the special game flag memory, one or more special game credits
according to the result; (f3) receiving an input inputted through
the input device at any timing; (f4) when the input is a bet on the
special game, determining whether there are a predetermined number
or more of special game credits; and (f5) when there are a
predetermined number or more special game credits, consuming one or
more of the special game credits and executing the special game,
based on the timing at which the input contents are received.
[0036] According to the above structure, a base game executed in
response to a player's bet is executed. When the base game yields a
predetermined result, one or more of special game credits according
to the result are accumulatively stored in a special game flag
memory. An input inputted through the input device is received at
any timing. When the input is a bet on the special game, it is
determined whether there are a predetermined number or more of
special game credits. When there are a predetermined number or more
of special game credits, one or more of the special game credits
are consumed and a special game different from the base game is
executed, based on the timing at which the input is received.
[0037] Thereby, a player can play a special game only by using one
or more of the special game credits that are acquired when the base
game yields a predetermined result. Furthermore, the player can use
one or more of the special game credits to play a special game at
any timing. As a result, the player can play the special game at a
timing that the player desires and relieve stress. Hence, the
player can continuously play the game.
BRIEF DESCRIPTION OF THE DRAWINGS
[0038] Other and further objects, features and advantages of the
invention will appear more fully from the following description
taken in connection with the accompanying drawings, in which:
[0039] FIG. 1 illustrates a playing method of a gaming machine;
[0040] FIG. 2 is a block diagram of a gaming machine;
[0041] FIG. 3 illustrates a display state of a middle liquid
crystal panel according to a first embodiment;
[0042] FIG. 4 illustrates a display state of a middle liquid
crystal panel according to a first embodiment;
[0043] FIG. 5 shows symbols and code numbers thereof;
[0044] FIG. 6 illustrates paylines on a middle liquid crystal
panel;
[0045] FIG. 7 is a perspective view showing an external appearance
of a slot machine according to a first embodiment;
[0046] FIG. 8 is a block diagram showing an electrical structure of
a slot machine;
[0047] FIG. 9 is a block diagram showing an electrical structure of
a graphic board of a slot machine;
[0048] FIG. 10 shows a payout management table of a first
embodiment;
[0049] FIG. 11 is a flow chart of a booting process that is
executed in a slot machine;
[0050] FIG. 12 is a flow chart of an initial process that is
executed in a slot machine;
[0051] FIG. 13 is a flow chart of a game executing process that is
executed in a slot machine of a first embodiment;
[0052] FIG. 14 is a flow chart of a game executing process that is
executed in a slot machine of a first embodiment;
[0053] FIG. 15 illustrates a display state of a middle liquid
crystal panel according to a second embodiment;
[0054] FIG. 16 shows a payout management table of a second
embodiment;
[0055] FIG. 17 is a flow chart of a game executing process that is
executed in a slot machine of a second embodiment; and
[0056] FIG. 18 is a flow chart of a game executing process that is
executed in a slot machine of a second embodiment.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0057] The following describes an embodiment of a gaming machine
and playing method thereof according to the present invention.
[0058] (Outline of the Gaming Machine)
[0059] As shown in FIG. 1, a gaming machine (slot machine 1) has a
structure in which a player can play a bonus game, which is a
special game, by using a bonus game start flag that is acquired
when a base game yields a predetermined result. Furthermore, the
gaming machine has a structure in which a player can play a bonus
game at any timing by using the bonus game start flag.
[0060] To be more specific, the gaming machine includes: a base
game executed in response to a player's bet; a bonus game different
from the base game; a bonus game flag memory that accumulatively
stores the number of bonus game start flags which are awarded when
the base game yields a predetermined result; an input device that
receives an input by the player; and a controller that is
programmed to carry out the steps of (a1) to (a5).
[0061] In the step of (a1), the controller executes the base game.
In the step of (a2), when the base game yields a predetermined
result, the controller accumulatively stores, in the bonus game
flag memory, the number of bonus game start flags according to the
result. In the step of (a3), the controller receives an input
inputted through the input device, at any timing. In the step of
(a4), when the input is a bet on the bonus game, the controller
determines whether there are a predetermined number or more of
bonus game start flags. In the step of (a5), when there are a
predetermined number or more of bonus game start flags, the
controller consumes one or more of the bonus game start flags and
executes the bonus game, based on the timing at which the input is
received.
[0062] Thus, a player can play a bonus game only by using one or
more of the bonus game start flags that are acquired when the base
game yields a predetermined result. Furthermore, the player can use
one or more of the bonus game start flags to play a bonus game at
any timing. As a result, the player can play the bonus game at a
timing that the player desires and this relieves player's stress.
Hence, a game can be continuously played.
[0063] Here, the "gaming machine" may be a one player-type machine
such as a slot machine 1. Alternatively, the "gaming machine" may
be a multiplayer-type machine. For example, more than one slot
machines 1 may be data-communicably connected to one another,
thereby constituting a multiplayer-type gaming machine.
[0064] The "input device" is not particularly limited as long as an
input is possible in response to a player's operation. In other
words, the input device may be an operation button realizing an
input by contact and release of a mechanical contact point, a touch
panel provided to a liquid crystal screen or the like. Furthermore,
the input device may be a device realizing an input by a data
communication of a wireless signal such as sound, light, electric
waves or the like.
[0065] The "base game" is an essential main game of a gaming
machine, which a player mainly plays. A player bets a predetermined
amount of game value to play a base game, and a payout is awarded
when the base game yields a predetermined result.
[0066] The "bonus game" is a game different from the "base game",
and can be played when a player has a bonus game flag. In this
embodiment, the bonus game is a game executed under a state that is
more advantageous to a player than that of the base game. In
addition, the number of bonus games of the gaming machine is not
limited.
[0067] In addition, the "game that is executed under a state that
is more advantageous to a player" is not particularly limited as
long as it is more advantageous than the base game. For example, it
may include a state in which it is possible to obtain more game
media than in the base game, a state in which it is possible to
obtain a game medium in a higher probability than in the base game,
a state in which a game medium is less consumed than in the base
game, or the like.
[0068] The "bonus game flag memory" accumulatively stores therein a
bonus flag. When a base game yields a predetermined result, a bonus
game flag is stored in the bonus game flag memory.
[0069] The "bonus game flag" is necessary for a player to play a
"bonus game." Meantime, the bonus game flag may be the number of
bonus games or a credit amount for a bonus game.
[0070] As shown in FIG. 1, the gaming machine has a structure in
which a player can play a bonus game by using one or more bonus
game credits which are awarded when the base game yields a
predetermined result. Further, the gaming machine has a structure
in which a player can play a bonus game at any timing by using
bonus game credits.
[0071] To be more specific, the gaming machine includes: a base
game executed in response to a player's bet; a bonus game different
from the base game; a bonus game flag memory that accumulatively
stores one or more bonus game credits which are awarded when the
base game yields a predetermined result; an input device that
receives an input by the player; and a controller that is
programmed to carry out the steps of (b1) to (b5).
[0072] Specifically, in the step of (b1), the controller executes
the base game. In the step of (b2), when the base game yields a
predetermined result, the controller accumulatively stores, in the
bonus game flag memory, one or more bonus game credits according to
the result. In the step of (b3), the controller receives an input
inputted through the input device at any timing. In the step of
(b4), when the input is a bet on the bonus game, the controller
determines whether there are a predetermined number or more of
bonus game credits. In the step of (b5), when there are a
predetermined number or more of bonus game credits, the controller
consumes one or more of the bonus game credits and executes the
bonus game, based on the timing at which the input is received.
[0073] In other words, executed is a playing method including the
steps of: executing the base game; when the base game yields a
predetermined result, accumulatively storing, in the bonus game
flag memory, one or more bonus game credits according to the
result; receiving an input inputted through the input device at any
timing; when the input is a bet on the bonus game, determining
whether there are a predetermined number or more of bonus game
credits; and when there are a predetermined number or more of bonus
game credits, consuming one or more of the bonus game credits and
executing the bonus game, based on the timing at which the input is
received.
[0074] Thus, a player can play a bonus game only by using one or
more of the bonus game credits that are acquired when the base game
yields a predetermined result. Furthermore, the player can use one
or more of the bonus game credits to play a bonus game at any
timing. As a result, the player can play the bonus game at a timing
that the player desires and this relieves stress. Hence, a game can
be continuously played.
[0075] Here, the "bonus game credit" is necessary for a player to
play a "bonus game" and means a bonus game flag. In this
embodiment, when a base game yields a predetermined result, a
"bonus game credit" is awarded to a player. In addition, a bonus
game is executed by consuming a predetermined number of bonus game
credits.
[0076] In the meantime, "awarding one or more bonus game credits to
a player" means that "the gaming machine accumulatively stores one
or more bonus game credits in the bonus game flag memory." In
addition, "consuming one or more of the bonus game credits" means
that "the gaming machine subtracts the number of credits that is
required to execute a bonus game from the number of bonus game
credits stored in the bonus game flag memory."
[0077] Further, as shown in FIG. 1, the gaming machine may have
such a structure that when one or more bonus symbols 190 form a
predetermined arrangement, one or more bonus game credits are
awarded to a player.
[0078] To be more specific, the gaming machine includes: a symbol
display area 150 in which symbols 180 including one or more bonus
symbols 190 are arranged; a base game that is executed in response
to a player's bet and awards a payout in accordance with a relation
among the symbols 180 arranged; a bonus game different from the
base game; a bonus game flag memory that accumulatively stores one
or more bonus game credits which are awarded when the one or more
bonus symbols 190 form a predetermined arrangement in the symbol
display area 150 as a result of the base game; an input device that
receives an input by the player; and a controller that is
programmed to carry out the steps of (c1) to (c6).
[0079] Specifically, in the step of (c1), the controller executes
the base game. In the step of (c2), the controller determines
whether one or more bonus symbols 190 form a predetermined
arrangement in the symbol display area 150 as a result of the base
game. In the step of (c3), when one or more bonus symbols 190 form
a predetermined arrangement, the controller accumulatively stores,
in the bonus game flag memory, one or more bonus game credits
according to the arrangement. In the step of (c4), the controller
receives an input inputted through the input device at any timing.
In the step of (c5), when the input is a bet on the bonus game, the
controller determines whether there are a predetermined number or
more of bonus game credits. In the step of (c6), when there are a
predetermined number or more of bonus game credits, the controller
consumes one or more of the bonus game credits and executes the
bonus game, based on the timing at which the input is received.
[0080] Thus, a player can play a bonus game only by using one or
more of the bonus game credits that are acquired in the base game
when one or more bonus symbols 190 form a predetermined arrangement
in the symbol display area 150. Furthermore, the player can use the
one or more of the bonus game credits to play a bonus game at any
timing. As a result, the player can play the bonus game at a timing
that the player desires, and this relieves stress. Hence, a game
can be continuously played.
[0081] In addition, one or more bonus game credits are awarded when
the one or more bonus symbols 190 form a predetermined arrangement.
Thus, the player is able to fix the eyes on the one or more bonus
symbols 190 while focusing on the base game. An improved
entertainment characteristic is thus provided.
[0082] Here, the "arrangement" means a state in which the symbols
180 are visually identifiable by a player. That is, in FIG. 1, it
means a state that the symbols 180 are displayed in symbol display
area 150 (display windows 151 to 153). In the meantime, the
"rearrangement" means arranging the symbols 180 again after
releasing the arrangement of the symbols 180. Meanwhile,
"rearrangement" used in this embodiment is not limited to the above
and includes the meaning of "arrangement."
[0083] In addition, as shown in FIG. 1, the gaming machine may have
a structure of updating the number of bonus game credits to be
displayed on a notifying information display area 160, based on the
timings at which one or more bonus game credits are accumulatively
stored and consumed.
[0084] To be more specific, the gaming machine may include: a base
game executed in response to a player's bet; a bonus game different
from the base game; a bonus game flag memory that accumulatively
stores one or more bonus game credits which are awarded when the
base game yields a predetermined result; a notifying information
display area 160 that displays the number of bonus game credits to
be stored in the bonus game flag memory; an input device that
receives an input by the player; and a controller that is
programmed to carry out the steps of (d1) to (d6).
[0085] Specifically, in the step of (d1), the controller executes
the base game. In the step of (d2), when the base game yields a
predetermined result, the controller accumulatively stores, in the
bonus game flag memory, one or more bonus game credits according to
the result. In the step of (d3), the controller receives an input
inputted through the input device at any timing. In the step of
(d4), when the input is a bet on the bonus game, the controller
determines whether there are a predetermined number or more of
bonus game credits. In the step of (d5), when there are a
predetermined number or more of bonus game credits, the controller
consumes one or more of the bonus game credits and executes the
bonus game, based on the timing at which the input is received. In
the step of (d6), the controller updates the number of bonus game
credits to be displayed on the notifying information display area
160, based on the timings at which the one or more bonus game
credits are accumulatively stored and consumed.
[0086] Thus, a player can play a bonus game only by using one or
more of the bonus game credits that are acquired when the base game
yields a predetermined result. Furthermore, the player can use one
or more of the bonus game credits to play a bonus game at any
timing. As a result, the player can play the bonus game at a timing
that the player desires and this relieves stress. Hence, a game can
be continuously played.
[0087] In addition, the number of bonus game credits to be
displayed on the notifying information display area 160 is updated
based on the timings at which the one or more of bonus game credits
are accumulatively stored and consumed. Therefore, the player can
easily recognize the number of bonus game credits. In addition,
player's desire to continue collecting more bonus game credits is
further increased.
[0088] In addition, as shown in FIG. 1, the gaming machine may have
a structure of, when one or more bonus symbols 190 form a
predetermined arrangement, awarding one or more bonus game credit
to a player and updating the number of bonus game credits to be
displayed on the notifying information display area 160 based on
the timings at which the one or more bonus game credits are
accumulatively stored and consumed.
[0089] To be more specific, the gaming machine includes: a symbol
display area 150 in which symbols 180 including one or more bonus
symbols 190 are arranged; a base game that is executed in response
to a player's bet and awards a payout in accordance with a relation
among the symbols 180 arranged; a bonus game different from the
base game; a bonus game flag memory that accumulatively stores one
or more bonus game credits which are awarded when one or more bonus
symbols 190 form a predetermined arrangement in the symbol display
area 150, as a result of the base game; a notifying information
display area 160 that displays the number of bonus game credits to
be stored in the bonus game flag memory; an input device that
receives an input by the player; and a controller that is
programmed to carry out the steps of (e1) to (e7).
[0090] Specifically, in the step of (e1), the controller executes
the base game. In the step of (e2), the controller determines
whether one or more bonus symbols 190 form a predetermined
arrangement in the symbol display area 150 as a result of the base
game. In the step of (e3), when the one or more bonus symbols 190
form a predetermined arrangement, the controller accumulatively
stores, in the bonus game flag memory, one or more bonus game
credits according to the arrangement. In the step of (e4), the
controller receives an input inputted through the input device at
any timing. In the step of (e5), when the input is a bet on the
bonus game, the controller determines whether there are a
predetermined number or more of bonus game credits. In the step of
(e6), when there are a predetermined number or more of bonus game
credits, the controller consumes one or more of the bonus game
credits and executes the bonus game, based on the timing at which
the input is received. In the step of (e7), the controller updates
the number of bonus game credits to be displayed on the notifying
information display area 160, based on the timings at which the one
or more bonus game credits are accumulatively stored and
consumed.
[0091] Thus, a player can play a bonus game only by using one or
more bonus game credits that are acquired in the base game when one
or more bonus symbols 190 form a predetermined arrangement in the
symbol display area 150. Furthermore, the player can use the bonus
game credits to play a bonus game at any timing. As a result, the
player can play the bonus game at a timing that the player desires
and this relieves stress. Hence, a game can be continuously
played.
[0092] In addition, one or more bonus game credits are awarded when
one or more bonus symbols 190 form a predetermined arrangement.
Thus, the player is able to fix the eyes on the one or more bonus
symbols 190 while focusing on the base game. An entertainment
characteristic is thus improved.
[0093] In addition, the number of bonus game credits to be
displayed on the notifying information display area 160 is updated
based on the timings at which the one or more bonus game credits
are accumulatively stored and consumed. Thus, the player can easily
recognize the number of bonus game credits. In addition, player's
desire to continue collecting more bonus game credits is further
increased.
[0094] As shown in FIG. 2, the thus structured gaming machine
includes an input device 102, the symbol display area 150 (display
windows 151, 152, and 153), the notifying information display area
160, and a controller 100.
[0095] (Input Device 102)
[0096] The input device 102 has a function of receiving an input by
a player. To be more specific, the input device 102 outputs an
operation by a player, as an operation signal, to a bet receiving
unit 107 that will be described later. Specifically, the an
operation by a player includes a bet on a base game, a bet on a
bonus game or the like.
[0097] (Symbol Display Area 150)
[0098] In the symbol display area 150, the symbols 180 including
the bonus symbols 190 are arranged in a base game. When the bonus
symbols 190 result in a predetermined arrangement in the symbol
display area 150, a credit for a bonus game, which is a bonus game
start flag to start a bonus game, is awarded to a player.
[0099] The display area 150 may have a mechanical structure with a
reel device for arranging the symbols 180 by rotation of a reel or
an electrical structure in which symbols 180 are arranged by a
video reel displayed as an image. Further, the display area 150 may
have a structure in which a mechanical structure (reel) and an
electrical structure (video reel) are combined with one
another.
[0100] (Notifying Information Display Area 160)
[0101] The notifying information display area 160 is structured to
be able to display the number of bonus game credits awarded to a
player. In other words, the notifying information display area 160
is adapted to display the number of bonus game credits to be stored
in the bonus game flag memory 115 that will be described later. The
number of bonus game credits to be displayed on the notifying
information display area 160 are updated whenever the bonus game
credits in the bonus game flag memory 115 are increased or
decreased.
[0102] To be more specific, the number of bonus game credits to be
displayed in the notifying information display area 160 are updated
at a timing at which one or more bonus game credits are
accumulatively stored in the bonus game flag memory 115. In
addition, the number of bonus game credits to be displayed in the
notifying information display area 160 is updated at a timing at
which one or more of the bonus game credits are consumed in order
to start a bonus game.
[0103] In the meantime, examples of the electrical structure of the
symbol display area 150 and the notifying information display area
160 include a liquid crystal display device, a CRT (cathode-ray
tube) device, a plasma display device, organic EL (Organic
Electro-Luminescence) display device or the like. In addition, the
display area 150 is a matrix type having grids in which the symbols
are respectively arranged. However, the invention is not limited
thereto.
[0104] (Controller 100)
[0105] As shown in FIG. 2, the controller 100 has a bet receiving
unit 107, a base game executing unit 110, an arrangement symbol
determining unit 105, a symbol memory 109, a display symbol memory
106, a display control unit 111, a combination payout determining
unit 112 and a payout award unit 113.
[0106] The bet receiving unit 107 receives a bet from the input
device 102. Specifically, the bet receiving unit receives an
operation signal outputted from the input device 102 and determines
the operation with reference to the operation signal. Depending on
the operation, the bet receiving unit 107 outputs an operation
signal to the base game executing unit 110 and a bonus game
executing unit 108 that will be described later.
[0107] To be more specific, the bet receiving unit 107 determines
whether the operation is a bet on a base game or a bet on a bonus
game. When the operation is a bet on a base game, the bet receiving
unit 107 outputs an operation signal to the base game executing
unit 110. When the operation is a bet on a bonus game, the bet
receiving unit 107 outputs an operation signal to the bonus game
executing unit 108.
[0108] The base game executing unit 110 controls an execution of a
base game, using as a trigger an operation signal outputted from
the bet receiving unit 107.
[0109] The symbol memory 109 is structured to store all the symbols
180 including the bonus symbols 190. This symbol memory 109 is
referred to when the symbols 180 to be rearranged in the symbol
display area 150 is determined in a base game. The arrangement
symbol determining unit 105 is structured to determine the symbols
180 to be rearranged in the symbol display area 150. The display
symbol memory 106 is structured to store therein the symbols 180
determined by the first rearrangement symbol determining unit
105.
[0110] The display control unit 111 is structured to rearrange
(display), in the symbol display area 150, the symbols 180 which
are determined by the arrangement symbol determining unit 105 and
are stored in the display symbol memory 106. In addition, the
display control unit 111 is structured to refer to the bonus game
flag memory 115, based on the control signal outputted from the
bonus game executing unit 108 and the bonus symbol determining unit
108, thereby updating the display of the bonus game credits in the
notifying information display area 160.
[0111] The combination payout determining unit 112 is structured to
determine a payout in accordance with a relation of the symbols 180
rearranged in the symbol display area 150, as a result of the base
game. The payout award unit 113 is structured to award the payout
determined by the combination payout determining unit 112.
[0112] An example of the payout is a state that is advantageous to
a player. Examples of the state that is advantageous to a player
include a state that a game medium is paid out in accordance with a
winning combination made on a payline L and a state that the number
of game medium to be paid out is added to the credits. The payline
L and the winning combination will be described later. Meanwhile,
examples of the "game medium" include a medal, a coin, a gaming
ball, money, bill, and a magnetic card.
[0113] The gaming machine has the above structures, so that it can
execute a base game.
[0114] In addition, the controller 100 has a bonus symbol
determining unit 103, a bonus game executing unit 108, a bonus
credit determining unit 114 and a bonus game flag memory 115.
[0115] The bonus symbol determining unit 103 determines whether the
bonus symbols 190 result in a predetermined arrangement in the
symbol display area 150, as a result of a base game. When the bonus
symbols 190 form a predetermined arrangement, the bonus symbol
determining unit 103 accumulatively stores the bonus game credits
in the bonus game flag memory 115 and updates the display of the
bonus game credits in the notifying information display area
160.
[0116] To be more specific, the bonus symbol determining unit 103
refers to the symbols 180 displayed in the symbol display area 150,
which are stored in the display symbol memory 106. In addition, the
bonus symbol determining unit 103 determines whether the symbols
190 form a predetermined arrangement, based on the symbols 180
stored in the display symbol memory 106. In addition, when the
symbols 190 form the predetermined arrangement, the bonus symbol
determining unit 103 accumulatively stores, in the bonus game flag
memory 115, the bonus game credits in accordance with the
arrangement. Further, the bonus symbol determining unit 103
transmits a control signal to the display control unit 111, based
on the timing at which the bonus game credits are accumulatively
stored in the bonus game flag memory 115.
[0117] The bonus game flag memory 115 accumulatively stores the
bonus game credits. The bonus game executing unit 108 controls an
execution of a bonus game different from the base game, using as a
trigger an operation signal outputted from the bet receiving unit
107. For example, when starting an execution of a bonus game, the
bonus game executing unit 108 subtracts a predetermined number of
credits from the bonus game credits which are accumulatively stored
in the bonus game flag memory 115, and starts an execution of a
bonus game. In addition, the bonus game executing unit 108
transmits a control signal to the display control unit 111, thereby
updating the bonus game credits in the notifying information
display area 160.
[0118] The bonus credit determining unit 114 determines whether a
predetermined number or more of the bonus game credits are stored
in the bonus game flag memory 115. In addition, for example, when
there are more than one bonus games and bonus game credits to be
consumed are different for each bonus games, the bonus credit
determining unit 114 may determine whether the number of the bonus
game credits is not lower than the number required in each bonus
game.
[0119] Each block of the controller 105 may be embodied in hardware
or software, as required.
[0120] (Operation of the Controller 100)
[0121] First, a base game operation of the above-described
controller 100 will be described. When the input device 102 is
operated so that a bet on a base game is made, an operation signal
is transmitted to the base game executing unit 110. The game
executing unit 110 performs a control to start an execution of the
base game, based on the received operation signal.
[0122] Then, the arrangement symbol determining unit 105 determines
the symbols 180 to be rearranged on the display area 150. To be
more specific, the symbols 180 to be rearranged in the display area
150 are selected from the symbols 180 stored in the symbol memory
150. The determined symbols 180 are transmitted as a signal to the
arrangement display symbol memory 106 by the arrangement symbol
determining unit 105. The arrangement display symbol memory 106
stores therein the received symbols 180.
[0123] Then, based on a control signal from the base game executing
unit 110, the display control unit 111 refers to the symbols 180 to
be rearranged, in the arrangement display symbol memory 106. The
display control unit 111 rearranges the symbols 180 on the display
area 150, based on the information thus referred to.
[0124] Then, based on the control signal from the base game
executing unit 110, the combination payout determining unit 112
determines a payout to be awarded to a player. To be more specific,
the combination payout determining unit 112 refers to the symbols
180 stored in the display symbol memory 106, thereby determining
whether the symbols 180 rearranged in the symbol display area 150
form an arrangement with which a payout is to be awarded. When
awarding a payout, the combination payout determining unit 112
determines a payout amount or the like in accordance with the
arrangement of the symbols 180 and outputs a control signal to the
payout award unit 113.
[0125] Then, the payout award unit 113 awards a payout to a player,
based on the control signal from the combination payout determining
unit 112.
[0126] In the followings, a bonus game operation of the controller
100 will be described. When the symbols 180 to be displayed in the
symbol display area 150 are determined in a base game, the bonus
symbol determining unit 103 determines whether the bonus symbols
190 form a predetermined arrangement in the symbol display area
150.
[0127] To be more specific, the bonus symbol determining unit 103
refers to the symbols 180 displayed in the symbol display area 150,
which are stored in the display symbol memory 106, thereby
determining whether the symbols 180 form a predetermined
arrangement. Then, when the bonus symbols 190 form the
predetermined arrangement, the bonus symbol determining unit 103
accumulatively stores in the bonus game flag memory 115 the bonus
game credits in accordance with the arrangement. Furthermore, based
on the timing at which the bonus game credits are accumulatively
stored in the bonus game flag memory 115, the bonus symbol
determining unit 103 transmits a control signal to the display
control unit 111. Based on the control signal from the bonus symbol
determining unit 103, the display control unit 111 refers to the
bonus game flag memory 115, thereby updating the display of the
bonus game credits in the notifying information display area
160.
[0128] In the followings, a bonus game operation of the controller
100 will be described. When the input device 102 is operated so
that a bet on a bonus game is made, an operation signal is
transmitted to the bonus game executing unit 110. The bonus game
executing unit 110 outputs a control signal to the bonus credit
determining unit 114, based on the received operation signal.
[0129] Then, the bonus credit determining unit 114 determines
whether a predetermined number or more of the bonus game credits
are stored in the bonus game flag memory 115. When there are more
than one bonus games, the bonus credit determining unit 114
determines whether the number of the bonus game credits is not
lower than the number required in each bonus game, and transmits a
result of the determination to the game executing unit 110.
[0130] When a result of the determination of the bonus credit
determining unit 114 is not less than the predetermined number, the
bonus game executing unit 108 subtracts (consumes) a predetermined
number of the bonus game credits stored in the bonus game flag
memory, thereby performing a control of executing a bonus game.
[0131] In addition, based on the timing at which the predetermined
number of bonus game credits are subtracted, the bonus game
executing unit 108 transmits a control signal to the display
control unit 111. Based on the control signal from the bonus game
executing unit 108, the display control unit 111 refers to the
bonus game flag memory 115, thereby updating the display of the
bonus game credits in the notifying information display area
160.
First Embodiment
[0132] An example will be described in which the gaming machine is
applied to a slot machine 1.
[0133] (Display State)
[0134] FIGS. 3 and 4 illustrate an example of a display state on
the display windows 151, 152, 153 on the middle liquid crystal
panel 5B in the slot machine 1 and the playing method thereof.
Meantime, in this embodiment, the middle liquid crystal panel 5B
arranges the symbols 180 in a video reel manner.
[0135] As shown in FIG. 3, the middle liquid crystal panel 5B has
display windows 151 to 153 that arrange symbols 180. The display
windows 151 to 153 are arranged in a center of the middle liquid
crystal panel 5B. A game of the slot machine 1 according to this
embodiment executes a slot game in the display windows 151 to 153.
In the slot game, a symbol column having the symbols 180 is
scrolled in the display windows 151 to 153 (see the top of FIG. 3).
In addition, the respective display windows 151 to 153 are divided
into upper stages 151a, 152a, 153a, middle stages 151b, 152b, 153b
and lower stages 151c, 152c, 153c, as shown in the bottom of FIG.
3. The symbols 180 are respectively stopped (arranged) in the
respective stages 151a to 153a, 151b to 153b, 151c to 153c.
[0136] For example, in FIG. 3, a symbol of "Q" 185 is stopped in
the upper stage 151a of the display window 151, a symbol of "SUN"
181 is stopped in the central stage 152b of the display window 152
and a symbol of "K" 186 is stopped in the lower stage 153c of the
display window 153. Thereby, the display windows 151 to 153 display
a symbol matrix having 3 columns/3 rows. In other words, the
display windows 151 to 153 form a matrix having nine cells. In the
meantime, the symbol matrix is not limited to 3 columns/3 rows.
[0137] It is determined whether a winning combination is formed in
accordance with a relation among the symbols 180 arranged as a
result of the rearrangement taken place in the base game, and a
payout is awarded to a player. Meantime, the winning combination
will be described later.
[0138] In addition, since the same rearrangement is also executed
in the bonus game, the description of the display state of the
bonus game is omitted. Meanwhile, in a bonus game, a bonus game
start flag that will be described later is not awarded.
[0139] In addition, it is determined whether, as a result of the
rearrangement in the base game, the rearranged symbols 180 include
one or more bonus symbols of "BONUS" 190, and the symbols of
"BONUS" 190 form a predetermined arrangement. In this embodiment,
it is determined whether three or more symbols of "BONUS" 190 are
arranged in the display windows 151 to 153. When three or more
symbols of "BONUS" 190 are arranged, a bonus game start flag for
starting a bonus game is awarded. Meanwhile, as described above, in
a bonus game, even when three or more symbols of "BONUS" 190 are
arranged in the display windows 151 to 153, a bonus game start flag
is not awarded.
[0140] As shown in FIG. 3, the bonus game start flags awarded are
accumulatively stored and displayed as a bonus chance in the
notifying information display area 160 on the middle liquid crystal
display panel 5B. The notifying information display area 160 is
displayed in the upper left of the middle liquid crystal display
panel 5B and displays, as a bonus chance, the number of the bonus
game start flags to be accumulatively stored.
[0141] To be more specific, the notifying information display area
160 is an area that is a frame of a rectangular shape having a
horizontally longitudinal direction and rounded corners, which
frame being divided into upper and lower parts. A text image
showing letters of "Bonus Chance" is displayed in the upper part of
the notifying information display area 160. The number of the bonus
game start flags to be accumulatively stored is displayed in the
lower part of the notifying information display area 160. The
number of the bonus game start flags displayed in the notifying
information display area 160 is updated on the basis of the timings
at which a bonus game start flag is awarded and a bonus game start
flag is used. Meanwhile, the shape of the notifying information
display area 160 is not limited to the above shape.
[0142] For example, a bonus game start flag is not awarded for the
arrangement illustrated in the lower part of FIG. 3 since two
symbols of "BONUS" 190 are arranged. In other words, the number of
the bonus game start flags displayed in the notifying information
display area 160 is not updated.
[0143] In addition, a bonus game start flag is awarded for the
arrangement formed in the display windows 151 to 153 on the middle
liquid crystal panel 5B, as illustrated in the upper part of FIG.
4, since two symbols of "BONUS" 190 are arranged. As a result, as
shown in the lower part of FIG. 4, the number of the bonus game
start flags displayed in the notifying information display area 160
is updated.
[0144] (Symbol, Winning Combination, or the Like)
[0145] As shown in FIG. 5, the symbols 180 to be displayed on the
display windows 151 to 153 of the middle liquid crystal panel 5B
constitute symbol columns in the base game and the bonus game, each
symbol column having 22 symbols. The symbols constituting the
respective symbol columns are given with one code number of 0 to
21, respectively. Each of the symbol columns is constituted with a
combination of picture symbols of "SUN" 181, "HEART" 182, "MOON"
183 and "BONUS" 190 and letter symbols of "J" 184, "Q" 184 and "K"
186.
[0146] In addition, for each symbol 180, various winning
combinations are determined in advance. A winning combination is
such a combination that a combination of symbols 180 stopped on the
payline L allows a player to be in an advantageous state. Examples
of the advantageous state includes a state in which a coin is paid
out as a payout in accordance with the winning combination, a state
in which the number of coins to be paid out is added to the credit
value, or the like.
[0147] In the meantime, the bonus game is a gaming state that is
more advantageous than a base game. In this embodiment, the bonus
game is a game where more game media can be acquired than the base
game. The bonus game is not particularly limited as long as it is
an advantageous gaming state to the player, i.e., it is more
advantageous than the base game. For example, the bonus game may
include a state in which a game can be executed for a predetermined
number of times without betting a coin, a state in which it is
possible to obtain a game medium in a higher probability than in
the base game, a state in which fewer game media is consumed than
in the base game, or the like. Specifically, examples of bonus game
include a free game, a second game, a feature game, or the
like.
[0148] A winning combination is determined with the symbols 180
that stop on the payline L which is set on the display windows 151
to 153. As shown in FIG. 6, the paylines L include: a top line
160b, a center line 160c, and a bottom line 160d, each of which
horizontally traverses three successive symbols 180 horizontally
aligned, and a cross down line 160a and a cross up line 160e, each
of which diagonally traverses three successive symbols 180
diagonally aligned. A winning combination is formed when the same
symbols 180 are rearranged on any one of the paylines 160a to
160e.
[0149] For example, the arrangement shown in FIG. 6 is formed with
three symbols of "MOON" 183 successively arranged on the center
line 160c. In other words, a winning combination of "MOON" 183 is
formed on the center line 160c.
[0150] In the meantime, in this embodiment, a payout for a bonus
game is set to be higher than that of a base game even for the same
winning combination. This distinguishes the base game from the
bonus game.
[0151] In the meantime, a winning combination is not limited to be
formed based on the symbols 180 on the payline L. For example, all
the symbols 180 or any one of the symbols 180 may be set as a
scatter symbol. To be more specific, a winning combination may be
formed when a predetermined number or more of the same scatter
symbols are displayed in the display windows 151 to 153, and thus
allowing a player to be in an advantageous gaming state.
[0152] (Mechanical Structure: Schematic Structure)
[0153] FIG. 7 is an external perspective view showing an outlined
structure of the slot machine 1 according to this embodiment. The
slot machine 1 is an upright slot machine provided in a game arcade
such as a casino. The slot machine 1 has a cabinet 3 for housing an
electrical or a mechanical part so as to execute a predetermined
game aspect. The cabinet 3 has a longer length in the vertical
direction. As a display unit 4 for displaying game information
based on a game operation by a player, there are provided an upper
variable display unit 4A, a middle variable display unit 4B and a
lower variable display unit 4C, for example. Each of the display
units 4A, 4B, and 4C is attached to a front of the longitudinally
long cabinet 3.
[0154] The upper variable display unit 4A is a display unit on
which a player fixes the eyes during a unit game, and has a
transparent upper liquid crystal panel 5A that is fixed on to a
front door of the cabinet 3. A variety of effect images are
displayed on the upper liquid crystal panel 5A during the unit
game. For example, an effect of a moving image is performed on the
upper liquid crystal panel 5A when a winning is resulted.
[0155] The middle variable display unit 4B is a rotating symbol
display panel on which a player always fixes the eyes, and has a
transparent middle liquid crystal panel 5B that is fixed on to the
front door of the cabinet 3. To the middle liquid crystal panel 5B
are provided three display windows 151 to 153 as a display area in
which the symbols 180 are arranged. Moreover, in an upper part of
the middle liquid crystal panel 5B, a payout-value display unit 8
and a credit-value display unit 9 are displayed. A detailed display
state of the display windows 151 to 153 that are displayed on the
middle liquid crystal panel 5B will be described later.
[0156] The lower variable display unit 4C has a lower liquid
crystal panel 5C that displays the number of points recorded in a
card, or the number of points of a game. A numerical value
displayed on the lower liquid crystal panel 5C is based on a
display result of the middle variable display unit 4B. When a
winning combination is formed in the middle variable display unit
4B, the number of points of a game displayed on the lower liquid
crystal panel 5C is added on the basis of the winning combination
formed. A ticket printer 14 is provided to a left side of the lower
liquid crystal panel 5C, and a card reader 15 is provided to a
right side of the lower liquid crystal panel 5C.
[0157] An operation table 10 that protrudes forward from the front
face of the cabinet 3 is disposed below the lower variable display
unit 4C. On the operation table 10 are operating buttons 11
arranged as an operating unit enabling a player to operate a game.
To be more specific, the operating buttons 11 include a start
button 23, a change button 24, a cashout button 25, a 1-BET button
26, and a MAX-BET button 27. In addition, a coin insertion slot 12
and a bill insertion slot 13 are provided to the operating table
10.
[0158] The operating buttons 11 further include a bonus game bet
button 28 and a bonus game start button 29.
[0159] The start button 23 is a button for inputting an instruction
to start a variable display (scroll) of symbols. The change button
24 is a button to be used when a player asks a staff in the game
arcade for changing money. The cashout button 25 is a button for
inputting an instruction to pay out the number of coins equivalent
to the total number of credits into a coin receiving portion
19.
[0160] The 1-BET button 26 is a button for inputting an instruction
to bet one coin, among the number of coins equivalent to the number
of the total credits. The MAX-BET button 27 is a button for
inputting an instruction to bet the maximum number of coins (for
example, 50 coins) allowed for one bet, among the number of coins
equivalent to the number of the total credits.
[0161] The bonus bet button 28 is a button that determines the
number of bonus game start flags to be used for a bonus game. For
each time the bonus game bet button 28 is operated, the number of
bonus game start flags to be bet is incremented. The bonus game
start button 29 is a button that starts a bonus game by using the
number of bonus game start flags determined by an operation of the
bonus bet button 28. As the bonus game start button 29 is operated,
the number of bonus games equivalent to the number of the bet bonus
game start flags are executed.
[0162] Below the operation table 10 is a waist panel 17 disposed.
The waist panel 17 is a plastic panel on which a game-related image
is printed. The waist panel 17 is fixed to a lower front door 18
and illuminated by a cold cathode-ray tube. In addition, below the
waist panel 17, a coin receiving portion 19 is disposed. The coin
receiving portion 19 collects coins which are paid out by the coin
payout opening 16 on the basis of a game result.
[0163] Furthermore, light emitting portions 56 are disposed to the
cabinet 3 of the slot machine 1 so as to surround a game area
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 light emitting portions 56 are provided to:
the side lamps 46 provided to inclined parts 21, which are
protruded in a bow shape at front right and left ends of the
cabinet 3 and at side parts over the upper variable display unit
4A, the middle variable display unit 4B, and the lower variable
display unit 4C; speaker lamps 47 that are aligned along arc-shaped
speakers 57, which are sideways protruded at the right and left
ends of the cabinet 3 adjacent to the operating table 10; under
lamps 48 that are provided to a lower front door 18 and arranged
along lower edges of the waist panel 17; and top lamps 49 provided
above the variable display unit 4A that include power lamps 49a
which are provided on the left and right sides, and band-shaped
lamps 49b horizontally aligned in the middle.
[0164] (Electrical Structure of the Slot Machine 1)
[0165] FIG. 8 is a block diagram showing an electrical structure of
the entire slot machine 1. A control unit having the game
controller 100 illustrated in FIG. 2 is provided to the cabinet 3.
As illustrated in FIG. 8, the control unit includes a motherboard
40, a main body PCB (Printed Circuit Board) 60, a gaming board 50,
a door PCB 80, and various switches and sensors or the like.
[0166] The gaming board 50 includes a CPU (Central Processing Unit)
51, a ROM 55 and a boot ROM 52 which are connected to each other by
an internal bus, a card slot 53S corresponding to a memory card 53,
and an IC socket 54S corresponding to a GAL (Generic Array Logic)
54.
[0167] The memory card 53 stores a game program and a game system
program therein. The game program includes a stop symbol
determination program. The stop symbol determination program is for
determining a symbol (code number corresponding to the symbol) to
be stopped on the payline. The stop symbol determining program
includes symbol weight data corresponding to each of plural payout
rate (for example, 80%, 84%, 88%). The symbol weight data is data
representing a correspondence relation between the code number of
each symbol and one or more random numbers belonging to a
predetermined numerical range (0 to 256) for each of the display
windows 151 to 153.
[0168] In addition, the memory card 53 stores a program that
samples a random number (random number sampling program). The
random number sampling program is read out to the RAM 43 and is
executed by the main CPU 41, when a game running process or a bonus
game process is executed. In this embodiment, a random number
sampling is executed by a program. However, the invention is not
limited thereto. For example, may be provided a random number
generator that generates a random number within a predetermined
range, and a sampling circuit that samples any number from the
random numbers generated by the random number generator 35, may be
provided.
[0169] The payout rate is determined on the basis of data for
setting a payout rate, which data is outputted from the GAL 54. A
symbol to be stopped is determined on the basis of the symbol
weight data corresponding to the payout rate.
[0170] Further, the memory card 53 stores various kinds of data
used for the game program and the game system program. For example,
the data, which represents a relationship between the random number
range and the symbols 180 displayed on the display windows 151 to
153 of FIG. 1, is stored in a data table form. Further, this data
is transmitted to a RAM 43 of the motherboard 40 when the game
program is executed.
[0171] In addition, the memory card 53 is attachable/detachable
to/from the card slot 53S. The card slot 53S is connected to the
motherboard 40 through an IDE bus. Thus, the gaming board 50
enables types and contents of games executed in the slot machine 1
to be changed through a change process having the steps of:
removing the memory card 53 from the card slot 53S; writing another
game program and game system program into the memory card 53; and
inserting the memory card 53 back into the card slot 53S.
[0172] The game program includes a program according to a game
progress, and a program for shifting a gaming state to a bonus
game. Further, the gaming program includes image data and sound
data which are output during a game.
[0173] The GAL 54 is provided with input and output ports. When
data is inputted into the input ports, the GAL 54 outputs data
corresponding to the inputted data from the output ports. The data
outputted from the output ports is the data for setting a payout
rate that has been described above.
[0174] The GAL 54 is attachable/detachable to/from the IC socket
54S. The IC socket 54S is connected to the motherboard 40 through a
PCI bus. Accordingly, it is possible to change the data for setting
a payout rate that is outputted from the GAL 54 by detaching the
GAL 54 from the IC socket 54S, rewriting the program stored in the
GAL 54, and then attaching the GAL 54 back to the IC socket
54S.
[0175] The CPU 51, the ROM 55 and the boot ROM 52, which are
connected to each other through an internal bus, are connected to
the motherboard 40 through the PCI bus. The PCI bus carries out a
signal transfer between the motherboard 40 and the gaming board 50,
and supplies power to the gaming board 50 from the motherboard 40.
The ROM 55 stores nation identification information and an
authentication program. The boot ROM 52 stores a preliminary
authentication program and a program (boot code) enabling the CPU
51 to execute the preliminary authentication program.
[0176] 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, i.e., for authenticating the
authentication program.
[0177] The motherboard 40 is provided with a main CPU 41
(controller), a ROM (Read Only Memory) 42, a RAM (Random Access
Memory) 43 and a communication interface 44.
[0178] The main CPU 41 functions as a controller for controlling
the entire slot machine 1. In particular, the main CPU 41 carries
out a control for outputting a command signal enabling the graphic
board 67 to start a variable display in the display windows 151 to
153 when the start button 23 is pushed after a credit is bet, or
when the bonus game start button 29 is pushed after a bonus game
start flag is bet. The main CPU 41 also carries out a control for
determining symbols to be stopped after the variable display is
started, and a control for stopping the determined symbols in the
display windows 151 to 153.
[0179] In other words, the main CPU 41 functions as an arrangement
controller for selecting and determining symbols to be arranged in
a symbol matrix from the plural types of symbols, and executing an
arrangement control for stopping the determined symbols for a
rearrangement so as to rearrange them as a new symbol matrix after
scrolling the plural symbols to be displayed on the middle liquid
crystal panel 5B.
[0180] To be more specific, the main CPU 41 functions as the
controller 100 that executes the processes of: executing the base
game; determining whether one or more bonus symbols 190 form a
predetermined arrangement in the symbol display area 150 as a
result of the base game; when the one or more bonus symbols 190
form a predetermined arrangement, accumulatively storing, in the
bonus game flag memory, the number of bonus game start flags for
the bonus game according to the arrangement; receiving an input
inputted through the bonus game bet button 28 and the bonus game
start button 29 at any timing; when the input is a bet on the bonus
game, determining whether there are a predetermined number or more
of bonus game start flags for the bonus game; when there are a
predetermined number or more of bonus game start flags for the
bonus game (for example, 1 or more), consuming one or more of the
bonus game start flags for the bonus game and executing the bonus
game, based on the timing at which the input contents are received;
updating the number of bonus game start flags for the bonus game to
be displayed on the notifying information display area 160, based
on the timings at which one or more bonus game start flags for the
bonus game are accumulatively stored and consumed.
[0181] The ROM 42 stores a program such as BIOS (Basis Input/Output
System) to be executed by the main CPU 41, and data that is
permanently used. When the BIOS is executed by the main CPU 41,
each of peripheral devices is initialized and the game program and
the game system program stored in the memory card 53 are read out
through the gaming board 50. The RAM 43 stores the program or data
that is used when the CPU 41 carries out a process.
[0182] To be more specific, the RAM 43 accumulatively stores one or
more bonus game start flags. In other words, the RAM 43 functions
as the bonus game flag memory.
[0183] The communication interface 44 is for communicating with a
host computer or the like provided in a game arcade through a
communication line. In addition, the motherboard 40 is connected to
the main body PCB (Printed Circuit Board) 60 and the door PCB 80
through a USB (Universal Serial Bus). Further, the motherboard 40
is connected to a power unit 45. When power is supplied to the
motherboard 40 from the power unit 45, the main CPU 41 of the
motherboard 40 is booted, and the power is supplied to the gaming
board 50 through the PCI bus to boot the CPU 51.
[0184] The main body PCB 60 and the door PCB 80 are connected to a
device or apparatus for generating an input signal that is inputted
to the main CPU 41. The main body PCB 60 and the door PCB 80 are
also connected to a device or apparatus that is controlled by the
control signal outputted from the main CPU 41. The main CPU 41
executes the game program and the game system program stored in the
RAM 43, based on the input signal inputted to the main CPU 41.
Thereby, the main CPU 41 executes the processes of: carrying out an
arithmetic process and storing a result thereof in the RAM 43;
transmitting a control signal to each device or apparatus as a
process of controlling each device or apparatus, or the like.
[0185] The main body PCB 60 is connected to a light emitting
portion 56, a hopper 64, a coin detection unit 66, a graphic board
67, a speaker 57, a bill validator 58, a ticket printer 14 and a
card reader 15. The light emitting portion 56 includes the lamps
including the side lamps 46, the speaker lamps 47, the under lamps
48 and the top lamps 49, or LEDs.
[0186] The turning on and off of the light emitting portion 56 is
controlled based on a control signal outputted from the main CPU
41. The hopper 64 is disposed in the cabinet 3, and pays out a
predetermined number of coins from the coin payout slot 16 to the
coin receiving portion 19, based on a control signal outputted from
the main CPU 41. The coin detection unit 66 is disposed in the coin
payout slot 16, and outputs an input signal to the main CPU 41 when
it detects that a predetermined number of coins are paid out from
the coin payout slot 16.
[0187] The coin detection unit 66 counts the number of coins paid
out by the hopper 64, and inputs data including the counted number
to the main body PCB 60. The main body PCB 60 outputs, based on the
data including the counted number inputted, to the main CPU 41 a
signal to notify completion of the payout of coins when the number
of coins paid out reaches a set payout value.
[0188] The graphic board 67 controls image displaying on the upper
liquid crystal panel 5A, the middle liquid crystal panel 5B, and
the lower liquid crystal panel 5C, based on a control signal
outputted from the main CPU 41. As shown in FIG. 9, the graphic
board 67 has an interface circuit 81, an image control CPU 82, an
image control work RAM 83, an image control program ROM 84, a VDP
(Video Display Processor) 85, an image ROM 86, a video RAM 87, and
a drive circuit 88.
[0189] The image control CPU 82 receives a control signal outputted
from the main CPU 41 through the interface circuit 81. In addition,
based on the control signal from the main CPU 41, it determines an
image that is displayed on the upper liquid crystal panel 5A, the
middle liquid crystal panel 5B and the lower liquid crystal panel
5C, in accordance with the image control program stored in the
image control program ROM 84.
[0190] The image control program ROM 84 stores an image control
program that is related to a display on the upper liquid crystal
panel 5A, the middle liquid crystal panel 5B and the lower liquid
crystal panel 5C, or various selection tables. The image control
work RAM 83 is structured to serve as a temporary memory means when
the image control program is executed in the image control CPU
82.
[0191] The VDP 85 forms image data according to the contents
determined in the image control CPU 82. The image ROM 86 stores dot
data for forming an image such as a symbol 180 or the like. The
video RAM 87 serves as a temporary memory means when an image is
formed in the VDP 85. The drive circuit 88 outputs the image data
formed by the VDP 85 to the upper liquid crystal panel 5A, the
middle liquid crystal panel 5B, and the lower liquid crystal panel
5C. Meantime, the image data that is used when the VDP generates
the image data is stored in the memory card 53, and is included in
the game program that is read out from the memory card 53 and
temporarily stored in the RAM 43.
[0192] The speaker 57 is for outputting a variety of sound effects
when various effects are carried out on the basis of an output
signal from the main body PCB 60. The bill validator 58 reads an
image of a bill inserted into the bill insertion slot 13, and
receives a genuine bill in the cabinet 3. In addition, when
receiving a genuine bill, the bill validator 58 outputs an input
signal to the main CPU 41 based on the amount of the bill. The main
CPU 41 stores, in the RAM 43, a credit value corresponding to the
amount of the bill transmitted through the input signal.
[0193] The ticket printer 14 prints a barcode on a ticket, in which
data such as a credit value stored in the RAM 33, the date and
time, or an identification number of the slot machine 1 is coded,
based on the control signal outputted from the main CPU 41. The
ticket printer 14 then outputs a ticket having the barcode attached
thereto.
[0194] The card reader 15 reads the data from a smart card and
transmits the data to the main CPU 41. The card reader 15 writes
the data to the smart card based on a control signal from the main
CPU 41.
[0195] The door PCB 80 is provided with a control panel 20, a
reverter 12S, a coin counter 12C, and a cold cathode tube 89. The
control panel 20 is provided with a start switch 23S corresponding
to the start button 23, a change switch 24S corresponding to the
change button 24, a cashout switch 25S corresponding to the cashout
button 25, a 1-BET switch 26S corresponding to the 1-BET button 26
and a MAX-BET switch 27S corresponding to the MAX-BET button 27.
Each of the switches 23S to 27S outputs an input signal to the main
CPU 41 when each of the corresponding buttons 23 to 27 is operated
by a player.
[0196] The coin counter 12C is disposed in the coin insertion slot
12, and validates whether a coin inserted in the coin insertion
slot 21 by the player is genuine or not. Anything other than a
genuine coin is discharged from the coin payout slot 16. In
addition, the coin counter 12C outputs an input signal to the main
CPU 41 when detecting a genuine coin.
[0197] The reverter 12S operates on the basis of the control signal
outputted from the main CPU 41, and distributes a coin which is
recognized as genuine by the coin counter 12C, to a cash box (not
shown) or hopper 64 disposed in the slot machine 10. In other
words, when the hopper 64 is filled with coins, a genuine coin is
distributed into the cash box by the reverter 12S. In the mean
time, when the hopper 64 is not filled with coins, the genuine coin
is distributed into the hopper 64. The cold cathode tube 89
functions as a backlight provided to rear sides of the upper liquid
crystal panel 5A, the middle liquid crystal panel 5B and the lower
liquid crystal panel 5C. The cold cathode tube 89 is turned on
based on the control signal outputted from the main CPU 41.
[0198] (Data Table)
[0199] Based on FIG. 10, a payout management table will be
described. The payout management table is stored in the memory card
53 and is read out into the RAM 43 by the main CPU 41. The payout
management table is referred to when a winning combination is made
and a payout is thus awarded to a player in the base game and the
bonus game.
[0200] The payout management table has a column of winning
combinations, a column of base game payouts and a column of bonus
game payouts. The column of winning combinations stores symbols
that enable a payout to be awarded to a player when a winning
combination is made. The column of base game payouts stores payouts
per 1 BET in a base game, which correspond to the symbols that
enable a payout to be awarded. The column of bonus game payouts
stores payouts per 1 BET in a bonus game, which correspond to the
symbols that enable a payout to be awarded.
[0201] To be more specific, when a symbol of "J" 184 stops on the
payline L, five coins (game media) are paid out for one BET in a
base game whereas ten coins are paid out for one BET in a bonus
game. In addition, when a symbol of "Q" 185 stops on the payline L,
eight coins are paid out for one BET in a base game whereas sixteen
coins are paid out for one BET in a bonus game. In addition, when a
symbol of "K" 186 stops on the payline L, ten coins are paid out
for one BET in a base game whereas twenty coins are paid out for
one BET in a bonus game. In addition, when a symbol of "MOON" 183
is stops on the payline L, fifteen coins are paid out for one BET
in a base game whereas thirty coins are paid out for one BET in a
bonus game. In addition, when a symbol of "SUN" 181 stops on the
payline L, twenty coins are paid out for one BET in a base game
whereas forty coins are paid out for one BET in a bonus game. In
addition, when a symbol of "HEART" 182 is stops on the payline L,
thirty coins are paid out for one BET in a base game whereas sixty
coins are paid out for one BET in a bonus game. In addition, when a
combination of "BONUS" 190 stops on the payline L, a "bonus game
start flag for a bonus game" is awarded in a base game and one
hundred coins are paid out in a bonus game. Meantime, the detail of
the payout such as the number of coins to be paid out are not
limited to the above.
[0202] (Processing Operation of the Slot Machine 1)
[0203] In the followings, a process that is executed in the slot
machine 1 will be described. After the main CPU 41 carries out a
booting process, the main CPU 41 reads out the game program stored
in the memory card 53, so that a game is progressed.
[0204] (Processing Operation of the Gaming Machine 1: Booting
Process)
[0205] When power is supplied, the main CPU 41 of the slot machine
1 executes a booting process routine shown in FIG. 12. The booting
process is a process that is executed by the main board 40 and the
gaming board 50. Meantime, it is assumed that the memory card 53 is
inserted in the card slot 53S and the GAL 54 is attached to the IC
socket 54S in the gaming board 50.
[0206] First, when power is supplied in a power unit 45, the main
board 40 and the gaming board 50 are started. When the main control
board 40 and the gaming board 50 are started, separate processes
are carried out in parallel, respectively. In other words, in the
gaming board 50, the CPU 51 reads out the preliminary
authentication program stored in the boot ROM 52 and performs a
preliminary authentication of confirming and verifying in advance
that the authentication program is not falsified before it is
loaded to the main control board 71 (S1). In the meantime, in the
main board 40, the main CPU 41 executes the BIOS stored in the ROM
42 and develops the compressed data, which is incorporated in the
BIOS, into the RAM 43 (S2). Then, the main CPU 41 executes the BIOS
developed into the RAM 33 to check and initialize the operations of
the various peripheral devices (S3).
[0207] The main CPU 41 is associated with the ROM 55 of the gaming
board 50 via the PCI bus. The main CPU 41 reads out the
authentication program stored in the ROM 55 and stores the
authentication program read in the RAM 43 (S4). At this time, the
main CPU 41 takes a check sum by an ADDSUM manner (standard check
function) in accordance with a standard BIOS function of the BIOS,
confirms whether the storing is carried out without an error and
stores the authentication program in the RAM 43.
[0208] Then, the main CPU 41 confirms what is associated with the
IDE bus, accesses the memory card 53 inserted in the card slot 53S
through the IDE bus and reads out the game program and the game
system program from the memory card 53. In this case, the main CPU
41 reads out the data constituting the game program and the game
system program, by four bytes. Continuously, the main CPU 41
performs an authentication of confirming and verifying that the
game program and the game system program read are not falsified in
accordance with the authentication program stored in the RAM 43
(S5).
[0209] When the authentication process is properly ended, the main
CPU 41 writes and stores the game program and the game system
program, which are authentication targets (i.e., which are
authenticated), in the RAM 43 (S6).
[0210] Then, the main CPU 41 accesses the GAL 54 attached to the IC
socket 54S through the PCI bus, reads out the data for setting a
payout rate and writes and stores it in the RAM 43 (S7).
[0211] Then, the main CPU 41 reads out country identification
information stored in the ROM 55 of the gaming board 50 through the
PCI bus and stores the country identification information read in
the RAM 43 (S8).
[0212] After executing the above processes, the main CPU 41
sequentially reads out and executes the game program and the game
system program, thereby performing an initial process shown in FIG.
12.
[0213] (Processing Operation of the Gaming Machine 1: Initial
Process)
[0214] In the followings, an initial process that is executed in
the gaming machine 1 will be described. When the booting process
shown in FIG. 11 is ended, the main CPU 41 reads out an initial
process routine shown in FIG. 12 from the RAM 43 and executes the
initial process routine.
[0215] First, operations of work memories such as RAM 43, various
sensors, and various illuminations are checked (A1). Then, it is
determined whether all check results are normal or not (A2). When
it is determined that the check results contains an error (A2, NO),
an error signal is outputted (A3) and the top lamps 49 or the like
are turned on to notify an error state (A4), after which this
routine is ended.
[0216] On the other hand, when it is determined that all check
results are normal (A2, YES), a booting signal is outputted (A5).
Then, the game program and the game system program are read out
from the RAM 43 (A6). After that, based on the programs read, a
demo screen is displayed on the middle liquid crystal panel 5B or
the like (A7), and this routine is ended.
[0217] (Processing Operation of the Gaming Machine 1: Game
Executing Process)
[0218] In the followings, a game executing process that is executed
by the main CPU 41 will be described with reference to FIG. 13. In
the game executing process routine, the main CPU 41 controls an
execution of a base game. When the game executing process routine
is carried out, the main CPU 41 determines whether a coin is bet or
not (B1). In this process, it is determined whether a signal input
by a push of the 1-BET button 26 or MAX-BET button 27 is received
or not. When it is determined that a coin is not bet (B1, NO), the
step of B1 is repeated until a coin is bet.
[0219] In the meantime, when it is determined that a coin is bet
(B1, YES), the credit-value stored in the RAM 43 is subtracted in
accordance with the coin-number (B2). Meanwhile, when the number of
coins bet is greater than the credit-value stored in the RAM 43,
the step of B2 is re-executed without subtracting the credit-value
In addition, when the number of coins bet exceeds the upper limit
(in this embodiment, 50 pieces) allowing a player to bet a coin in
a single game, a step of B3 is executed without subtracting the
credit-value.
[0220] Next, it is determined whether the start button is pressed
(turned to the ON state) or not (B3). When it is determined that
the start button is not pressed (B3, NO), the process is returned
to the step of B1. Note that, when it is determined that the start
button is not pressed (for example, the start button is not in the
ON state and an instruction to end the game is inputted), the
subtraction result in the step of B2 is cancelled.
[0221] On the other hand, when it is determined that the start
button is pressed (B3, YES), a symbol determining process is
executed (B4). In other words, nine symbols 190 to stop on the
display windows 151 to 153 are determined. Note that, the
information of the symbols determined is temporarily stored in the
RAM 43.
[0222] Then, the symbols 180 of the display windows 151 to 153 are
scrolled (B5). After the scroll of the symbols 180 is started and
then a predetermined time (base time) has elapsed, the scroll
display is stopped and the symbol matrix determined in the step of
B4 is rearranged in the display windows 151 to 153 (B6).
[0223] After that, it is determined whether a combination is made
or not, i.e., whether a combination of the symbols 180 stopped on
the display windows 151 to 153 is a winning combination or not
(B7).
[0224] In the process of B7, when it is determined that the
combination is not a winning combination (B7, NO), this routine is
ended. In the mean time, when it is determined that the combination
is a winning combination (B7, YES), a payout process is executed
(B8). In other words, the number of coins to be paid out is
calculated based on the winning combination made.
[0225] For calculating the number of coins to be paid out in a base
game, the column of base game payouts of the payout management
table shown in FIG. 10 is referred. For example, as shown in FIG.
6, when a winning combination of "MOON" 183 is made, the number of
pieces paid out for one BET is fifteen, according to the column of
base games, which corresponds to the symbol of "MOON" in the column
of winning combinations of the payout management table. This number
of pieces paid out for one BET is multiplied by the bet-value of a
player to calculate the number of pieces to be actually paid
out.
[0226] When the coins to be paid out are stored, a predetermined
number of credits are added to the credit-value stored in the RAM
43. On the other hand, when the coins are paid out, a control
signal is transmitted to the hopper 64, so that a predetermined
number of coins are paid out through the coin receiving portion
19.
[0227] Then, it is determined whether a predetermined number
(three, in this embodiment) or more symbols of "BONUS" 190 are
arranged in the symbol display area 150 (display windows 151 to
153) (B9). To be more specific, the number of the symbols of
"BONUS" 190 is determined by referring to the nine symbols 180 to
be stopped in the display windows 151 to 153, which are temporarily
stored in the RAM 43. When it is determined that a predetermined
number or more symbols of "BONUS" 190 are not arranged in the
symbol display area 150 (B9, NO), this routine is ended. On the
other hand, when it is determined that a predetermined number or
more symbols of "BONUS" 190 are arranged in the symbol display area
150 (B9, YES), one or more bonus game start flags are
accumulatively stored in the RAM 43 (B10). After that, based on the
number of the bonus game start flags accumulatively stored, the
number of the bonus game start flags of the notifying information
display area 160 is updated (B11) and this routine is ended.
[0228] (Processing Operation of the Slot Machine 1: Bonus Game
Executing Process)
[0229] In the followings, a bonus game executing process routine
that is executed by the main CPU 41 will be described. In the bonus
game executing process routine, the main CPU 41 controls an
execution of a bonus game. When the bonus game executing process
routine is executed, it is determined whether a bonus game start
flag is bet or not (C1). In this process, it is determined whether
an operation signal resulting from a push of the bonus game bet
button 28 is received or not. When it is determined that a bonus
game start flag is not bet (C1, NO), the process of C1 is repeated
until a bet is made.
[0230] On the other hand, when it is determined that a bonus game
start flag is bet (C1, YES), the bonus game start flags stored in
the RAM 43 is subtracted (C2). In addition, in the process of C2,
the number of bonus game start flags subtracted is stored as a bet
flag-number in the RAM 43. Note that, when the number of the bonus
game start flags bet is larger than the credit-value stored in the
RAM 43, the step of C2 is re-executed without subtracting the
credit-value.
[0231] Then, based on the bonus game start flags subtracted, the
number of the bonus game start flags of the notifying information
display area 160 is updated (C25).
[0232] Then, it is determined whether the bonus game start button
29 is in the ON state (operated) or not (C3). When it is determined
that the bonus game start button 29 is not in the ON state (C3,
NO), the process is returned to C1. Note that, when it is
determined that the bonus game start button 29 is not in the ON
state (for example, the bonus game start button 29 is not in the ON
state and an instruction to end the game is inputted), the
subtraction result in the step of C2 is canceled and the bet
flag-number in the RAM 43 is initialized.
[0233] In the meantime, when it is determined that the bonus game
start button 29 is ON (C3, YES), a symbol determining process is
executed (C4). In other words, nine symbols 180 to stop in the
display windows 151 to 153 are determined. Meanwhile, the
information of the symbols determined is temporarily stored in the
RAM 43.
[0234] Then, the symbols 180 of the display windows 151 to 153 are
scrolled (C5). After a predetermined time (base time) has elapsed
since the scroll display was started, the scroll display is stopped
and the symbols determined in the process of C4 are arranged in the
display windows 151 to 153 (C6).
[0235] After that, it is determined whether a combination is made,
i.e., whether a combination of the symbols 180 stopped in the
display windows 151 to 153 is a winning combination or not
(C7).
[0236] When it is determined that the combination is a winning
combination (C7, YES), a payout process is executed (C8). In other
words, the number of coins to be paid out is calculated based on
the winning combination made.
[0237] For calculating the number of coins to be paid out in the
bonus game, the column of bonus game payouts of the payout
management table shown in FIG. 10 is referred. For example, as
shown in FIG. 6, when a winning combination of "MOON" 183 is made,
the column of bonus games, which corresponds to "MOON" of the
column of winning combinations of the payout management table, is
referred to, so that 30 pieces are calculated as a
payout-value.
[0238] When the coins to be paid out are stored, a predetermined
number of credits are added to the credit-value stored in the RAM
43. On the other hand, when the coins are paid out, a control
signal is transmitted to the hopper 64, so that a predetermined
number of coins are paid out to the coin receiving portion 19.
[0239] When it is determined in the process of C7 that the
combination is not a winning combination (C7, NO), and after the
process of C8, the bet flag-number stored in the RAM 43 is
subtracted by one (C9). Then, it is determined whether the bet
flag-number stored in the RAM 43 is zero or not (C10). When the bet
flag-number is not zero (C10, NO), the processes of C4 to C9 are
repeated. When the bet flag-number is zero (C10, YES), this routine
is ended. In other words, the bonus game is executed the number of
times corresponding to the number of the bonus game start flags
bet.
[0240] Note that, in this embodiment, the bonus game start flag is
set as the special game start flag of the invention. However, the
invention is not limited thereto. For example, a credit for
starting a special game (special game credit) may be adopted in
place of the special game start flag.
[0241] Thus, a player can play a bonus game only by using one or
more bonus game start flags that are acquired in the base game when
one or more bonus symbols 190 form a predetermined arrangement in
the symbol display area 150. Furthermore, the player can use the
bonus game start flags to play a bonus game at any timing. As a
result, the player can play the bonus game at a timing that the
player desires and this relieves stress. Hence, a game can be
continuously played.
[0242] In addition, one or more bonus game start flags are awarded
when one or more bonus symbols 190 form a predetermined
arrangement. Thus, the player is able to fix the eyes on the one or
more bonus symbols 190 while focusing on the base game. An
entertainment characteristic is thus improved.
[0243] In addition, the number of bonus game start flags to be
displayed on the notifying information display is updated based on
the timings at which one or more of bonus game start flags are
accumulatively stored and consumed. Thus, the player can easily
recognize the number of bonus game start flags. In addition,
player's desire to continue collecting more bonus game start flags,
is further increased.
Second Embodiment
[0244] In the followings, an example will be specifically described
in which the above gaming machine is applied to a slot machine
201.
[0245] A second embodiment of the invention will be described.
Meantime, the same members as in the first embodiment are indicated
by the same reference numerals and the description thereof will be
omitted.
[0246] (Display State)
[0247] FIG. 15 illustrates an example of a display state of the
display windows 151, 152, 153 on the middle liquid crystal panel 5B
in a operation process of a slot machine 201 and the playing method
thereof. In stead of a bonus game star flag used in the first
embodiment, the slot machine 201 of this embodiment uses a bonus
game credit when executing a bonus game.
[0248] A bonus game credit is awarded to a player when a
predetermined number of symbols of "BONUS" 190 of the symbols 180
are arranged in the display windows 151, 152, 153 in a base game.
Here, "award" means that one or more credits are accumulatively
stored in the RAM 43.
[0249] As shown in FIG. 16, the one or more bonus game credits
awarded are accumulatively stored and displayed in the notifying
information display area 260 on the middle liquid crystal panel 5B,
as a bonus chance. The notifying information display area 260 is
displayed in the upper left part of the middle liquid crystal panel
5B, and displays the number of bonus credits to be accumulatively
stored as one or more bonus credits.
[0250] To be more specific, the notifying information display area
260 is an area that is a rectangular-shaped frame having a
horizontally longitudinal direction and rounded corners, which
frame being divided into upper and lower parts. A text image
showing letters of "Bonus Credit" is displayed in the upper part of
the notifying information display area 260. The number of bonus
game credits to be accumulatively stored is displayed in the lower
part of the notifying information display area 160. The number of
the bonus game start flags displayed on the notifying information
display area 260, is updated on the basis of the timings at which
one or more bonus game credits are awarded, and one or more of the
bonus game credits are used. Meanwhile, the shape of the notifying
information display area 260 is not limited to the above shape.
[0251] Meanwhile, since the other display states are same as those
in the first embodiment, the description thereof is omitted.
[0252] (Mechanical Structure: Schematic Structure)
[0253] The mechanical structure of the slot machine 201 has the
same structure as the first embodiment. However, the slot machine
201 is different in that the bonus game bet button 28 and the bonus
game start button 29 bet a bonus game credit, thereby starting a
bonus game.
[0254] To be more specific, the bonus game bet button 28 is a
button that determines the number of bonus game credits to be used
in a bonus game. For each time the bonus game bet button 28 is
operated, the number of bonus game credits to be bet is changed
between "10" and "20." The bonus game start button 29 is a button
that starts a bonus game by using one or more of the bonus game
credits determined by an operation of the bonus game bet button 28.
The number of bonus games corresponding to the number of bonus game
credits is executed by an operation of the bonus start button
29.
[0255] In this embodiment, the slot machine 201 has a first bonus
game and a second bonus game. In other words, when "10" is bet from
the credit value for a bonus game, a first bonus game is executed.
When "20" is bet from the credit value for a bonus game, a second
bonus game is executed.
[0256] (Electrical Structure of the Slot Machine 201)
[0257] The electrical structure of the slot machine 201 has the
same structure as the first embodiment except that the slot machine
201 applies different payouts for the first and second bonus
games.
[0258] FIG. 16 shows a payout management table that is used in this
embodiment. The payout management table is stored in the memory
card 53, and read out in the RAM 43 by the main CPU 41. The payout
management table is referred to when a winning combination is
formed and a payout is thus awarded to a player in the base game
and the bonus game.
[0259] The payout management table has a column of winning
combinations, a column of base game payouts, a column of first
bonus game payouts, and a column of second bonus game payouts. The
column of winning combinations stores symbols that enable a payout
to be awarded to a player when those symbols form a winning
combination. The column of base game payouts stores payouts per one
bet in a base game, which correspond to the symbols that enable a
payout to be awarded. The column of first bonus game payouts stores
payouts per one bet in a first bonus game, which correspond to the
symbols that enable a payout to be awarded. The column of second
bonus game payouts stores payouts per one bet in a second bonus
game, which correspond to the symbols that enable a payout to be
awarded.
[0260] To be more specific, when a symbol of "J" 184 stops on the
payline L, five coins (game media) are paid out for one bet in a
base game, ten coins are paid out for one bet in a first bonus
game, and twenty-five coins are paid out for one bet in a second
bonus game. In addition, when a symbol of "Q" 185 stops on the
payline L, eight coins are paid out for one bet in a base game,
sixteen coins are paid out for one bet in a first bonus game, and
forty coins are paid out for one bet in a second bonus game. In
addition, when a symbol of "K" 186 stops on the payline L, ten
coins are paid out for one bet in a base game, twenty coins are
paid out for one bet in a first bonus game, and fifty coins are
paid out for one bet in a second bonus game.
[0261] In addition, when a symbol of "MOON" 183 stops on the
payline L, fifteen coins are paid out for one bet in a base game,
thirty coins are paid out for one bet in a first bonus game, and
seventy-five coins are paid out for one bet in a second bonus game.
In addition, when a symbol of "SUN" 181 stops on the payline L,
twenty coins are paid out for one bet in a base game, forty coins
are paid out for one bet in a first bonus game, and a hundred coins
are paid out for one bet in a second bonus game. In addition, when
a symbol of "HEART" 182 stops on the payline L, thirty coins are
paid out for one bet in a base game, sixty coins are paid out for
one bet in a first bonus game, and a hundred fifty coins are paid
out for one bet in a second bonus game.
[0262] In addition, when a symbol of "BONUS" 190 stops on the
payline L, a "bonus game credit" is awarded in a base game, a
hundred coins are paid out in a first bonus game, and two hundred
fifty coins are paid out in a second bonus game. Meantime, the
payout contents such as the number of coins to be paid out are not
limited to the above.
[0263] (Processing Operation of the Slot Machine 201)
[0264] In the followings, a processing operation of the slot
machine 201 different from the first embodiment will be
described.
[0265] (Processing Operation of the Gaming Machine 201: Game
Executing Process)
[0266] A game executing process routine executed by the main CPU 41
will be described with reference to FIG. 17. In the game executing
process routine, an execution of a base game is controlled by the
main CPU 41. When the game executing process routine is carried
out, it is determined whether a coin is bet or not (D1). In this
process, it is determined whether a signal input by a push of the
1-BET button 26 or MAX-BET button 27 is received or not. When it is
determined that a coin is not bet (D1, NO), the step of B1 is
repeated until a coin is bet.
[0267] In the meantime, when it is determined that a coin is bet
(D1, YES), the credit-value stored in the RAM 43 is subtracted in
accordance with the coin-number (D2). Meanwhile, when the number of
coins bet is greater than the credit-value stored in the RAM 43,
the step of D2 is re-executed without subtracting the credit-value.
In addition, when the number of coins bet exceeds the upper limit
(in this embodiment, 50 pieces) allowing a player to bet a coin in
a single game, a step of D3 is executed without subtracting the
credit-value.
[0268] Next, it is determined whether the start button is pressed
(turned to the ON state) or not (D3). When it is determined that
the start button is not pressed (D3, NO), the process is returned
to the step of D1. Meanwhile, when it is determined that the start
button is not pressed (for example, the start button is not in the
ON state and an instruction to end the game is inputted), the
subtraction result in the step of D2 is canceled.
[0269] On the other hand, when it is determined that the start
button is pressed (D3, YES), a symbol determining process is
executed (D4). In other words, nine symbols 190 to stop on the
display windows 151 to 153 are determined. Note that, the
information of the symbols determined is temporarily stored in the
RAM 43.
[0270] Then, the symbols 180 of the display windows 151 to 153 are
scrolled (D5). After the scroll of the symbols 180 is started and
then a predetermined time (base time) has elapsed, the scroll
display is stopped and the symbol matrix determined in the step of
D4 is rearranged in the display windows 151 to 153 (D6).
[0271] After that, it is determined whether a combination is made
or not, i.e., whether a combination of the symbols 180 stopped on
the display windows 151 to 153 is a winning combination or not
(D7).
[0272] In the process of D7, when it is determined that the
combination is not a winning combination (D7, NO), this routine is
ended. In the mean time, when it is determined that the combination
is a winning combination (D7, YES), a payout process is executed
(D8). In other words, the number of coins to be paid out is
calculated based on the winning combination made.
[0273] For calculating the number of coins to be paid out in a base
game, the column of base game payouts of the payout management
table shown in FIG. 16 is referred. For example, as shown in FIG.
6, when a winning combination of "MOON" 183 is made, the number of
pieces paid out for one BET is fifteen, according to the column of
base games, which corresponds to the symbol of "MOON" in the column
of winning combinations of the payout management table. This number
of pieces paid out for one BET is multiplied by the bet-value of a
player to calculate the number of pieces to be actually paid
out.
[0274] When the coins to be paid out are stored, a predetermined
number of credits are added to the credit-value stored in the RAM
43. On the other hand, when the coins are paid out, a control
signal is transmitted to the hopper 64, so that a predetermined
number of coins are paid out through the coin receiving portion
19.
[0275] Then, it is determined whether a predetermined number
(three, in this embodiment) or more symbols of "BONUS" 190 are
arranged in the symbol display area 150 (display windows 151 to
153) (D9). To be more specific, the number of the symbols of
"BONUS" 190 is determined by referring to the nine symbols 180 to
be stopped in the display windows 151 to 153, which are temporarily
stored in the RAM 43. When it is determined that a predetermined
number or more symbols of "BONUS" 190 are not arranged in the
symbol display area 150 (D9, NO), this routine is ended. On the
other hand, when it is determined that a predetermined number or
more symbols of "BONUS" 190 are arranged in the symbol display area
150 (D9, YES), one or more bonus game credits are accumulatively
stored in the RAM 43 (D10) After that, based on the number of the
bonus game credits accumulatively stored, the number of the bonus
game credits of the notifying information display area 160 is
updated (D11) and this routine is ended.
[0276] (Processing Operation of the Slot Machine 201: Bonus Game
Executing Process)
[0277] In the followings, a bonus game executing process routine
that is executed by the main CPU 41 will be described. In the bonus
game executing process routine, the main CPU 41 controls an
execution of a bonus game. When the bonus game executing process
routine is executed, it is determined whether a bonus game credit
is bet or not (E1). In this process, it is determined whether an
operation signal resulting from a push of the bonus game bet button
28 is received or not. When it is determined that a bonus game
credit is not bet (E1, NO), the process of C1 is repeated until a
bet is made.
[0278] On the other hand, when it is determined that a bonus game
credit is bet (E1, YES), a bet type determining process is executed
(E15). To be more specific, based on an operation signal resulting
from a push of the bonus game bet button 28, it is determined
whether it is a bet on a first bonus game or a bet on a second
bonus game, and a result of the determination is stored in the RAM
43, as a bet type.
[0279] Then, the bonus game credits stored in the RAM 43 is
subtracted in accordance with the bet type stored in the RAM 43
(E2). To be more specific, when the bet type is a bet on the first
bonus game, "10" is subtracted from the bonus game credits stored
in the RAM 43. When the bet type is a bet on the second bonus game,
"20" is subtracted from the bonus game credits stored in the RAM
43. Note that, when the number of the bonus game credits, which is
necessary for the bet type to be bet, is larger than the number of
bonus game credits stored in the RAM 43, a bet on each bonus game
cannot be made.
[0280] For example, when the bonus game credits stored in the RAM
43 are "15," a bet on the second bonus game cannot be made. When
the bonus game credits stored in the RAM 43 are "5," a bet on the
first bonus game and the second bonus game cannot be made.
[0281] Then, based on the bonus game credits subtracted, the number
of the bonus game credits of the notifying information display area
160 is updated (E25).
[0282] Then, it is determined whether the bonus game start button
29 is in the ON state (operated) or not (E3). When it is determined
that the bonus game start button 29 is not in the ON state (E3,
NO), the process is returned to E1. Note that, when it is
determined that the bonus game start button 29 is not in the ON
state (for example, the bonus game start button 29 is not in the ON
state and an instruction to end the game is inputted), the
subtraction result in the step of E2 is canceled and the bet type
in the RAM 43 is initialized.
[0283] In the meantime, when it is determined that the bonus game
start button 29 is ON (E3, YES), a symbol determining process is
executed (E4). In other words, nine symbols 180 to stop in the
display windows 151 to 153 are determined. Meanwhile, the
information of the symbols determined is temporarily stored in the
RAM 43.
[0284] Then, the symbols 180 of the display windows 151 to 153 are
scrolled (E5). After a predetermined time (base time) has elapsed
since the scroll display was started, the scroll display is stopped
and the symbols determined in the process of E4 are arranged in the
display windows 151 to 153 (E6).
[0285] After that, it is determined whether a combination is made,
i.e., whether a combination of the symbols 180 stopped in the
display windows 151 to 153 is a winning combination or not
(E7).
[0286] When it is determined in the process of C7 that the
combination is a winning combination (E7, YES), a payout process is
executed (E8). In other words, the number of coins to be paid out
is calculated based on the winning combination made.
[0287] For calculating the payout-value in the bonus game, the
column of first bonus game payouts or the column of first bonus
game payouts of the payout management table shown in FIG. 16 is
referred. Which one of the column of first bonus game payouts and
the column of first bonus game payouts is referred to is
determined, according to the bet types stored in the RAM 43.
[0288] For example, as shown in FIG. 6, when a winning combination
of "MOON" 183 is made and a bet type is a bet on the "first bonus
game," the column of first bonus games, which corresponds to "MOON"
of the column of winning combinations of the payout management
table, is referred to. In addition, when a winning combination of
"MOON" 183 is made and a bet type is a bet on the "second bonus
game," the column of second bonus games, which corresponds to
"MOON" of the column of winning combinations of the payout
management table, is referred to.
[0289] In the above case, when the bet type is on the "first bonus
game," a payout-value is "30" pieces, and when the bet type is on
the "second bonus game," a payout-value is "75" pieces.
[0290] When the coins to be paid out are stored, a predetermined
number of credits are added to the credit-value stored in the RAM
43. On the other hand, when the coins are paid out, a control
signal is transmitted to the hopper 64, so that a predetermined
number of coins are paid out to the coin receiving portion 19.
[0291] When it is determined in the process of E7 that the
combination is not a winning combination (E7, NO), and after the
process of C8, the bet type stored in the RAM 43 is initialized
(E9) and this routine is ended.
[0292] Thus, a player can play a bonus game only by using one or
more bonus game credits that are acquired in the base game when one
or more bonus symbols 190 form a predetermined arrangement in the
symbol display area 150. Furthermore, the player can use the bonus
game credits to play a bonus game at any timing. As a result, the
player can play the bonus game at a timing that the player desires
and this relieves stress. Hence, a game can be continuously
played.
[0293] In addition, one or more bonus game credits are awarded when
one or more bonus symbols 190 form a predetermined arrangement.
Thus, the player is able to fix the eyes on the one or more bonus
symbols 190 while focusing on the base game. An entertainment
characteristic is thus improved.
[0294] In addition, the number of bonus game credits to be
displayed on the notifying information display is updated based on
the timings at which one or more of bonus game credits are
accumulatively stored and consumed. Thus, the player can easily
recognize the number of bonus game credits. In addition, player's
desire to continue collecting more bonus game credits, is further
increased.
[0295] Furthermore, with the first and second bonus games which
respectively requires different bet-values of the bonus game
credits, a player is able to suitably play a bonus game, according
to the bonus game credits possessed by a player.
[0296] In addition, with the second bonus game in which the bet of
the bonus game credits is larger but a payout rate is higher than
in the first bonus game, the continuous desire of the player to
collect more bonus game credits is further improved.
[0297] Note that, the bonus games in the first and second
embodiment are not limited to the above mentioned games. For
example, a free game, a second game having a different game type
may be possible.
[0298] In addition, in the first and second embodiments, the base
game and the bonus game are a so-called slot game in which the
symbols are variably displayed and a payout is awarded in
accordance with a stop result of the variable display. However, the
invention is not limited thereto. For example, a roulette game is
possible and a game that virtually executes a horse race, a
motorboat race, a bicycle race or the like is also possible.
[0299] In addition, the update timing of the notifying information
display area 160 and the notifying information display area 260 is
not limited to the examples of the first and second embodiment.
[0300] Although the above descriptions have been provided with
regard to the characteristic parts so as to understand the
invention more easily, the invention is not limited to the
embodiment as described above and can be applied to the other
embodiments and the applicable scope should be construed as broadly
as possible. Furthermore, the terms and phraseology used in the
specification have been used to correctly illustrate the invention,
not to limit it. In addition, it will be understood by those
skilled in the art that the other structures, systems, methods or
the like included in the spirit of the invention can be easily
derived from the spirit of the invention described in the
specification. Accordingly, it should be considered that the
invention covers equivalent structures thereof without departing
from the spirit and scope of the invention as defined in the
following claims. Further, the abstract is provided so that an
intellectual property office and a general public institution or
one skilled in the art who is not familiar with patent and legal or
professional terminology can quickly analyze the technical features
and essences of the invention through a simple investigation.
Accordingly, the abstract is not intended to limit the scope of the
invention that should be evaluated by the claims. In addition, it
is required to sufficiently refer to the documents that have been
already disclosed, so as to fully understand the objects and
effects of the invention.
[0301] The above descriptions include a process that is executed on
a computer or computer network. The above descriptions and
expressions have been provided so that the one skilled in the art
can understand the invention most effectively. In the
specification, the respective steps used to induce one result or
blocks having a predetermined processing function should be
understood as a process having no self-contradiction. In addition,
the electrical or magnetic signal is transmitted/received and
written in the respective steps or blocks. Although the processes
in the respective steps or blocks embody the signal as a bit,
value, symbol character, term, number or the like, it should be
noted that these have been used for the convenience of
descriptions. Further, although the processes in the respective
steps or blocks have been often described as an expression common
to a human action, the process described in the specification is
executed by a variety of devices in principle. In addition, the
other structures necessary for the respective steps or blocks are
apparent from the above descriptions.
* * * * *