U.S. patent application number 13/080848 was filed with the patent office on 2011-10-13 for gaming machine.
This patent application is currently assigned to Aruze Gaming America, Inc.. Invention is credited to Daisyun OKAMOTO.
Application Number | 20110250947 13/080848 |
Document ID | / |
Family ID | 44745669 |
Filed Date | 2011-10-13 |
United States Patent
Application |
20110250947 |
Kind Code |
A1 |
OKAMOTO; Daisyun |
October 13, 2011 |
GAMING MACHINE
Abstract
One of values 0 to 9 is associated with each of ten turnips 240a
to 240j displayed on a lower image display panel 141, and one of
these turnips is selected. When the turnip 240h is selected, for
example, the value associated with the selected turnip 240h is
displayed in a one's place 241 displayed on the lower image display
panel 141, as a payout-related value. This operation is repeated
for a predetermined number of times for the tens place and the
hundreds place When the three-digit number ("7", "5", and "1") are
determined, the numbers "8", "2", "4", "0", "3", and "9"
corresponding to the non-selected turnips 240a, 240b, 240d, 240e,
240f, 240g, and 240j are displayed. Then a credit calculated by
multiplying the determined three-digit numbers "751" by a line bet
is paid out.
Inventors: |
OKAMOTO; Daisyun; (Tokyo,
JP) |
Assignee: |
Aruze Gaming America, Inc.
Las Vegas
NV
Universal Entertainment Corporation
Tokyo
|
Family ID: |
44745669 |
Appl. No.: |
13/080848 |
Filed: |
April 6, 2011 |
Current U.S.
Class: |
463/20 |
Current CPC
Class: |
G07F 17/3244 20130101;
G07F 17/32 20130101 |
Class at
Publication: |
463/20 |
International
Class: |
A63F 9/24 20060101
A63F009/24 |
Foreign Application Data
Date |
Code |
Application Number |
Apr 9, 2010 |
JP |
JP 2010-090654 |
Claims
1. A gaming machine, comprising: a symbol display device capable of
variably displaying a plurality of symbols; an input device that
allows an input of an instruction related to a game; a controller
programmed to execute the following processes of: (m1) running a
base game which variably displays the symbols on the symbol display
device and stop-displays the symbols thereafter; (m2) in the base
game run in (m1), providing a mini game in which a payout is
variable, when symbols instructing to award the mini game are
stop-displayed; (m3) in the mini game awarded in (m2), displaying a
plurality of images of options; (m4) associating the images of the
options displayed in (m3) with values randomly sampled from a
predetermined numerical range, respectively; (m5) receiving by the
input device an input of selection of one of the options displayed
in (m3); (m6) displaying the value associated with the image of the
option selected in (m5), as a payout-related value used for
determining the payout; (m7) repeating the steps (m5) and (m6) for
a predetermined number of times; (m8) after (m7), displaying the
values associated with the options which are not selected in (m7);
(m9) awarding the payout based on the payout-related values
determined in (m7).
2. A gaming machine according to claim 1, wherein a plurality of
pay lines associated with the symbol display device are provided,
the input device is able to receive betting corresponding to the
number of pay lines, and the controller is programmed to execute
the following steps of: in the base game run in (m1), awarding a
payout based on a combination of the symbols stopped on the pay
lines thus bet; and repeating the step (m7) for a predetermined
number of times if the number of pay lines thus bet is equal to or
larger than a predetermined number, or repeating the step (m7) for
a number of times smaller than the number of times determined in
advance in (m7) if the number of pay lines thus bet is smaller than
the predetermined number.
3. A gaming machine, comprising: a symbol display device capable of
variably displaying a plurality of symbols; an input device that
allows an input of an instruction related to a game; a controller
programmed to execute the following processes of: (n1) running a
base game which variably displays the symbols on the symbol display
device and stop-displays the symbols thereafter; (n2) when the
symbols stop-displayed in the base game run in (n1) includes a
plurality of specific symbols, enabling the input device to accept
an input related to selection of any of the specific symbols
stop-displayed; (n3) determining whether or not the specific symbol
selected in (n2) is a symbol that causes occurrence of a pick-up
bonus game; (n4) when the symbol is determined as to be a symbol
that causes occurrence of a pick-up bonus game in (n3), enabling
the input device to accept an input of selection of any of a
plurality of selectable objects displayed on the symbol display
device; (n5) when the object selected in (n4) indicates awarding of
a mini game, displaying images of a plurality of options displayed;
(n6) associating a value randomly selected from a predetermined
numerical range with each of the images of the options displayed in
(n5); (n7) receiving, by the input device, an input of selection of
one of the images of the options displayed in (n5); (n8) displaying
the value associated with the image of the option selected in (n7),
as a payout-related value used for determining the payout; (n9)
repeating the steps (n7) and (n8) for a predetermined number of
times; (n10) after (n9), displaying the values associated with the
options which are not selected in (n9); (nil) awarding the payout
based on the payout-related values determined in (n9).
4. The gaming machine according to claim 3, wherein a plurality of
pay lines are associated with the symbol display device, the input
device is able to receive betting corresponding to the number of
the pay lines, and the controller is programmed to execute the
following steps of: in the base game run in (n1), awarding a payout
based on the symbols stopped on the pay lines thus bet; and (n12)
repeating the step (n9) for a predetermined number of times if the
number of pay lines thus bet is equal to or larger than a
predetermined number in (n9), or repeating the step (n9) for a
number of times smaller than the predetermined number of times if
the number of pay lines thus bet is smaller than the predetermined
number.
5. The gaming machine according to claim 4, wherein the controller
is programmed to execute the following steps of: (n13) in (n12),
displaying the values associated with the images of the options
selected in (n9) in order in a one's place, a ten's place, and a
hundred's place; (n14) when the number pay lines thus bet is
smaller than the predetermined number, displaying "0" in advance in
the largest place in (n13); and (n15) awarding a payout based on
the values displayed in order in (n13).
6. The gaming machine according to claim 3, wherein the controller
is programmed to execute the following step of: (n15) when the
object selected in (n4) is an object that increases an expectation
value for a payout awarded in the pick-up bonus game, raising the
expectation value for the payout to be awarded in (n11).
7. A gaming machine, comprising: a symbol display device capable of
variably displaying a plurality of symbols; an input device that
allows an input of an instruction related to a game and a bet; and
a controller programmed to execute the following processes of: (o1)
running a base game which variably displays the symbols on the
symbol display device and stop-displays the symbols thereafter;
(o2) in the base game run in (o1), providing a mini game in which a
payout is variable, when symbols instructing to award the mini game
are stop-displayed; (o3) in the mini game awarded in (o2),
displaying a plurality of images of options; (o4) associating a
value randomly selected from a numerical range of 0 to 9 with each
of the images of the options displayed in (o3); (o5) receiving, by
the input device, an input of selection of one of the images of the
options displayed in (o3); (o6) repeating the step (o5) for a
predetermined number of times if a value bet by the input device is
equal to or larger than a predetermined number, or repeating the
step (o5) for a number of times smaller than the predetermined
number of times if the bet value is smaller than the predetermined
number; (o7) in (o6), displaying the values associated with the
images of the options selected in (o5) in order in a one's place, a
ten's place, and a hundred's place; (o8) after (o7), displaying the
values associated with the options which are not selected in (o6);
(o9) awarding a payout based on the values displayed in order in
(o7).
8. The gaming machine according to claim 7, wherein the controller
is programmed to execute the following step of: when the bet value
is smaller than the predetermined number in (o6), displaying "0" in
advance in the largest place in (o7).
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] The present application claims priority from Japanese Patent
Application No. 2010-090654, which was filed on Apr. 9, 2010, the
disclosure of which is herein incorporated by reference in its
entirety.
BACKGROUND OF THE INVENTION
[0002] The present invention relates to a gaming machine.
[0003] Amongst the already-known gaming machines such as slot
machines is a gaming machine that awards a bonus when a
predetermined condition is met (e.g. when a bonus symbol is
stop-displayed). For example, there has been a gaming machine which
awards game media such as coins or the like, or a gaming machine
which runs a special game such as a free game, when the
predetermined condition is met.
[0004] Of these gaming machines that award a bonus is a gaming
machine including a plurality of bonuses, from which one bonus is
selected and awarded, when a player operates a button or the like
on the input device (e.g. Patent Document 1).
PRIOR ART DOCUMENTS
Patent Documents
[0005] [Patent Document 1] Specification of U.S. Patent Application
No. 2009/0104973 [0006] [Patent Document 2] Specification of U.S.
Pat. No. 7,578,736B2
SUMMARY OF THE INVENTION
[0007] In the above mentioned gaming machine having a plurality of
bonuses, a player while playing the game usually is very much
interested in the types of bonuses and selection of the
bonuses.
[0008] In view of this, an object of the present invention is to
provide a gaming machine and a control method thereof providing a
new entertainment characteristic, by adding a new characteristic in
relation to selection of the plurality of bonuses.
[0009] The present invention to achieve the object is as
follows.
[0010] Namely, a gaming machine of the present invention includes:
a symbol display device capable of variably displaying a plurality
of symbols; an input device that allows an input of an instruction
related to a game; a controller programmed to execute the following
processes of: (m1) running a base game which variably displays the
symbols on the symbol display device and stop-displays the symbols
thereafter; (m2) in the base game run in (m1), providing a mini
game in which a payout is variable, when symbols instructing to
award the mini game are stop-displayed; (m3) in the mini game
awarded in (m2), displaying a plurality of images of options; (m4)
associating the images of the options displayed in (m3) with values
randomly sampled from a predetermined numerical range,
respectively; (m5) receiving by the input device an input of
selection of one of the options displayed in (m3); (m6) displaying
the value associated with the image of the option selected in (m5),
as a payout-related value used for determining the payout; (m7)
repeating the steps (m5) and (m6) for a predetermined number of
times; (m8) after (m7), displaying the values associated with the
options which are not selected in (m7); (m9) awarding the payout
based on the payout-related values determined in (m7).
[0011] According to the arrangement (1), in the mini game, the
images of the options displayed in (m3) are associated with values
randomly sampled from a predetermined numerical range,
respectively. Then the value associated with the image of the
option selected in (m5) is displayed as a payout-related value used
for determining the payout, and this operation is repeated for a
predetermined number of times. After the selection is repeated for
the predetermined number of times, the values associated with the
options which are not selected in (m7) are displayed. Then a payout
is awarded based on the values related to the selected options.
According to this arrangement, since a value randomly sampled from
a predetermined numerical range is associated with each of the
images of the options before the selection of one of the images of
the options, it becomes possible to produce an effect in such a way
that a payout is flexibly changed in accordance with the degree of
involvement of the player, as compared to games in which a payout
is awarded irrespective of the involvement by players, such as mini
games in which a value related to the payout is unchanged no matter
which one of images of options is selected. In other words, a
player is able to play not a (deterministic) game in which a
payout-related value is predetermined but a (flexible) game in
which the player is allowed to freely select a payout-related
value. Furthermore, after (m7), the numbers corresponding to the
images of the options which were not selected in (m7) are displayed
for the player. This clearly demonstrates for the player that a
value randomly sampled from a predetermined numerical range is
associated with each of the images of the options in advance before
the selection of one of the images of the options. In other words,
the arrangement above allows the player to be delighted or dismayed
with his/her selection, each time one of the numbers corresponding
to the images of the options not selected in (m7) is displayed.
[0012] Further, the present invention is as follows.
[0013] (2) Namely, the gaming machine described in the above (1) is
adapted so that, a plurality of pay lines associated with the
symbol display device are provided, the input device is able to
receive betting corresponding to the number of pay lines, and the
controller is programmed to execute the following steps of: in the
base game run in (m1), awarding a payout based on a combination of
the symbols stopped on the pay lines thus bet; and repeating the
step (m7) for a predetermined number of times if the number of pay
lines thus bet is equal to or larger than a predetermined number,
or repeating the step (m7) for a number of times smaller than the
number of times determined in advance in (m7) if the number of pay
lines thus bet is smaller than the predetermined number.
[0014] According to this arrangement, the player is allowed to
select the images of the options for a predetermined number of
times if the number of pay lines thus bet is not smaller than a
predetermined number, but the player is allowed to select the
images of the options for only a number of times smaller than the
predetermined number of times when the number of pay lines thus bet
is smaller than the predetermined number. In other words, a player
who bets a predetermined amount or more to increase the number of
pay lines in the gaming machine increases an expectation value for
a payout awarded in the mini game as compared to a player who bets
an amount smaller than the predetermined amount.
[0015] Further, the present invention is as follows.
[0016] (3) Namely, a gaming machine of the present invention
includes: a symbol display device capable of variably displaying a
plurality of symbols; an input device that allows an input of an
instruction related to a game; a controller programmed to execute
the following processes of: (n1) running a base game which variably
displays the symbols on the symbol display device and stop-displays
the symbols thereafter; (n2) when the symbols stop-displayed in the
base game run in (n1) includes a plurality of specific symbols,
enabling the input device to accept an input related to selection
of any of the specific symbols stop-displayed; (n3) determining
whether or not the specific symbol selected in (n2) is a symbol
that causes occurrence of a pick-up bonus game; (n4) when the
symbol is determined as to be a symbol that causes occurrence of a
pick-up bonus game in (n3), enabling the input device to accept an
input of selection of any of a plurality of selectable objects
displayed on the symbol display device; (n5) when the object
selected in (n4) indicates awarding of a mini game, displaying
images of a plurality of options displayed; (n6) associating a
value randomly selected from a predetermined numerical range with
each of the images of the options displayed in (n5); (n7)
receiving, by the input device, an input of selection of one of the
images of the options displayed in (n5); (n8) displaying the value
associated with the image of the option selected in (n7), as a
payout-related value used for determining the payout; (n9)
repeating the steps (n7) and (n8) for a predetermined number of
times; (n10) after (n9), displaying the values associated with the
options which are not selected in (n9); (n11) awarding the payout
based on the payout-related values determined in (n9).
[0017] According to the arrangement above, when the object selected
in the pickup bonus game is an object that relates to awarding of a
mini game, a value randomly selected from a predetermined numerical
range is associated with each of the images of the options
displayed in (n5). Then the value associated with the image of the
option selected in (n7) is displayed as a payout-related value used
for determining the payout, and this operation is repeated for a
predetermined number of times. After the selection is repeated for
the predetermined number of times, the values associated with the
options which are not selected in (n9) are displayed. Then a payout
is awarded based on the values related to the selected options.
According to this arrangement, since a value randomly sampled from
a predetermined numerical range is associated with each of the
images of the options before the selection of one of the images of
the options, it becomes possible to produce an effect in such a way
that a payout is flexibly changed in accordance with the degree of
involvement of the player, as compared to games in which a payout
is awarded irrespective of the involvement by players, such as mini
games in which a value related to the payout is unchanged no matter
which one of images of options is selected. In other words, a
player is able to play not a (deterministic) game in which a
payout-related value is predetermined but a (flexible) game in
which the player is allowed to freely select a payout-related
value. Furthermore, after (n9), the numbers corresponding to the
images of the options which were not selected in (n9) are displayed
for the player. This clearly demonstrates for the player that a
value randomly sampled from a predetermined numerical range is
associated with each of the images of the options in advance before
the selection of one of the images of the options. In other words,
the arrangement above allows the player to be delighted or dismayed
with his/her selection, each time one of the numbers corresponding
to the images of the options not selected in (n9) is displayed.
[0018] Further, the present invention is as follows.
[0019] (4) Namely, the gaming machine described in the above (3) is
adapted so that: a plurality of pay lines are associated with the
symbol display device, the input device is able to receive bets
corresponding to the number of the pay lines, and the controller is
programmed to execute the following steps of: in the base game run
in (n1), awarding a payout based on the symbols stopped on the pay
lines thus bet; and (n12) repeating the step (n9) for a
predetermined number of times if the number of pay lines thus bet
is equal to or larger than a predetermined number in (n9), or
repeating the step (n9) for a number of times smaller than the
predetermined number of times if the number of pay lines thus bet
is smaller than the predetermined number.
[0020] According to this arrangement, the player is allowed to
select the images of the options for a predetermined number of
times if the number of pay lines thus bet is not smaller than a
predetermined number, but the player is allowed to select the
images of the options for only a number of times smaller than the
predetermined number of times when the number of pay lines thus bet
is smaller than the predetermined number. In other words, a player
who bets a predetermined amount or more to increase the number of
pay lines in the gaming machine increases an expectation value for
a payout awarded in the mini game as compared to a player who bets
an amount smaller than the predetermined amount.
[0021] Further, the present invention is as follows.
[0022] (5) Namely, the gaming machine described in the above (4) is
adapted so that: the controller is programmed to execute the
following steps of: (n13) in (n12), displaying the values
associated with the images of the options selected in (n9) in order
in a one's place, a ten's place, and a hundred's place; (n14) when
the number pay lines thus bet is smaller than the predetermined
number, displaying "0" in advance in the largest place in (n13);
and (n15) awarding a payout based on the values displayed in order
in (n13).
[0023] According to the arrangement above, a player who bets a
predetermined amount or more to increase the number of pay lines in
the gaming machine increases an expectation value for a payout
awarded in the mini game as compared to a player who bets an amount
smaller than the predetermined amount, because the number of digits
of the value related to the payout in the mini game is increased.
For example, when the predetermined number of times is three, three
digits are provided for a payout-related value used for determining
the payout when the number of pay lines bet by the player is not
smaller than a predetermined number. On the other hand, only two
digits are provided for a payout-related value used for determining
the payout when the number of pay lines bet by the player is
smaller than a predetermined number. With the arrangement above, a
payout based on a three-digit value is obtained in the former case,
whereas a payout obtained in the latter case is based only on a
two-digit value. As such, an advantageous mini game is awarded for
a player who bets a predetermined amount or more on the gaming
machine to increase the number of pay lines.
[0024] Further, the present invention is as follows.
[0025] (6) Namely, the gaming machine described in the above (3) is
adapted so that: the controller is programmed to execute the
following steps of: (n15) when the object selected in (n4) is an
object that increases an expectation value for a payout awarded in
the pick-up bonus game, raising the expectation value for the
payout to be awarded in (n11).
[0026] According to the arrangement above, when the object selected
is an object that increases an expectation value for a payout
awarded in the pick-up bonus game, the expectation value for the
payout in the mini game is increased. That is, when the expectation
value of a payout is increased, the player is given more chances
for a greater payout than a case of not selecting the object for
increasing the expectation value of a payout to be awarded in the
pick-up bonus game.
[0027] This enables provision of greater satisfaction to the
player. Further, it is possible to cause the player to expect an
occurrence of such a state where the expectation value of a payout
is increased.
[0028] Further, the present invention is as follows.
[0029] (7) Namely, a gaming machine of the present invention
includes: a symbol display device capable of variably displaying a
plurality of symbols; an input device that allows an input of an
instruction related to a game and a bet; and a controller
programmed to execute the following processes of: (o1) running a
base game which variably displays the symbols on the symbol display
device and stop-displays the symbols thereafter; (o2) in the base
game run in (o1), providing a mini game in which a payout is
variable, when symbols instructing to award the mini game are
stop-displayed; (o3) in the mini game awarded in (o2), displaying a
plurality of images of options; (o4) associating a value randomly
selected from a numerical range of 0 to 9 with each of the images
of the options displayed in (o3); (o5) receiving, by the input
device, an input of selection of one of the images of the options
displayed in (o3); (o6) repeating the step (o5) for a predetermined
number of times if a value bet by the input device is equal to or
larger than a predetermined number, or repeating the step (o5) for
a number of times smaller than the predetermined number of times if
the bet value is smaller than the predetermined number; (o7) in
(o6), displaying the values associated with the images of the
options selected in (o5) in order in a one's place, a ten's place,
and a hundred's place; (o8) after (o7), displaying the values
associated with the options which are not selected in (o6); (o9)
awarding a payout based on the values displayed in order in
(o7).
[0030] According to the arrangement above, a player who bets a
predetermined amount or more in the gaming machine increases an
expectation value for a payout as compared to a player who bets an
amount smaller than the predetermined amount, because the number of
digits of the value related to the payout in the mini game is
increased. For example, when the predetermined number of times is
three, three digits are provided for a payout-related value used
for determining the payout when the number of pay lines bet by the
player is not smaller than a predetermined number. On the other
hand, only two digits are provided for a payout-related value used
for determining the payout when the number of pay lines bet by the
player is smaller than a predetermined number. With the arrangement
above, a payout based on a three-digit value is obtained in the
former case, whereas a payout obtained in the latter case is based
only on a two-digit value. As such, an advantageous mini game is
awarded for a player who bets a predetermined amount or more on the
gaming machine to increase the number of pay lines.
[0031] Further, the present invention is as follows.
[0032] (8) Namely, the gaming machine described in the above (7) is
adapted so that: the controller is programmed to execute the
following step of: when the bet value is smaller than the
predetermined number in (o6), displaying "0" in advance in the
largest place in (o7).
[0033] According to the arrangement above, when the player does not
bet a predetermined amount or more, the value "0" is displayed in
advance in the largest place, when the values associated with the
selected turnips are displayed in order in the one's place, the
ten's place, and the hundred's place. This clearly and visually
shows that a player who bets a predetermined amount or more on the
gaming machine is able to receive a more advantageous payout.
[0034] Further, the present invention is as follows.
[0035] (9) Namely, a gaming machine of the present invention
includes: a symbol display device capable of variably displaying a
plurality of symbols; an input device that allows an input of an
instruction related to a game; a controller programmed to execute
the following processes of: (f1) running a base game which variably
displays the symbols on the symbol display device and stop-displays
the symbols thereafter; (f2) when the symbols stop-displayed in the
base game run in (f1) includes a plurality of specific symbols,
enabling the input device to accept an input related to selection
of any of the specific symbols stop-displayed; (f3) determining
whether or not the specific symbol selected in (f2) is a symbol
that causes occurrence of a pick-up bonus game; (f4) when the
symbol is determined as to be a symbol that causes occurrence of a
pick-up bonus game in (f3), enabling the input device to accept an
input of selection of any of a plurality of selectable objects
displayed on the symbol display device; (f5) when the object
selected in (f4) is an object that relates to awarding of a mini
game, enabling the input device to accept an input related to
selection of any of a plurality of options displayed; (f6) when any
of the options is selected in (f5), sampling a random number
ranging from 0 to 9; (f7) repeating (f5) to (f6) a predetermined
number of times; (f8) after repeating the processes a predetermined
number of times in (f7), aligning random numbers sampled
sequentially from the one's place; and (f9) awarding a payout
corresponding to a value which is a series of numbers aligned in
(f8).
[0036] In the above structure, when the object selected in the
pick-up bonus game is an object related to awarding of a mini game,
a selection of any one of the plurality of options displayed is
received, and then a random number is sampled. The above selection
is repeated a predetermined number of times, and the random numbers
sampled are sequentially aligned from the one's place to form a
series of numbers. Then, a payout corresponding to a value which is
the series of numbers is awarded. Thus, the player is able to play
the mini game while being excited for an increase in the payout
every time he/she makes his/her selection. The above structure
therefore significantly enhances the player's expectation for the
payout in the mini game.
[0037] Further, the present invention is as follows.
[0038] (10) Namely, the gaming machine described in the above (9)
is adapted so that: the controller is programmed to execute the
following steps of: (f10) when the object selected in (f4) is an
object that increases an expectation value for a payout awarded in
the pick-up bonus game, raising the expectation value for the
payout to be awarded in (f9).
[0039] In the above structure, when the object selected is an
object that increases an expectation value for a payout awarded in
the pick-up bonus game, the expectation value for the payout in the
mini game is increased. That is, when the expectation value of a
payout is increased, the player is given more chances for a greater
payout than a case of not selecting the object for increasing the
expectation value of a payout to be awarded in the pick-up bonus
game.
[0040] This enables provision of greater satisfaction to the
player. Further, it is possible to cause the player to expect an
occurrence of such a state where the expectation value of a payout
is increased.
[0041] According to the present invention, there is provided a
gaming machine with a new type of entertainment
characteristics.
BRIEF DESCRIPTION OF THE DRAWINGS
[0042] FIG. 1 is an explanatory diagram outlining a game in a slot
machine of an embodiment of the present invention.
[0043] FIG. 2 is an explanatory diagram outlining the game in the
slot machine of the embodiment of the present invention.
[0044] FIG. 3 is a view illustrating a function flow of the gaming
machine according to the present invention.
[0045] FIG. 4 is a view illustrating a gaming system including the
slot machine according to the present embodiment.
[0046] FIG. 5 is a view illustrating the overall configuration of
the slot machine according to the present embodiment.
[0047] FIG. 6 shows a control panel of the slot machine according
to the present embodiment.
[0048] FIG. 7 is a block diagram illustrating an internal
configuration of the slot machine according to the present
embodiment.
[0049] FIG. 8 shows a base game symbol table according to the
present embodiment.
[0050] FIG. 9 shows pay lines displayed on a lower image display
panel of the slot machine according to the present embodiment.
[0051] FIG. 10 shows paylines according to the present
embodiment.
[0052] FIG. 11 is a view illustrating a flowchart of a main control
process in the slot machine according to the present
embodiment.
[0053] FIG. 12 shows an exemplary image displayed on the lower
image display panel of the slot machine according to the present
embodiment.
[0054] FIG. 13 is a view illustrating a flowchart of a
coin-insertion/start-check process in the slot machine according to
the present embodiment.
[0055] FIG. 14 is a view illustrating a flowchart of a
progressive-related process in the slot machine according to the
present embodiment.
[0056] FIG. 15 is a view illustrating a flowchart of a
rescue-related process in the slot machine according to the present
embodiment.
[0057] FIG. 16 is a view illustrating a flowchart of a symbol
random-determination process in the slot machine according to the
first embodiment of the present invention.
[0058] FIG. 17 is a view illustrating a flowchart of a symbol
display control process in the slot machine according to the
present embodiment.
[0059] FIG. 18 is a view illustrating a flowchart of a payout
amount determination process in the slot machine according to the
present embodiment.
[0060] FIG. 19 is a view illustrating a flowchart of a rescue check
process in the slot machine according to the present
embodiment.
[0061] FIG. 20 is a view illustrating a flowchart of a rescue
selection process in the slot machine according to the present
embodiment.
[0062] FIG. 21 is a view illustrating a flowchart of a free game
process in the slot machine according to the present
embodiment.
[0063] FIG. 22 shows an exemplary free game image displayed on the
lower image display panel of a slot machine according to the
present embodiment.
[0064] FIG. 23 shows a flowchart of the Three Little Pigs bonus
game process in the slot machine according to the present
embodiment.
[0065] FIG. 24 is a view illustrating a flowchart of the Piggy,
Barrel and Wolf game process in the slot machine according to the
present embodiment.
[0066] FIG. 25 shows an exemplary image of the Piggy, Barrel and
Wolf game displayed on the lower image display panel of the slot
machine according to the present embodiment.
[0067] FIG. 26 shows a flowchart of a pick-up bonus game process in
the slot machine according to the present embodiment.
[0068] FIG. 27 shows a flowchart of a stick house stage process in
the slot machine according to the present embodiment.
[0069] FIG. 28 shows a flowchart of a brick house stage process in
the slot machine according to the present embodiment.
[0070] FIG. 29, A is a view showing a selection screen prompting
selection of one little pig's nose displayed on the lower image
display panel of the slot machine according to the present
embodiment. B shows a benefit table containing benefits associated
with the little pig's noses to be selected in the pick-up bonus
game process and the stick house stage. C shows a benefit table
containing benefits associated with the little pig's noses to be
selected in the brick house stage.
[0071] FIG. 30 is a view illustrating a flowchart of a "Turnip
Harvesting" game process (straw house version) in the slot machine
according to the present embodiment.
[0072] FIG. 31 shows an exemplary image of the "Turnip Harvesting"
game (straw house version) displayed on the lower image display
panel of the slot machine of the first embodiment according to the
present embodiment.
[0073] FIG. 32 is a view illustrating a flowchart of a "Turnip
Harvesting" game process (stick house version) in the slot machine
according to the present embodiment.
[0074] FIG. 33 shows an exemplary image of the "Turnip Harvesting"
game (stick house version) displayed on the lower image display
panel of the slot machine according to the present embodiment.
[0075] FIG. 34 is a view illustrating a flowchart of a "Turnip
Harvesting" game process (brick house version) in the slot machine
according to the present embodiment.
[0076] FIG. 35 shows an exemplary image of the "Turnip Harvesting"
game (brick house version) displayed on the lower image display
panel of the slot machine according to the present embodiment.
[0077] FIG. 36 is a view illustrating a flowchart of the "Three
Little Pigs' Foot Race" game process in the slot machine according
to the present embodiment.
[0078] FIG. 37 shows an exemplary image of "Three Little Pigs' Foot
Race" game displayed on the lower image display panel of the slot
machine according to the present embodiment.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0079] The following will describe an embodiment of the present
invention.
Embodiment
[0080] [Explanation of Function Flow Diagram]
[0081] With reference to FIG. 3, basic functions of a gaming
machine according to the present invention are described. FIG. 3 is
a view illustrating a function flow of the gaming machine according
to an embodiment of the present invention.
[0082] (Start Switch)
[0083] First, the gaming machine executes a start switch process
(F101). In the process of F101, the gaming machine checks if the
bet button is pressed by a player, and if the start button 46 is
subsequently pressed by the player.
[0084] (Symbol Determination)
[0085] When the start button 46 is pressed by the player, the
gaming machine extracts a random number for symbol determination
(F102, F103) and, for each of a plurality of video reels displayed
on the display, refers to the symbol table to determine symbols to
be displayed to the player when scrolling of the symbol columns is
stopped, while displaying the vide of rotating video reels
(F104).
[0086] (Symbol Stop Control)
[0087] Next, the gaming machine executes a reel stop control to
stop scrolling of the video reels in such a manner that the symbols
determined in F104 are displayed to the player (F105).
[0088] (Winning Determination)
[0089] When scrolling of the symbol column of each video reel is
stopped, the gaming machine determines whether or not a combination
of symbols displayed for the player is a combination related to
winning.
[0090] (Payout)
[0091] When the combination of symbols displayed for the player is
a combination related to winning, the gaming machine awards a
benefit according to the combination to the player.
[0092] For example, when the symbol combination relates to a "Small
Winning" (F106), a payout based on the "Small Winning" is
determined. Further, when the symbols stopped includes a Special
Winning Symbol C and a progressive jackpot is won (F107), a payout
is determined based on the progressive jackpot (F108). Further,
when the symbols stopped includes a Special Winning Symbol B and a
character feature is won (F109), a character appears and a game
involving that character is provided (F110). Further, when the
symbols stopped includes a Special Winning Symbol A and a branching
bonus game is won (F111), a branching bonus game is provided to the
player and the player is able to select one of selection
buttons.
[0093] (Branching Bonus Game)
[0094] Next, the gaming machine determines whether or not the
player has pressed a selection button of any one of the "fixed
payout", the "free game" and the "character selecting bonus game".
When the "fixed payout" is selected (F112), a payout based on the
type of the "fixed payout" is determined. Further, when the "free
game" is selected (F113), a free game is provided. For example, as
the free game is run a game with an additional predetermined
condition (F114), in which the random determination of the stop
symbols is repeated a predetermined number of times. Further, when
the "character selecting bonus game" is selected (F115), a
plurality of options are displayed on the display, and the player
is able to select one of the options (F116). If the player selects
a "Loss" option (F117), the "character selecting bonus game" is
terminated. Further, when the "Fixed Small Payout" is selected
(F118), a payout is awarded according to the type of the "Fixed
Small Payout" and the process returns to F116. When the
"Encountering Character" is selected (F119), the process returns to
F116. Further, when the "door lottery" is selected (F120), the
lottery is carried out again. Then, when the "Encountering
Character" is won (F121), the process returns to F116. When the
"Character Payout Lottery" is won (F122), a payout is determined
based on the type of the character.
[0095] (Payout Awarding)
[0096] A payout determine through F106, F108, F110, F112, F114, and
F122 are awarded (F123).
[0097] (Rescue Bonus)
[0098] Next, the rescue counter process for executing a rescue
bonus is executed (F124). The rescue bonus is a function provided
for the purpose of salvaging a player when the bonus game is not
run for a long period of time. When the rescue is active, the
counting of the number of games starts. The gaming machine awards
an amount for rescuing set as the rescue bonus (F125), when the
number of games counts a previously determined number of times
without a large amount of payout relating to a bonus game or the
like.
[0099] Then, in response to awarding of the payout (F123) or the
rescue bonus (F125), the credit is added and accumulated to the
credit counter (F126). The function flow of the gaming machine of
the present invention is described in the above.
[0100] [Outline of Embodiment]
[0101] Next, the following describes with reference to FIGS. 1 and
2 the overview of an embodiment in which a slot machine 10 is
adopted as the gaming machine. FIGS. 1 and 2 outline a game in the
slot machine according to the embodiment of the present
invention.
[0102] The slot machine 10 (see FIG. 5) of the present embodiment
runs a slot game. When three "BONUS" symbols 250 are stopped in the
slot game, an entry of selection of one of the three "BONUS"
symbols 250 is waited (FIG. 9). The game run when three "BONUS"
symbols 250 are stopped is hereinafter referred to as Three Little
Pigs bonus game. The three "BONUS" symbols 250 are associated with
predetermined benefits (fixed payout, Piggy, Barrel and Wolf game
or pick-up bonus game). A benefit (fixed payout, Piggy, Barrel and
Wolf game, or pick-up bonus game) associated with the selected
"BONUS" symbols 250 is awarded.
[0103] In the present embodiment, the slot machine 10 accepts an
entry of selection of one of twenty little pig's noses 210
displayed, when the "BONUS" symbol 250 corresponding to the pick-up
bonus game is selected (see FIG. 29(A)). Then, a benefit (fixed
payout, mini game I, mini game II, step-up, progressive or the
like) associated with the little pig's nose 210 is awarded. When
the benefit awarded is "stick house" 218 which means a step-up (see
FIG. 29(B)), a step-up to the stick house stage in which an
expectation value for a payout is increased takes place. Further,
when the benefit award here is a "brick house" 219 which means a
step-up (see FIG. 1(D)), a step-up to the brick house stage in
which an expectation value for a payout is increased takes place.
After, for example, the step-up to the brick house stage, when one
of the displayed twenty little pig's noses 210 is selected and the
benefit of mini game I is awarded, as shown in FIG. 1(A), a "Turnip
Harvesting" game (brick house version) is run. More specifically,
each of ten turnips 240a, 240b, 240c, 240d, 240e, 240f, 240g, 240h,
240i, and 240j displayed on the lower image display panel 141 is
associated with a random number of 0 to 9. When, for example the
turnip 240h is selected from the turnips 240a to 240j, the number
"1" associated with the selected turnip 240h is displayed at the
ones place 241 displayed on the lower image display panel 141, as a
payout-related number used for determining a payout. This operation
is repeated for a predetermined number of times for the tens place
and the hundreds place (see FIG. 1(B)). When the three-digit number
("7", "5", and "1") are determined, the numbers "2", "4", "0", "6",
and "9" corresponding to the non-selected turnips 240a, 240b, 240d,
240e, 240f, 240g, and 240j are displayed (see FIG. 1(C)). Then a
credit calculated by multiplying the determined three-digit numbers
"751" by the line bet is paid out (see FIGS. 1(D) and 1(E)). When
in the slot game the bet amount is smaller than a predetermined
number (i.e. when the number of activated paylines is 5 or less),
the number "0" is displayed on the hundreds place 243 displayed on
the lower image display panel 141, in the "Turnip Harvesting" game
(see FIG. 2(A)). While the number "0" is being displayed on the
hundreds place 243, the remaining two digits are determined ("0",
"5", and "1") (see FIG. 2(B)). The "Turnip Harvesting" game is then
continued in the same manner (see FIG. 2(C), FIG. 2(D), and FIG.
2(E)).
[0104] [Overall Gaming System]
[0105] Next, the following describes a gaming system 300 including
the slot machine 10, with reference to FIG. 4. FIG. 4 is a view
illustrating a gaming system 300 including the slot machine 10
according to the embodiment of the present invention.
[0106] The gaming system 300 includes plural slot machines 10, and
an external controller 200 connected to the slot machines 10 via a
communication line 301.
[0107] The external controller 200 is for controlling the slot
machines 10. In the present embodiment, the external controller 200
is a so-called hall server provided in a gaming facility having the
slot machines 10. Each slot machine 10 is given a unique
identification number. The external controller 200 identifies the
source of data from any of the slot machines 10, by referring to
this identification number. The identification number is also used
for designating the transmission destination, when transmitting
data from the external controller 200 to any slot machine 10.
Further, the external controller 200 performs accumulation of the
progressive based on the number of game media placed as a bet in
each slot machine 10.
[0108] It is to be noted that the gaming system 300 may be
constructed within a single gaming facility where various games can
be conducted, such as a casino, or may be constructed among a
plurality of gaming facilities. Further, when the gaming system 300
is constructed in a single game facility, the gaming system 300 may
be constructed in each floor or section of the gaming facility. The
communication line 301 may be a wired or wireless line, and can
adopt a dedicated line, an exchange line or the like.
[0109] [Overall Structure of Slot Machine]
[0110] Now, the overall configuration of the slot machine 10 will
be described with reference to FIG. 5 and FIG. 6. FIG. 5 is a view
illustrating the overall configuration of the slot machine 10
according to the embodiment of the present invention. FIG. 6 shows
a control panel 30 of the slot machine 10 according to the
embodiment of the present invention.
[0111] A coin, a bill, or electronic information equivalent to
these is used as a game medium in the slot machine 10. It is to be
noted that the game medium is not limited to these, and for example
a medal, a token, electronic money or the like can be adopted.
[0112] The slot machine 10 includes: a cabinet 11, a top box 12
provided above the cabinet 11, and a main door 13 provided on the
front surface of the cabinet 11.
[0113] The main door 13 has a lower image display panel 141. The
lower image display panel 141 is a touch panel formed of a
transparent liquid crystal panel. A screen displayed on the lower
image display panel 141 has a display window 150 at its center. The
display window 150 includes twenty display blocks 28 which are
arranged in five columns and three rows. The columns form video
reels 151 to 155, each having three display blocks 28. The three
display blocks 28 in each of the video reels 151 to 155 are
displayed as if all the display blocks 28 are moving downward at
various speed. This enables rearrangement which rotates symbols 501
respectively displayed in the display blocks 28 in a longitudinal
direction and then stop the symbols 501 thereafter. In the present
embodiment, a video reel depicts through videos the rotational and
stop motions of a mechanical reel having a plurality of symbols
drawn on the peripheral surface thereof. For each of the video
reels 151 to 155, a symbol column having a plurality of symbols is
assigned. The lower image display panel 141 corresponds to a symbol
display device of the present invention.
[0114] In the display window 150, the symbol columns assigned to
the respective video reels 151 to 155 are scrolled, and are stopped
after a predetermined period. As a result, each symbol column
displays a part of symbols thereof (three consecutive symbols in
the present embodiment) to the player. For each of the video reels
151 to 155 the display window 150 displays one symbol in each of
the three display blocks 28 that are the upper stage, the middle
stage, and the lower stage. In short, the display window 150
displays fifteen symbols in total (five columns times three
rows).
[0115] In the present embodiment, a line formed by selecting one of
the aforementioned three regions for each of the video reels 151 to
155 and connecting the respective regions is referred to as a pay
line. It is to be noted that any desired shape of the pay line can
be adopted, and examples of the shape of the pay line may include a
straight line formed by connecting the respective middle stages of
the video reels 151 to 155, a V-shaped line, and a bent line.
Further, the number of pay lines is thirty in the present
embodiment; however, any given number of pay lines can be
adopted.
[0116] Further, as illustrated in FIG. 9 the lower image display
panel 141 displays a credit amount indicator 201, a bet amount
display unit 202, a payout amount display unit 203, a Help display
button 204, a pay table display button 205, a denomination display
unit 206, and a payline occurrence part 65.
[0117] Further, the lower image display panel 141 has a touch panel
114. The player is able to input various instructions by touching
the lower image display panel 141. Note that the touch panel 114
corresponds to the input device of the present invention.
[0118] As shown in FIG. 5 and FIG. 6, below the lower image display
panel 141 are provided various buttons on the control panel 30, a
coin entry 36 which guides coins into the cabinet 11, and a bill
entry 115. It is noted that the control panel 30 is equivalent to
an input device of the present invention.
[0119] A reserve button 31 is used when a player temporarily leaves
the seat or when a player asks a staff person of the gaming
facility to exchange money. A collect button 32 is used when coins
stored inside the slot machine 10 are paid out to the coin tray 18.
A game rule button 33 is pressed when the operating method of a
game is unclear. When the game rule button 33 is pressed, various
types of help information are displayed on the upper image display
panel 131 and the lower image display panel 141.
[0120] A 1-bet button 34 is a button whereby a credit amount of "1"
out of the credit currently owned by the player is bet on each
active pay line, every time the 1-bet button 34 is pressed. A 2-bet
button 35 is pressed to start a game on condition that a credit
amount of "2" is bet on each activated pay line. A 3-bet button 37
is pressed to start a game on condition that a credit amount of "3"
is bet on each activated pay line. A 5-bet button 38 is pressed to
start a game on condition that a credit amount of "5" is bet on
each activated pay line. A 10-bet button 39 is pressed to start a
game on condition that a credit amount of "10" is bet on each
activated pay line. As such, the bet amount (line bet) on each
activated pay line is determined when one of the 1-bet button 34,
the 2-bet button 35, the 3-bet button 37, the 5-bet button 38, or
the 10-bet button 39 is pressed.
[0121] A play-2-line button 43 activates pay lines when pressed. As
a result of pressing the play-2-line button 43, the pay lines 1 and
2 based on the payline occurrence parts 65Lh and 65Lc shown in FIG.
9 are activated and hence the number of activated pay lines becomes
"2". A play-5-line button 41 activates pay lines when pressed. As a
result of pressing the play-5-line button 41, the pay lines 1 to 5
based on the payline occurrence parts 65Lh, 65Lc, 65Lm, 65La, and
65Lo shown in FIG. 9 are activated and hence the number of
activated pay lines becomes "5". A play-10-line button 42 activates
pay lines when pressed.
[0122] As a result of pressing the play-10-line button 42, the pay
lines 1 to 10 based on the payline occurrence parts 65Lh, 65Lc,
65Lm, 65La, 65Lo, 65Ra, 65Ro, 65Re, 65Rj, and 65Ri shown in FIG. 9
are activated and hence the number of activated pay lines becomes
"10". A play-20-line button 43 activates pay lines when pressed. As
a result of pressing the play-20-line button 43, the pay lines 1 to
20 based on the payline occurrence parts 65Lh, 65Lc, 65Lm, 65La,
65Lo, 65Ra, 65Ro, 65Re, 65Rj, 65Ri, 65Rm, 65Lf, 65Lj, 65Le, 65Lk,
65Rd, 65Rk, 65Rf, 65Rh, and 65Lg shown in FIG. 9 are activated and
hence the number of activated pay lines becomes "20". A
play-30-line button 44 activates pay lines when pressed. As a
result of pressing the play-30-line button 44, the pay lines 1 to
30 based on the payline occurrence parts 65Lh, 65Lc, 65Lm, 65La,
65Lo, 65Ra, 65Ro, 65Re, 65Rj, 65Ri, 65Rm, 65Lf, 65Lj, 65Le, 65Lk,
65Rd, 65Rk, 65Rf, 65Rh, and 65Lg, 65Li, 65Lb, 65Ln, 65Rb, 65Rn,
65Ld, 65Ll, 65Rg, 65Rl, and 65Re shown in FIG. 9 are activated and
hence the number of activated pay lines becomes "30".
[0123] Note that, in the present embodiment, a game is subject to
rescue when the play-30-line button 44 is pressed. In other words,
a game is subject to rescue when the game is played with the
maximum number of the activated pay lines (i.e., thirty).
[0124] A gamble button 45 is pressed to, for example, shift to a
gamble game after a free game. This gamble game is played by using
obtained credit.
[0125] A start button 46 is used to start the scroll of symbols.
This start button 46 is also used to start a free game and to add a
payout obtained in a free game to the credit.
[0126] The coin entry 36 guides coins into the cabinet 11. The bill
entry 115 is for validating the legitimacy of a bill input, and
takes into the cabinet 11 a bill recognized as legitimate. On a
lower front surface of the main door 13, that is, below the control
panel 30, a belly glass 132 on which a character of the slot
machine 10 or the like is drawn and a coin tray 18 receiving coins
paid out from the cabinet 11 are provided.
[0127] An upper image display panel 131 is provided at the front
face of the top box 12. The upper image display panel 131 includes
a liquid crystal panel, and forms the display. The upper image
display panel 131 displays images related to effects and images
showing introduction of the game contents and explanation of the
game rules. Further, the top box 12 is provided with a speaker 112
and a lamp 111. The slot machine 10 produces effects by displaying
images, outputting sounds, and outputting the light. Further, the
upper image display panel 131 displays the current progressive
amount.
[0128] [Symbol Column]
[0129] Next, with reference to FIG. 8, a configuration of the
symbol columns included in the video reels 151 to 155 of the slot
machine 10 is described. FIG. 8 shows a base game symbol table of
the present embodiment.
[0130] The base game symbol table shows arrangements of symbols
displayed on the video reels. A first video reel 151, a second
video reel 152, a third video reel 153, a fourth video reel 154,
and a fifth video reel 155 are associated with symbol columns,
respectively. Each symbol column has 22 symbols corresponding to
code numbers from "00" to "21" respectively.
[0131] There are various symbols related to a fairy-tale "Three
Little Pigs", and those symbols include: "Straw", "Wood Plate",
"Brick", "Turnip", "Soup", "Apple", "Barrel", "Grandma", "Chimney",
"WILD", "FREE GAME", and "BONUS".
[0132] [Circuit Structure of Gaming Machine]
[0133] Next, with reference to FIG. 7, a configuration of a circuit
included in the slot machine 10 is described. FIG. 7 is a block
diagram illustrating an internal structure of the slot machine 10
according to the embodiment of the present invention.
[0134] A gaming board 50 is provided with: a CPU 51, a ROM 52, and
a boot ROM 53, which are mutually connected by an internal bus; a
card slot 55 corresponding to a memory card 54; and an IC socket 57
corresponding to a GAL (Generic Array Logic) 56.
[0135] The memory card 54 includes a non-volatile memory, and
stores a game program and a game system program. The game program
includes a program related to game progression, a random
determination program, and a program for producing effects by
images and sounds. Further, the aforementioned game program
includes data (see FIG. 8) specifying the configuration of the
symbol column assigned to each video reel 151 to 155.
[0136] The random determination program is a program for randomly
determining to-be-stopped symbol of each video reel 151 to 155. The
to-be-stopped symbol is data for determining three symbols to be
displayed to the display window 150 out of the 22 symbols forming
each symbol column. The slot machine 10 of the present embodiment
determines as the to-be-stopped symbol the symbol to be displayed
in a predetermined area (e.g. the upper area) out of the three
areas provided for each of the video reels 151 to 155 of the
display window 150.
[0137] The aforementioned random determination program includes
symbol determination data. The symbol determination data is data
that regulates random numbers so that each of the 22 symbols (code
numbers from "00" to "21") forming the symbol column is determined
at an equal probability for each video reel 151 to 155. The
respective probabilities of the 22 symbols being determined are
basically equal. However, the numbers of the respective types of
symbols included in the 22 symbols vary, and thus the probabilities
of the respective types of symbols being determined vary (i.e.
different weights on the probabilities are generated).
[0138] It is to be noted that, although the data specifies that the
equal numbers of symbols be provided to form the symbol columns of
the respective video reels 151 to 155 in the present embodiment,
different numbers of symbols may form the video reels 151 to 155,
respectively. For example, the symbol column of the first video
reel 151 may have 22 symbols whereas the symbol column of the
second video reel 152 may have 30 symbols. Such a configuration
increases the degree of freedom in setting the probabilities of the
respective types of symbols being determined for each video reel
151 to 155.
[0139] Further, the card slot 55 is configured so that the memory
card 54 can be inserted thereinto and removed therefrom, and is
connected to a motherboard 70 by an IDE bus.
[0140] The GAL 56 is a type of PLD (Programmable Logic Device)
having a fixed OR array structure. The GAL 56 is provided with a
plurality of input ports and output ports, and predetermined input
into the input port causes output of the corresponding data from
the output port.
[0141] Further, the IC socket 57 is configured so that the GAL 56
can be inserted thereinto and removed therefrom, and is connected
to the motherboard 70 by a PCI bus. The contents of the game to be
played on the slot machine 10 can be changed by replacing the
memory card 54 with another memory card 54 having another program
written therein or by rewriting the program written into the memory
card 54 as another program.
[0142] The CPU 51, the ROM 52 and the boot ROM 53 mutually
connected by the internal bus are connected to the motherboard 70
by a PCI bus. The PCI bus enables a signal transmission between the
motherboard 70 and the gaming board 50, and power supply from the
motherboard 70 to the gaming board 50.
[0143] The ROM 52 stores an authentication program. The boot ROM 53
stores a pre-authentication program, a program (boot code) to be
used by the CPU 51 for activating the pre-authentication program,
and the like. The authentication program is a program
(falsification check program) for authenticating the game program
and the game system program. The pre-authentication program is a
program for authenticating the aforementioned authentication
program. The authentication program and the pre-authentication
program are written along a procedure (authentication procedure)
for proving that the program to be the subject has not been
falsified.
[0144] The motherboard 70 is provided with a main CPU 71, a ROM 72,
a RAM 73, and a communication interface 82. The motherboard 70
corresponds to the controller of the present invention. In the
present embodiment, a single CPU (the main CPU 71) structures a
controller. However, the controller of the present invention may be
structured by a plurality of CPUs.
[0145] The ROM 72 includes a memory device such as a flash memory,
and stores a program such as BIOS to be performed by the main CPU
71, and permanent data. When the BIOS is performed by the main CPU
71, a process for initializing predetermined peripheral devices is
performed. further, through the gaming board 50, processing of
loading the game program and the game system program stored in the
memory card 54 is started. The ROM 72 stores a table such as a
later-mentioned benefit table which is referred to during a
game.
[0146] The RAM 73 stores data and programs which are used in
operation of the main CPU 71. For example, when the processing of
loading the aforementioned game program, game system program or
authentication program is conducted, the RAM 73 can store the
program. The RAM 73 is provided with working areas used for
operations in execution of these programs. Examples of the areas
include: an area that stores the number of games, the an amount of
bet, the amount of payout, the amount of credit and the like; and
an area that stores symbols (code numbers) determined by lottery.
In other words, the RAM 73 functions as a rescue game number
counter which counts the number of games before a payout is
triggered as a result of rescue. Further, the RAM 73 stores various
sound effects to be used in the slot machine 10.
[0147] The communication interface 82 is for communicating with the
external controller 200 such as a server, through the communication
line 301. Further, the motherboard 70 is connected with a
later-described door PCB (Printed Circuit Board) 90 and a body PCB
110 by respective USBs.
[0148] The motherboard 70 is also connected with a power supply
unit 81. When the power is supplied from the power supply unit 81
to the motherboard 70, the main CPU 71 of the motherboard 70 is
activated, and then the power is supplied to the gaming board 50
through the PCI bus so as to activate the CPU 51.
[0149] The door PCB 90 and the body PCB 110 are connected with
input devices such as a switch and a sensor, and peripheral devices
the operations of which are controlled by the main CPU 71. The door
PCB 90 is connected with a control panel 30, a reverter 91, a coin
counter 92C and a cold cathode tube 93.
[0150] The control panel 30 has the following switches
corresponding to the aforesaid buttons, respectively: a reserve
switch 31S, a collect switch 32S, a game rule switch 33S, a 1-bet
switch 34S, a 2-bet switch 35S, a 3-bet switch 37S, a 5-bet switch
38S, a 10-bet switch 39S, a play-2-line switch 40S, a play-5-line
switch 41S, a play-10-line switch 42S, a play-20-line switch 43S, a
play-30-line switch 44S, a gamble switch 45S, and a start switch
46S. Each of the switches outputs a signal to the main CPU 71 upon
detection of press of the button corresponding thereto by the
player.
[0151] Inside the coin entry 36 is provided a reverter 91 and a
coin counter 92C. The reverter 91 validates the legitimacy of coins
inserted into the coin entry 36, and discharges those not
determined as legitimate coins to the coin tray 18. The coin
counter 92C detects the received legitimate coins and counts the
number of these coins.
[0152] The cold cathode tube 93 functions as a backlight installed
on the rear face sides of the upper image display panel 131 and the
lower image display panel 141, and lights up based on a control
signal outputted from the main CPU 71.
[0153] The body PCB 110 is connected with the lamp 111, the speaker
112, the hopper 113, a coin detecting portion 113S, the touch panel
114, the bill entry 115, a graphic board 130, the ticket printer
171, the card reader 172, a key switch 173S and the data display
174.
[0154] The lamp 111 flashes based on a control signal output from
the main CPU 71. The speaker 112 outputs sounds such as BGM, based
on a control signal outputted from the main CPU 71.
[0155] The hopper 113 pays out a specified number of coins to the
coin tray 18, based on a control signal output from the main CPU
71. The coin detecting portion 113S outputs a signal to the main
CPU 71 upon detection of coins paid out by the hopper 113.
[0156] The touch panel 114 detects a place on the lower image
display panel 141 touched by the player's finger or the like, and
outputs to the main CPU 71 a signal corresponding to the detected
place. The bill entry 115 outputs, when receiving a legitimate
bill, a signal corresponding to the value of the bill to the main
CPU 71.
[0157] The graphic board 130 controls display of images performed
by the respective upper image display panel 131 and lower image
display panel 141, based on a control signal outputted from the
main CPU 71. The display window 150 of the lower image display
panel 141 displays the five video reels 151 to 155 by which the
scrolling and stop motions of the symbol columns included in the
respective video reels 151 to 155 are displayed. The graphic board
130 is provided with a VDP generating image data, a video RAM
temporarily storing the image data generated by the VDP, and the
like. The credit amount indicator 201 of the lower image display
panel 141 displays the amount of credit stored in the RAM 73. The
payout amount display unit 143 of the lower image display panel 141
displays the amount of coins paid out.
[0158] The graphic board 130 is provided with the VDP (Video
Display Processor) generating image data based on a control signal
outputted from the main CPU 71, the video RAM temporarily storing
the image data generated by the VDP, and the like. It is to be
noted that the image data used in generation of image data by the
VDP is included in the game program that has been read from the
memory card 54 and stored into the RAM 73.
[0159] [Pay Line]
[0160] Next, the following describes pay lines with reference to
FIGS. 9 and 10. FIG. 9 shows pay lines displayed on the lower image
display panel 141 of the slot machine 10 according to the first
embodiment of the present invention. FIG. 10 shows paylines
according to the embodiment of the present invention.
[0161] On the left of the lower image display panel 141 are payline
occurrence parts 65L (65La to 65Lo), as illustrated in FIG. 9.
Similarly, on the other hand, 15 payline occurrence parts 65R (65Ra
to 65Ro) are arranged on the right of the lower image display panel
141. Furthermore, as shown in FIG. 10, 30 types of pay lines are
arranged in the present embodiment to correspond to the payline
occurrence parts 65L and 65R. These 30 types of pay lines 1 to 30
are activated by pressing the play-2-lines button 40, the
play-5-lines button 41, the play-10-lines button 42, the
play-20-lines button 43, or the play-30-lines button 44. Further,
in the present embodiment, a winning is achieved when three or more
of at least one of the following types of symbols are rearranged on
a single pay line: "Straw", "Wood Plate", "Brick", "Turnip",
"Soup", "Apple", "Barrel", "Grandma", and "Chimney". The "WILD"
symbol 182 is a symbol (wild symbol) substitutable for any type of
symbol in a base game. That is, when two "Straw" symbols and one
"WILD" symbol 182 are displayed along a single pay line, it is
deemed that three "Straw" symbols are arranged on the pay line, and
a winning is resulted.
[0162] Further, when three "FREE GAME" symbols each serving as a
free game trigger symbol are rearranged on the display window 150,
a "free game" is awarded. Further, three "BONUS" symbols serving as
a Three Little Pigs bonus game trigger symbol are rearranged on the
display window 150, the "Three Little Pigs bonus game" is
awarded.
[0163] Note that FIG. 9 also shows the lower image display panel
141 displaying the credit amount indicator 201, the bet amount
display unit 202, the payout amount display unit 203, the Help
display button 204, the pay table display button 205, the
denomination display unit 206, and the payline occurrence part
65.
[0164] [Contents of Program]
[0165] Next, with reference to FIGS. 11 to 37, the program to be
executed by the slot machine 10 is described.
[0166] <Main Control Process>
[0167] First, with reference to FIG. 11 and FIG. 12, a main control
process is described. FIG. 11 is a view illustrating a flowchart of
the main control process in the slot machine 10 according to the
embodiment of the present invention. FIG. 12 shows an exemplary
image displayed on the lower image display panel of the slot
machine 10 of the embodiment of the present invention.
[0168] First, when the power is supplied to the slot machine 10,
the main CPU 71 reads the authenticated game program and game
system program from the memory card 54 through the gaming board 50,
and writes the programs into the RAM 73 (step S11).
[0169] Next, the main CPU 71 executes an at-one-game-end
initialization process (step S12). For example, data that becomes
unnecessary after each game in the working areas of the RAM 73,
such as the amount of bet and the symbols randomly determined, is
cleared.
[0170] Next, the main CPU 71 performs a coin-insertion/start-check
process which is described later with reference to FIG. 13 (step
S13). In the process, input from the bet switch and the spin switch
is checked.
[0171] The main CPU 71 then executes symbol random-determination
process which is described later with reference to FIG. 16 (step
S14). In the process, to-be-stopped symbols are determined based on
the random numbers for symbol determination.
[0172] Next, the main CPU 71 performs a mystery bonus lottery
process (step S15). In the processing, whether to establish a
mystery bonus trigger is randomly determined. For example, the main
CPU 71 extracts a random number for mystery bonus from the numbers
in a range of "0 to 99", and establishes the mystery bonus trigger
when the extracted random number is "0".
[0173] The main CPU 71 performs an effect contents determination
process (step S16). The main CPU 71 extracts a random number for
effect, and determines any of the effect contents from the preset
plurality of effect contents by lottery.
[0174] The main CPU 71 then executes symbol display control process
which is described later with reference to FIG. 17 (step S17). In
the processing, scrolling of the symbol column of each video reel
151 to 155 is started, and the to-be-stopped symbol determined in
the symbol random-determination process of S14 is stopped at a
predetermined position (e.g. the upper area in the display window
150). That is, three symbols including the to-be-stopped symbol are
displayed in the display window 150. For example, when the
to-be-stopped symbol is the symbol associated with the code number
of "10" and it is to be displayed to the upper area, the symbols
associated with the respective code numbers of "11" and "12" are to
be displayed to the middle stage and the lower stage in the display
window 150.
[0175] Next, the main CPU 71 executes a payout amount determination
process which is described later with reference to FIG. 18 (step
S18). In the processing, the amount of payout is determined based
on the combination of symbols displayed along the pay line, and is
stored into a payout amount storage area provided in the RAM
73.
[0176] The main CPU 71 then determines whether or not the free game
trigger has been established (step S19). As show in FIG. 12, the
trigger of the free game of the present embodiment is established
when three "FREE GAME" symbols 230 (see FIG. 10(C)) are stopped in
the display window 150. When the main CPU 71 determines that the
free game trigger has been established, the main CPU 71 executes a
free game process which is described later with reference to FIG.
21 (step S20).
[0177] The main CPU 71 then determines whether or not a Three
Little Pigs bonus game trigger has been established (step S21). As
shown in FIG. 12, the Three Little Pigs bonus game trigger of the
present embodiment is established when three "BONUS" symbols 250
(see FIG. 12(D)) are stopped in the display window 150. When the
main CPU 71 determines that the Three Little Pigs bonus game
trigger has been established, the main CPU 71 executes a Three
Little Pigs bonus game process which is described later with
reference to FIG. 23 (step S22).
[0178] After S22 or when determining in step S21 that the Three
Little Pigs bonus game bonus game trigger has not been established,
the main CPU 71 determines whether or not the mystery bonus trigger
is established (step S23). When determining that the mystery bonus
trigger has been established, the main CPU 71 executes the mystery
bonus process (step S24). In the process, the number of payouts
(e.g. 300) being set for the mystery bonus is stored into the
payout amount storage area provided in the RAM 73.
[0179] After the processing of S24 or when determining in S23 that
the mystery bonus trigger has not been established, the main CPU 71
executes rescue check process which is described later with
reference to FIG. 19 (S25). In the processing, whether or not to
conduct payout by the rescue is checked.
[0180] The main CPU 71 performs a payout process (step S26). The
main CPU 71 adds the value stored in the payout amount storage area
to a value stored in a credit amount storage area provided in the
RAM 73. It is to be noted that operations of the hopper 113 may be
controlled based on input from the collect switch 32S, and coins of
the number corresponding to the value of the payout amount stored
in the payout amount storage area may be discharged to the coin
tray 18. After the processing has been conducted, the processing is
shifted to step S12.
[0181] The game run through the processes of S12 to S18 in the main
control process corresponds to the base game of the present
invention.
[0182] <Coin-Insertion/Start-Check Process>
[0183] Next, with reference to FIG. 13, a
coin-insertion/start-check process is described. FIG. 13 is a view
illustrating a flowchart of the coin-insertion/start-check process
in the slot machine 10 according to the embodiment of the present
invention.
[0184] First, the main CPU 71 determines whether or not insertion
of a coin has been detected by the coin counter 92C (step S41).
When determining that the insertion of a coin has been detected by
the coin counter 92C, the main CPU 71 makes an addition to the
value stored in the credit amount storage area (step S42). It is to
be noted that, in addition to the insertion of a coin, the main CPU
71 may determine whether or not insertion of a bill has been
detected by the bill entry 115, and when determining that the
insertion of a bill has been detected, the main CPU 71 may add a
value according to the bill to the value stored in the credit
amount storage area.
[0185] After step S42 or when determining in step S41 that the
insertion of a coin has not been detected, the main CPU 71
determines whether or not the value stored in the credit amount
storage area is zero (step S43). When the main CPU 71 determines
that the value stored in the credit amount storage area is not
zero, the main CPU 71 permits operation acceptance of the bet
buttons (step S44). In step S44, the main CPU 71 also performs
operation acceptance of the play-2-lines button 40, the
play-5-lines button 41, the play-10-lines button 42, the
play-20-lines button 43, and the play-30-lines button 44.
[0186] Next, the main CPU 71 determines whether or not an operation
of a bet button (1-bet button 34, 2-bet button 35, 3-bet button 37,
5-bet button 38, 10-bet button 39) has been detected (step S45).
When a bet switch (1-bet switch 34S, 2-bet switch 35S, 3-bet switch
37S, 5-bet switch 38S, 10-bet switch 39S) has detected an operation
of the bet button by the player, the main CPU 71 makes an addition
to a value stored in a bet amount storage area provided in the RAM
73 and makes a subtraction from the value stored in the credit
amount storage area, based on the type of the bet button (step
S46).
[0187] The main CPU 71 then determines whether or not the value
stored in the bet amount storage area is at its maximum (step S47).
When the main CPU 71 determines that the value stored in the bet
amount storage area is at its maximum, the main CPU 71 prohibits
updating of the value stored in the bet amount storage area (step
S48). After step S48 or when determining in step S47 that the value
stored in the bet amount storage area is not at its maximum, the
main CPU 71 permits operation acceptance of the start button 46
(step S49).
[0188] After step S49 or when determining in step S45 that the
operation of any of the bet buttons has not been detected, or when
determining in step S43 that the value stored in the credit amount
storage area is zero, the main CPU 71 determines whether or not
operation of the start button 46 has been detected (step S50). When
the main CPU 71 determines that the operation of the start button
46 has not been detected, the process shifts to S41.
[0189] When the main CPU 71 determines that the operation of the
start button 46 has been detected, the main CPU 71 executes
progressive-related process which is described later with reference
to FIG. 14 (step S51). In the processing, the amount to be
accumulated to the amount of progressive prize is calculated, and
the amount is transmitted to the external controller 200.
[0190] Next, the main CPU 71 executes rescue-related process which
is described later with reference to FIG. 15 (S52). In the
processing, counting of the number of games is conducted which
triggers a payout by the rescue. After the processing has been
conducted, the coin-insertion/start-check process is completed.
[0191] <Progressive-Related Process>
[0192] Next, the following describes with reference to FIG. 14 a
progressive-related process. FIG. 14 is a view illustrating a
flowchart of the progressive-related process in the slot machine 10
according to the embodiment of the present invention.
[0193] First, the main CPU 71 calculates the amount for
accumulation (step S71). The main CPU 71 obtains the product of the
value stored in the bet amount storage area and a preset
accumulation ratio, so that the amount for accumulation to the
amount of progressive prize is calculated.
[0194] Next, the main CPU 71 transmits the calculated amount for
accumulation to the external controller 200 (step S72). Upon
reception of the amount for accumulation, the external controller
200 updates the amount of progressive prize. After the processing
has been conducted, the progressive-related process is
completed.
[0195] <Rescue-Related Process>
[0196] Next, with reference to FIG. 15, the rescue-related process
is described. FIG. 15 is a view illustrating a flowchart of the
rescue-related process in the slot machine 10 according to the
embodiment of the present invention.
[0197] First, the main CPU 71 determines whether or not a
rescue-in-effect flag is turned on (step S91). The rescue-in-effect
flag set to the on-state upon input of an instruction to activate
rescue mode by the player in the rescue selection process described
later with reference to FIG. 20. Specifically, a game is subject to
rescue when the player presses a play-30-line button 44. That is,
when a game is played with the maximum number of activated pay
lines (i.e. "30" active pay lines), the rescue-in-effect flag is
set to the on-state.
[0198] When the main CPU 71 determines that the rescue-in-effect
flag is not in the on-state, the main CPU 71 completes the
rescue-related process. On the other hand, when the main CPU 71
determines that the rescue-in-effect flag is in the on-state, the
main CPU 71 updates the value of a rescue game number counter
provided in the RAM 73 (S92). This rescue game number counter
manages the number of games until a payout is carried out on
account of the rescue. In S92, the main CPU 71 adds 1 to the value
rescue game number counter. After the processing has been
conducted, the rescue-related process is completed.
[0199] <Symbol Random-Determination Process>
[0200] Next, with reference to FIG. 16, the symbol
random-determination process is described. FIG. 16 is a view
illustrating a flowchart of the symbol random-determination process
in the slot machine 10 according to the embodiment of the present
invention.
[0201] First, the main CPU 71 extracts random numbers for symbol
determination (step S111). The main CPU 71 then randomly determines
to-be-stopped symbols for the respective video reels 151 to 155
(S112). As shown in FIG. 8, the video reels 151 to 155 (first video
reel 151, second video reel 152, third video reel 153, fourth video
reel 154 and fifth video reel 155) in the slot machine 10 of the
present embodiment are respectively associated with symbol columns
each structured by a plurality of symbols to each of which a code
number is assigned. A data table storing the video reels 151 to 155
and the corresponding to the symbol columns is stored in the ROM
72. The main CPU 71 performs random determination for each video
reel 151 to 155 to determine any of the symbols as a to-be-stopped
symbol. At this time, the probability of each symbol being
determined as a to-be-stopped symbol is the same as that of the
others.
[0202] The main CPU 71 then stores the to-be-stopped symbols
respectively determined for the video reels 151 to 155 into a
symbol storage area provided in the RAM 73 (step S113). Next, the
main CPU 71 refers to the symbol combination table and determines a
winning combination based on the symbol storage area (step S114).
/*70%*/The symbol combination table specifies combinations of
symbols relating to winning, and the number of payouts. On the slot
machine 10, the scrolling of symbol columns of the video reels 151
to 155 is stopped, and winning is established when the combination
of symbols displayed along the pay line matches one of the
combinations of symbols specified by the symbol combination table.
It is to be noted that winning is not established (i.e. the game is
lost) when the combination of symbols displayed along the pay line
does not match any of the combinations of symbols specified by the
symbol combination table. The main CPU 71 determines whether or not
the combination of symbols on the video reels 151 to 155 to be
displayed along the pay line matches any of the combinations of
symbols specified by the symbol combination table and determines
the winning combination. After the processing has been conducted,
the symbol random-determination process is completed.
[0203] In the present embodiment, when it is determined in the
symbol random-determination process that three "BONUS" symbols 250
serving as the trigger symbol of the Three Little Pigs bonus game
are to be stop-displayed, there is determined which one of the
benefits (fixed payout, Piggy, Barrel and Wolf game, or pick-up
bonus game) will be associated with each of the "BONUS" symbols
250. This determination process is executed based on the data table
stored in the ROM 72, which stores the respective stop positions of
the "BONUS" symbols 250 and the associated benefit (fixed payout,
Piggy, Barrel and Wolf game, or pick-up bonus game).
[0204] <Symbol Display Control Process>
[0205] Next, with reference to FIG. 17, the symbol display control
process is described. FIG. 17 is a view illustrating a flowchart of
the symbol display control process in the slot machine 10 according
to the embodiment of the present invention.
[0206] First, the main CPU 71 starts scrolling of the symbol
columns of the video reels 151 to 155 that are displayed to the
display window 150 of the lower image display panel 141 (S131). The
main CPU 71 then stops the scrolling of the symbol columns of the
video reels 151 to 155, based on the aforementioned symbol storage
area (step S132). After the processing has been conducted, the
symbol display control process is completed.
[0207] Note that, although the present embodiment deals with a case
where each symbol structures a symbol column and is scrolled
longitudinally, the variably display of symbols of the present
invention is not limited to such an example. The symbols may scroll
in a horizontal direction. Alternatively, each symbol may be
displayed so as to move separately from the other symbols within a
display area.
[0208] <Payout Amount Determination Process>
[0209] Next, with reference to FIG. 18, the payout amount
determination process is described. FIG. 18 is a view illustrating
a flowchart of the payout amount determination process in the slot
machine 10 according to the embodiment of the present
invention.
[0210] First, the main CPU 71 determines the number of payouts
corresponding to the winning combination (step S152). It is to be
noted that the main CPU 71 determines "0" as the number of payouts
in the case where the game is lost. Next, the main CPU 71 stores
the determined number of payouts into the payout amount storage
area (step S153). After the processing has been conducted, the
payout amount determination process is completed.
[0211] <Rescue Check Process>
[0212] Next, with reference to FIG. 19, a rescue check process is
described. FIG. 19 shows a flowchart of a rescue check process in
the slot machine 10 according to the embodiment of the present
invention.
[0213] First, the main CPU 71 determines whether or not the
rescue-in-effect flag in the on-state (step S171). If it is
determined that the rescue-in-effect flag is not in the on state,
the main CPU 71 completes the rescue check process. When the main
CPU 71 determines that the rescue-in-effect flag is in the
on-state, the main CPU 71 determines whether or not a predetermined
winning combination has been established (S172). In the present
embodiment, the predetermined winning combination is the "Free Game
trigger", the "Three Little Pigs bonus game trigger", a "Mystery
Bonus", or a "Progressive".
[0214] When the main CPU 71 determines that the predetermined
winning combination has not been established, the main CPU 71
determines whether or not the value of the rescue game number
counter has reached a predetermined number of times (e.g. 300)
(S173). The main CPU 71 completes the rescue check process if it is
determined that the rescue game number counter has not reached the
predetermined number. The main CPU 71 executes a payout process
based on an amount of rescue, if it is determined that the rescue
game number counter has reached the predetermined number (S174).
The main CPU 71 adds an amount (e.g. 200) previously set as the
amount of rescue to the value stored in the credit amount
counter.
[0215] After S174 or when determining in S172 that the
predetermined winning combination has been established, the main
CPU 71 resets the rescue game number counter (S175). Next, the main
CPU 71 switches the rescue-in-effect flag to the off-state (step
S176). After the processing has been conducted, the rescue check
process is completed.
[0216] <Rescue Selection Process>
[0217] Next, with reference to FIG. 20, the rescue selection
process is described. FIG. 20 is a view illustrating a flowchart of
the rescue selection process in the slot machine 10 according to
the embodiment of the present invention.
[0218] First, the main CPU 71 determines whether or not the
rescue-in-effect flag is in the on-state (step S221). When the main
CPU 71 determines that the rescue-in-effect flag is not in the
on-state, the main CPU 71 displays a rescue-ineffective image (step
S222). The main CPU 71 transmits to the graphic board 130 a command
to display the rescue-ineffective image. Based on the command, the
graphic board 130 generates the rescue-ineffective image and
displays the image on the lower image display panel 141. As the
rescue-ineffective image, for example, an image showing "INSURANCE
BET $1.00 TOUCH TO BET" is displayed. This image prompts the player
to determine whether to activate the rescue mode, and at the same
time, inform the player of the prize required for activating the
rescue mode. The player can input a command to make the rescue
effective by touching a predetermined place on the touch panel
114.
[0219] Subsequently, the main CPU 71 determines whether or not a
rescue-effective command input has been entered (step S223). When
the main CPU 71 determines that the insurance-effective command
input has not been entered, the main CPU 71 shifts the processing
to step S221 with the rescue-in-effect flag kept in the off-state.
On the other hand, when the main CPU 71 determines that the
rescue-effective command input has been entered, the main CPU 71
switches the rescue-in-effect flag to the on-state (step S224).
[0220] Next, the main CPU 71 reduces a rescue-signing value from
the value of the credit amount counter (S225). In the present
embodiment, an amount corresponding to, for example, one dollar is
subtracted from the value of the credit amount counter. After step
S225 or when determining in step S221 that the rescue-in-effect
flag is in the on-state, the main CPU 71 displays the
insurance-effective image (step S226). As the rescue-effective
image, for example, an image showing "RESCUE IN EFFECT, WIN 200
CREDIT" is displayed. This is an image for letting the player know
that the rescue mode is active, and that a value of "200" is added
to the value of the credit amount counter when a rescue condition
is satisfied. After the process has been performed, the process is
shifted to step S221.
[0221] <Free Game Process>
[0222] Next, a free game process will be described with reference
to FIGS. 21 and 22. FIG. 21 shows a flowchart of a free game
process of the slot machine 10 according to the embodiment of the
present invention. Next, FIG. 22 shows an exemplary image of the
free game displayed on the lower image display panel of a slot
machine 10, according to the embodiment of the present invention.
The free game in the present embodiment is a game run when three
"FREE GAME" symbols 230 (see FIG. 12(C)) are stop-displayed in the
display window 150 of the lower image display panel 141 during the
base game.
[0223] First, the main CPU 71 sets the number of free games to "5"
(S191). Next, the main CPU 71 stores the set number of free games
in a free game number counter provided in the RAM 73 (S192).
[0224] The main CPU 71 then executes at-one-game-end initialization
process in the same way as S12 described with reference to FIG. 11
(step S193). The main CPU 71 then executes the symbol
random-determination process described with reference to FIG. 16
(step S194). Next, the main CPU 71 executes a payout magnification
factor random-determination process (S195). This is a process for
randomly determining a magnification factor of payout, which is
executed when it is determined that a winning is achieved and a
payout is to be awarded symbol random-determination process. Then,
the main CPU 71 executes the effect contents determination process
in the same way as S16 described with reference to FIG. 11 (step
S196). Next, the main CPU 71 executes a symbol and magnification
factor display control process (S197).
[0225] As shown in FIG. 22(A), the following effect is provided
when scrolling of the symbol columns of the video reels 151 to 155
is started in the free game. Namely, a wolf character 180 falls
into the fireplace 181 at the top portion of the screen of the
lower image display panel 141. Then, the wolf character 180 cracks
the pot in the fireplace 181 and a "magnification factor" in the
fireplace 181 rotates. Next, as illustrated in FIG. 22(B), the
following effect is provided. Namely, the wolf character 180 runs
down from the top portion of the screen to above the video reels
151 to 155 being scrolled, and set a fire on the video reels 151 to
155. Then as shown in FIG. 22(C), one of the video reels 151 to 155
set on fire becomes a "WILD" symbol 182. Further, as shown in FIG.
22(D), when another one of the video reels 151 to 155 is to be
turned into a "WILD" symbol 182, the wolf character 180 runs down
from the top part of the screen to another video reel, and set a
fire on that reel. The effect is finished when the wolf character
180 having returned to the top part of the screen exit the screen.
After this, the video reels 151 to 155 stop and the payout is
determined. The rotation of the magnification factor in the
fireplace 181 stops and an image display effect is provided and the
magnification factor is determined.
[0226] The main CPU 71 then executes the payout amount
determination process described with reference to FIG. 18 (step
S198). The main CPU 71 performs a payout process (step S199). In
this payout process, the main CPU 71 adds a value of a payout
amount counter which is stored in the payout amount determination
process of S198 to the value of the free game payout amount
counter. The free game payout amount counter manages the total
payout amount determined in the free game. The main CPU 71 adds the
value stored in the free game payout amount counter to the credit
amount counter provided in the RAM 73. That is, the total amount of
payout determined during the free games is collectively paid out. A
structure that delivers coins from the coin tray 18 is also
possible.
[0227] Next, the main CPU 71 subtract 1 from the value of the free
game number counter (S200). Next, the main CPU 71 determines
whether or not the value of the free game number counter is 0
(S201). When the main CPU 71 determines that the value of the free
game number counter is not 0, then the process shifts to S193. On
the other hand, when it is determined that the value of the free
game number counter is 0, the free game process is completed. When
the free game process is completed, the processing is shifted to
S21 described with reference to FIG. 11.
[0228] In the above structure, a player is entitled to play a free
game when the symbol ("FREE GAME" symbol 230) that causes an
occurrence of a free game is stop-displayed in the base game. If
the player wins the free game and a predetermined amount of payout
is to be awarded, the magnification factor for that predetermined
amount of payout is randomly determined. Thus, the player is able
to receive a payout resulting from multiplying that predetermined
amount of payout by the randomly determined magnification factor.
This enables provision of greater satisfaction to the player. This
structure also causes the player for the situation where a payout
is multiplied by a magnification factor.
[0229] <Three Little Pigs Bonus Game Process>
[0230] Next, with reference to FIG. 23, the Three Little Pigs bonus
game process is described. FIG. 23 shows a flowchart of the Three
Little Pigs bonus game process in the slot machine 10 according to
the embodiment of the present invention. The Three Little Pigs
bonus game of the present embodiment is a game which is run when
three "BONUS" symbol 250 (see FIG. 12(D)) are stop-displayed in the
display window 150 of the lower image display panel 141 during the
base game.
[0231] First in step S210, the main CPU 71 causes the lower image
display panel 141 to display a selection screen which prompts
selection of any one of three "BONUS" symbols 250 stop-displayed
(see FIG. 12(D)).
[0232] Next, in step S211, the main CPU 71 determines whether or
not the selection of the "BONUS" symbol 250 is made through the
selection screen. Specifically, the main CPU 71 determines whether
or not any of portions of the touch panel 114 respectively
corresponding to the "BONUS" symbols 250 is touched. When it is
determined that selection of the "BONUS" symbol 250 is not made
(S211: NO), the main CPU 71 shifts the process back to step
S211.
[0233] On the other hand, when it is determined that the selection
of the "BONUS" symbol 250 is made (S211: YES), the main CPU 71 in
step S212 determines whether or not the selected "BONUS" symbol 250
corresponds to the "fixed payout". If the selected "BONUS" symbol
250 is determined as to correspond to the "fixed payout" (S212:
YES), the main CPU 71 executes the fixed payout process (S213). An
amount of the fixed payout is then added to the value of the payout
amount stored in the RAM 73, and the process is completed
thereafter.
[0234] Note that in step S213, a process of determining whether to
generate a "RESCUE PRESENT". Specifically the main CPU 71 samples a
random number, and when the sampled random number is within a
predetermined range of numbers, the main CPU 71 determines to
generate a "RESCUE PRESENT". The "RESCUE PRESENT" is a game state
where selecting one "BONUS" symbol 250 out of the non-selected
"BONUS" symbol 250 is enabled. Further, generation of the "RESCUE
PRESENT" in step S213 may be determined at a probability of
1/4.
[0235] When the selected "BONUS" symbol 250 is not determined as to
correspond to the "fixed payout" (S212: NO), the main CPU 71 in
step S214 determines whether or not the selected "BONUS" symbol 250
corresponds to the "Piggy, Barrel and Wolf game". When the selected
"BONUS" symbol 250 is determined as to correspond to the "Piggy,
Barrel and Wolf game" (S214: YES), the main CPU 71 executes a
later-described Piggy, Barrel and Wolf game process (S215). The
process is completed thereafter.
[0236] On the other hand, when the selected "BONUS" symbol 250 is
not determined as to correspond to the "Piggy, Barrel and Wolf
game" (S214: NO), the main CPU 71 executes a later-described
pick-up bonus game process (S216). The process is completed
thereafter. When the Three Little Pigs bonus game process is
completed, the process is shifted to step S23 described with
reference to FIG. 11.
[0237] <Piggy, Barrel and Wolf Game Process>
[0238] Next, with reference to FIG. 24 and FIG. 25, the Piggy,
Barrel and Wolf game process is described. FIG. 24 shows a
flowchart of the Piggy, Barrel and Wolf game process in the slot
machine according to the embodiment of the present invention. FIG.
25 is a diagram showing an exemplary image of the Piggy, Barrel and
Wolf game displayed on the lower image display panel 141 of the
slot machine 10 according to the embodiment of the present
invention. The Piggy, Barrel and Wolf game process is a process
executed in S215 of the Three Little Pigs bonus game process. As
shown in FIG. 25(A), the Piggy, Barrel and Wolf game is a game that
enables a player to select one of four Barrels 185, and awarding a
payout according to the selected character (Straw Piggy 186, Stick
Piggy 187, Brick Piggy 188, Wolf 189) (see FIG. 25(B)). Note that
when a piggy character is selected (i.e. Straw Piggy 186, Stick
Piggy 187, Brick Piggy 188), the Barrels 185 are shuffled and the
Piggy, Barrel and Wolf game is repeated until the Wolf 189 is
selected.
[0239] First, in step S230, the main CPU 71 displays a selection
screen that prompts the player to select one of four Barrels 185
displayed on the lower image display panel 141 (see FIG.
25(A)).
[0240] Next, in step S231, the main CPU 71 determines whether any
of the Barrels 185 is selected through the selection screen of the
Barrels 185. Specifically, the main CPU 71 determines whether any
of the portions of the touch panel 114 respectively corresponding
to the Barrel 185 is touched. When it is determined that the
selection of a Barrel 185 is not made (S231: NO), the main CPU 71
shifts the process back to S231.
[0241] When it is determined step S232 that the selection of a
Barrel 185 is made (S231: YES), the main CPU 71 determines whether
or not the selected Barrel 185 correspond to the "Straw Piggy 186".
When the selected Barrel 185 is determined as to correspond to the
"Straw Piggy 186" (S232: YES), the main CPU 71 causes payout of
"100" credit, as shown in FIG. 25(B) (S233). The payout amount of
"100" credit is added to the value of payout amount stored in the
RAM 73, and the process returns to S230.
[0242] On the other hand, when the selected Barrel 185 is not
determined as to correspond to the "Straw Piggy 186" (S232: NO) the
main CPU 71 in step S234 determines whether the selected Barrel 185
corresponds to the "Stick Piggy 187". When the selected Barrel 185
is determined as to correspond to the "Stick Piggy 187" (S234:
YES), the main CPU 71 causes payout of 150 credit, as shown in FIG.
25(B) (S235). The payout amount of 150 credit is added to the value
of payout amount stored in the RAM 73, and the process then returns
to S230.
[0243] On the other hand, when the selected Barrel 185 is not
determined as to correspond to the "Stick Piggy 187" (S234: NO),
the main CPU 71 in step S236 determines whether the selected Barrel
185 corresponds to the "Brick Piggy 188". Then, when the selected
Barrel 185 is determined as to correspond to the "Brick Piggy 188"
(S236: YES), the main CPU 71 causes payout of 200 credit, as shown
in FIG. 25(B) (S237). The payout amount of 200 credit is added to
the value of payout amount stored in the RAM 73, and the process
then returns to S230.
[0244] On the other hand, when the selected Barrel 185 is not
determined as to correspond to the "Brick Piggy 188" (S236: NO),
the main CPU 71 in step S238 determines whether the selected Barrel
185 corresponds to the "Wolf 189". In this case, the main CPU 71
causes payout of "30" credit as shown in FIG. 25(B) (S239). The
payout amount of "30" credit is added to the value of payout amount
stored in the RAM 73. This process is completed thereafter.
[0245] In the above structure, a plurality of specific symbols
("BONUS" symbols 250) are stop-displayed in the base game, and in
response to this, the player is able to select one of the plurality
of specific symbols stop-displayed via the input device. When a
specific symbol that causes an occurrence of the selection game
(Piggy, Barrel and Wolf) is selected, the selection game is
started, and the player is able to select any of a plurality of
selectable object (four Barrels 185). Then, a payout according to
the object selected is awarded. Further, the selection game is
continued until the player selects an object (Wolf 189) that
terminates the selection game. This causes greater expectation of
the player for the payout in the selection game.
[0246] <Pick-Up Bonus Game process>
[0247] Next, with reference to FIG. 26 and FIG. 29, the pick-up
bonus game process is described. FIG. 26 shows a flowchart of the
pick-up bonus game process in the slot machine 10 according to the
embodiment of the present invention. The pick-up bonus game process
is a process executed in S216 of the Three Little Pigs bonus game
process shown in FIG. 23. FIG. 29, (A) is a view showing a
selection screen prompting selection of one of little pig's noses
210 displayed on the lower image display panel 141 of the slot
machine 10 according to the embodiment of the present invention.
(B) shows a benefit table containing benefits associated with the
little pig's noses 210 to be selected in the pick-up bonus game
process and the stick house stage. (C) shows a benefit table
containing benefits associated with the little pig's noses 210 to
be selected in the brick house stage.
[0248] First, in step S240, the main CPU 71 displays a selection
screen that prompts selection of one of twenty little pig's noses
210 displayed on the lower image display panel 141 (see FIG.
29(A)). Note that the House 211 in the background of the selection
screen is the straw house.
[0249] Next, in step S241, main CPU 71 determines whether the
selection of any of the little pig's noses 210 is made through the
selection screen of the little pig's noses 210. Specifically, the
main CPU 71 determines whether any of the portions of the touch
panel 114 respectively corresponding to the little pig's nose 210
is touched. When it is determined that the selection of a little
pig's nose 210 is not made (S241: NO), the main CPU 71 shifts the
process back to S241.
[0250] On the other hand, when it is determined that the selection
of a little pig's nose 210 is made (S241: YES), the main CPU 71
determines whether the selected little pig's nose 210 is a
"progressive WIN!" 214 which means winning of a progressive prize
(S242). When the main CPU 71 determines that the selected little
pig's nose 210 is the "progressive WIN!"214 which means winning of
a progressive prize (S242: YES), the main CPU 71 notifies the
external controller 200 of the occurrence of the winning of the
progressive prize (S243). Note that, upon reception of the
notification, the external controller 200 transmits to the slot
machine 10 the most updated amount of progressive prize. At this
time, a part (e.g. 80%) of the amount of progressive prize may be
paid out and the rest (e.g. 200) may be carried over for the
upcoming winning of the progressive prize. Next, the main CPU 71
receives an amount of progressive prize from the external
controller 200 (S244). Next, the main CPU 71 stores the amount of
progressive prize received to the payout amount counter (S245).
After the process, the process then returns to S240.
[0251] On the other hand, when the selected little pig's nose 210
is not determined as to correspond to the "progressive WIN!" 214
which means winning of a progressive prize (S242: NO), the main CPU
71 in step S246 determines whether the selected little pig's nose
210 corresponds to the "fixed payout" 215. Then, when the selected
little pig's nose 210 is determined as to correspond to the "fixed
payout" 215 (S246: YES), the main CPU 71 causes a payout of "30"
credit, as shown in FIG. 29(B) (S247). The payout amount of "30"
credit is added to the value of payout amount stored in the RAM 73,
and the process then returns to S240.
[0252] On the other hand, when the selected little pig's nose 210
is not determined as to correspond to the "fixed payout" 215 (S246:
NO), the main CPU 71 in step S248 determines whether the selected
little pig's nose 210 corresponds to the "mini game I" 216. Then,
when the selected little pig's nose 210 is determined as to
correspond to the "mini game I" 216 (S248: YES), the main CPU 71
executes a later-described "Turnip Harvesting" game process (straw
house version) illustrated in FIGS. 30 and 31, as shown in FIG.
29(B) (S249). Then, the process then returns to S240.
[0253] On the other hand, when the selected little pig's nose 210
is not determined as to correspond to the "mini game I" 216 (S248:
NO), the main CPU 71 in step S250 determines whether the selected
little pig's nose 210 corresponds to the "mini game II" 217. When
the selected little pig's nose 210 is determined as to correspond
to the "mini game II" 217 (S250: YES), the main CPU 71 executes a
later-described "Three Little Pigs' Foot Race" game process, as
shown in FIG. 29(B) (S251). Then, the process then returns to
S240.
[0254] On the other hand, when the selected little pig's nose 210
is not determined as to correspond to the "mini game II" 217 (S250:
NO), the main CPU 71 in step S252 determines whether the selected
little pig's nose 210 corresponds to the "stick house" 218. When
the selected little pig's nose 210 is determined as to correspond
to the "stick house" 218 (S252: YES), the main CPU 71 causes a
shift to a later-described stick house stage process as shown in
FIG. 29(B) (S253). This is an effect provided at the time of
step-up from the stage in the motif of the straw house to the stage
in the motif of the stick house. When the step-up occurs, the
expectation value for a payout is raised. Then, after S253, the
pick-up bonus game process is completed.
[0255] When the selected little pig's nose 210 is not determined as
to correspond to the "stick house" 218 (S252: NO), the main CPU 71
in step S254 determines whether or not the selected little pig's
nose 210 corresponds to the Wolf 220. In this case, the main CPU 71
provides an effect indicating termination of the pick-up bonus game
(S255). Specifically the straw house displayed in the upper portion
of the screen is blown away by the breath of the wolf 220. After
S255, the pick-up bonus game process is completed.
[0256] <Stick House Stage Process>
[0257] Next, with reference to FIG. 27 and FIG. 29, the stick house
stage process is described. FIG. 27 shows a flowchart of the stick
house stage process in the slot machine 10 according to the first
embodiment of the present invention. The stick house stage process
is a process executed in S253 in the pick-up bonus game process
shown in FIG. 26.
[0258] First, in step S260, the main CPU 71 displays a selection
screen that prompts selection of one of the twenty little pig's
noses 210 displayed on the lower image display panel 141 (see FIG.
29(A)). Note that in stick house stage process, the House 211 in
the background of the selection screen is the stick house.
[0259] Next in step S261, main CPU 71 determines whether the
selection of any of the little pig's noses 210 is made through the
selection screen of the little pig's noses 210. Specifically, the
main CPU 71 determines whether any of the portions of the touch
panel 114 respectively corresponding to the little pig's nose 210
is touched. When it is determined that the selection of a little
pig's nose 210 is not made (S261: NO), the main CPU 71 shifts the
process back to S261.
[0260] On the other hand, when it is determined that the selection
of a little pig's nose 210 is made (S261: YES), the main CPU 71
determines whether the selected little pig's nose 210 corresponds
to the "progressive WIN!" 214 which means winning of a progressive
prize (S262). When the main CPU 71 determines that the selected
little pig's nose 210 corresponds to the "progressive WIN!" 214
which means winning of a progressive prize (S262: YES), the main
CPU 71 notifies the external controller 200 of the winning of a
progressive prize (S263). Next, the main CPU 71 receives an amount
of progressive prize from the external controller 200 (S264). Next,
the main CPU 71 stores the amount of progressive prize received in
the payout amount counter (S265). After the process, the process
then returns to S260.
[0261] On the other hand, when the selected little pig's nose 210
is not determined as to correspond to the "progressive WIN!" 214
which means winning of a progressive prize (S262: NO), the main CPU
71 in step S266 determines whether the selected little pig's nose
210 corresponds to the "fixed payout" 225. Then, when the selected
little pig's nose 210 is determined as to correspond to the "fixed
payout" 225 (S266: YES), the main CPU 71 causes a payout of "60"
credit as shown in FIG. 29(B) (S267). The payout amount of "60"
credit is added to the value of payout amount stored in the RAM 73,
and the process then returns to S260.
[0262] On the other hand, when the selected little pig's nose 210
is not determined as to correspond to the "fixed payout" 225 (S266:
NO), the main CPU 71 in step S268 determines whether the selected
little pig's nose 210 corresponds to the "mini game I" 216. Then,
when the selected little pig's nose 210 is determined as to
correspond to the "mini game I" 216 (S268: YES), the main CPU 71
executes a later-described "Turnip Harvesting" game (stick house
version) process illustrated in FIGS. 32 and 33, as shown in FIG.
29(B) (S269). The process then returns to S260.
[0263] On the other hand, when the selected little pig's nose 210
is not determined as to correspond to the "mini game I" 216 (S268:
NO), the main CPU 71 in step S270 determines whether the selected
little pig's nose 210 corresponds to the "mini game II" 217. Then,
when the selected little pig's nose 210 is determined as to
correspond to the "mini game II" 217 (S270: YES), the main CPU 71
executes a later-described Three Little Pigs foot race game process
as shown in FIG. 29(B) (S271). The process then returns to
S260.
[0264] On the other hand, when the selected little pig's nose 210
is not determined as to correspond to the "mini game II" 217 (S270:
NO), the main CPU 71 in step S272 determines whether the selected
little pig's nose 210 corresponds to the "brick house" 219. Then,
when the selected little pig's nose 210 is determined as to
correspond to the "brick house" 219 (S272: YES), the main CPU 71
causes a shift to a later-described brick house stage process as
shown in FIG. 29(B) (S273). This is an effect provided at the time
of step-up from the stage in the motif of the stick house to the
stage in the motif of the brick house. When the step-up occurs, the
expectation value for a payout is raised. Then, after S273, the
stick house stage process is completed.
[0265] On the other hand, when the selected little pig's nose 210
is not determined as to correspond to the "brick house" 219 (S272:
NO), the main CPU 71 in step S274 determines whether the selected
little pig's nose 210 corresponds to Wolf 220. In this case, the
main CPU 71 provides an effect indicating termination of the
pick-up bonus game (S275). Specifically, the stick house displayed
in the upper portion of the screen is blown away by the breath of
the wolf 220. After S275, the stick house stage process is
completed.
[0266] <Brick House Stage Process>
[0267] Next, with reference to FIG. 28 and FIG. 29, the brick house
stage process is described. FIG. 28 shows a flowchart of the brick
house stage process in the slot machine 10 according to the
embodiment of the present invention. The brick house stage process
is a process executed in S273 of the stick house stage process
shown in FIG. 27.
[0268] First, in step S280 the main CPU 71 displays a selection
screen that prompts selection of one of the twenty little pig's
noses 210 displayed on the lower image display panel 141 (see FIG.
29(A))
[0269] Note that in the brick house stage process, the House 211 in
the background of the selection screen is the brick house.
[0270] Next, in step S281, the main CPU 71 determines whether the
selection of any of the little pig's noses 210 is made through the
selection screen of the little pig's noses 210. Specifically, the
main CPU 71 determines whether any of the portions of the touch
panel 114 respectively corresponding to the little pig's nose 210
is touched. When it is determined that the selection of a little
pig's nose 210 is not made (S281: NO), the main CPU 71 shifts the
process back to S281.
[0271] On the other hand, when it is determined that the selection
of a little pig's nose 210 is made (S281: YES), the main CPU 71
determines whether the selected little pig's nose 210 corresponds
to "progressive WIN!" 214 which means winning of a progressive
prize (S282). When the main CPU 71 determines that the selected
little pig's nose 210 correspond to the "progressive WIN!" 214
which means winning of a progressive prize (S282: YES), the main
CPU 71 notifies the external controller 200 of the winning of the
progressive prize (S283). Next, the main CPU 71 receives an amount
of progressive prize from the external controller 200 (S284). Next,
the main CPU 71 stores the amount of progressive prize received in
the payout amount counter (S285). After the process, the process
returns to S280.
[0272] On the other hand, when the selected little pig's nose 210
is not determined as to correspond to the "progressive WIN!" 214
which means winning of a progressive prize (S282: NO), the main CPU
71 in step S286 determines whether the selected little pig's nose
210 corresponds to the "fixed payout" 226. When the selected little
pig's nose 210 is determined as to correspond to the "fixed payout"
226 (S286: YES), the main CPU 71 causes a payout of "90" credit as
shown in FIG. 29(C) (S287). The payout amount of "90" credit is
added to the value of payout amount stored in the RAM 73, and the
process then returns to S280.
[0273] On the other hand, when the selected little pig's nose 210
is not determined as to correspond to the "fixed payout" 226 (S286:
NO), the main CPU 71 in step S288 determines whether the selected
little pig's nose 210 corresponds to the "mini game I" 216. When
the selected little pig's nose 210 is determined as to correspond
to the "mini game I" 216 (S288: YES), the main CPU 71 executes a
later-described "Turnip Harvesting" game process (brick house
version) illustrated in FIGS. 34 and 35, as shown in FIG. 29(C)
(S289). The process then returns to S280.
[0274] On the other hand, when the selected little pig's nose 210
is not determined as to correspond to the "mini game I" 216 (S288:
NO), the main CPU 71 in step S290 determines whether the selected
little pig's nose 210 corresponds to the "mini game II" 217. When
the selected little pig's nose 210 is determined as to correspond
to the "mini game II" 217 (S290: YES), the main CPU 71 executes a
later-described Three Little Pigs foot race game process as shown
in FIG. 29(C) (S291). The process then returns to S280.
[0275] On the other hand, when the selected little pig's nose 210
is not determined as to correspond to the "mini game II" 217 (S290:
NO), the main CPU 71 in step S292 determines whether the selected
little pig's nose 210 corresponds to the piggy character (Straw
Piggy 221, Stick Piggy 222, Brick Piggy 223). When the selected
little pig's nose 210 is determined as to correspond to the piggy
character (Straw Piggy 221, Stick Piggy 222, Brick Piggy 223)
(S292: YES), the main CPU 71 in step S293 stores the selected piggy
character (Straw Piggy 221, Stick Piggy 222, Brick Piggy 223) in
the RAM 73 (S293).
[0276] The main CPU 71 in step S294 refers to RAM 73 to determine
whether three (three kinds of) piggy characters (Straw Piggy 221,
Stick Piggy 222, Brick Piggy 223) in total are stored. When three
(three kinds of) piggy characters are not stored (S294: NO), the
process then returns to S280.
[0277] On the other hand, when three (three kinds of) piggy
characters are store (S294: YES), the "winner-takes-all object"
process is executed (S295). The "winner-takes-all object" is a type
of benefit which awards the player all the gains associated with
the little pig's nose 210 ("fixed payout", "mini game I", "mini
game II", and the like). After S295, a final effect is provided
(S296). Specifically, the amount of credit won throughout the
entire pick-up bonus game is displayed on the upper image display
panel 131. After S296, the brick house stage process is
completed.
[0278] When the selected little pig's nose 210 does not correspond
to the piggy character (Straw Piggy 221, Stick Piggy 222, Brick
Piggy 223) (S292: NO), the main CPU 71 in step S297 determines
whether the selected little pig's nose 210 corresponds to the Wolf
220. In this case, the main CPU 71 provides an effect indicating
termination of the pick-up bonus game (S298). Specifically, the
wolf 220 enters the brick house displayed in the upper portion of
the screen. After S298, the brick house stage process is
completed.
[0279] <"Turnip Harvesting" Game Process: Straw House
Version>
[0280] Now, referring to FIG. 30 and FIG. 31, the "Turnip
Harvesting" game process (straw house version) will be described.
FIG. 30 shows a flowchart of the "Turnip Harvesting" game process
(straw house version) in the slot machine 10 according to the
embodiment of the present invention. FIG. 31 is a diagram showing
an exemplary image of the "Turnip Harvesting" game image (straw
house version) displayed on the lower image display panel 141 of
the slot machine 10 according to the embodiment of the present
invention. The "Turnip Harvesting" game process (straw house
version) is a process executed in S249 in the pick-up bonus game
process shown in FIG. 26.
[0281] First, in step S341 the main CPU 71 displays four turnips
240a, 240b, 240c, and 240d on the lower image display panel 141
(FIG. 31(a)). Then in step S342, a value selected from 0 to 3 is
randomly and internally associated with each of the four turnips
240a, 240b, 240c, and 240d. The user is then requested to select
one of the displayed four turnips 240a, 240b, 240c, and 240d, for
the one's place 241. In step S343, the main CPU 71 determines
whether one of the displayed turnips 240a, 240b, 240c, and 240d has
been selected for the one's place 241. Specifically, the main CPU
71 determines whether any of the portions of the touch panel 114
respectively corresponding to the turnips 240a, 240b, 240c, and
240d is touched. When it is determined that the selection of one of
the turnips 240a, 240b, 240c, and 240d has not been done (S343:
NO), the main CPU 71 waits for the selection.
[0282] On the other hand, when it is determined that the selection
of one of the turnips 240a, 240b, 240c, and 240d has been done
(S343: YES), the "one's place" determination effect is executed
(S344). The "one's place" determination effect is arranged such
that, for example, when the turnip 240d is selected in S343, as
shown in FIG. 31(b), the value "1" is displayed on the associated
turnip 240d which has been selected, and then the value "1"
associated with the selected turnip 240d is displayed in the one's
place 241 displayed on the lower image display panel 141.
[0283] Thereafter, in step S345 the main CPU 71 displays the
remaining three turnips 240a, 240b, and 240c on the lower image
display panel 141 (FIG. 31(c)). Then the user is requested to
select one of the displayed turnips 240a, 240b, and 240c for the
ten's place 242. In step S346, the main CPU 71 determines whether
the selection of one of the displayed turnips 240a, 240b, and 240c
for the ten's place 242 has been done. Specifically, the main CPU
71 determines whether any of the portions of the touch panel 114
respectively corresponding to the turnips 240a, 240b, and 240c is
touched. When it is determined that the selection of one of the
turnips 240a, 240b, and 240c has not been done (S346: NO), the main
CPU 71 waits for the selection.
[0284] On the other hand, when it is determined that the selection
of one of the turnips 240a, 240b, and 240c has been done (S346:
YES), the "ten's place" determination effect is executed (S347).
The "ten's place" determination effect is arranged such that, for
example, when the turnip 240b is selected in S346, as shown in FIG.
31(d), the value "3" is displayed on the associated turnip 240b
which has been selected, and then the value "3" associated with the
selected turnip 240b is displayed in the ten's place 242 displayed
on the lower image display panel 141.
[0285] Thereafter, in step S348 whether the number of activated pay
lines exceeds five is determined. More specifically, it is
determined if the number of pay lines activated by pressing the
play-10-lines button 42, the play-20-lines button 43, or the
play-30-lines button 44 is not smaller than six. If the number of
activated pay lines does not exceed five (S348: NO), the process
proceeds to later-described step 352. When the number of activated
pay lines does not exceed five (S348: NO), the value "0" is
displayed in the hundred's place 243 displayed on the lower image
display panel 141.
[0286] On the other hand, if the number of activated pay lines
exceeds five (S348: YES), in step S349 the main CPU 71 displays the
remaining two turnips 240a and 240c on the lower image display
panel 141 (FIG. 31(e)). The user is then requested to select one of
the displayed two turnips 240a and 240c corresponding to the
hundred's place 243. In step S350, the main CPU 71 determines
whether one of the displayed turnips 240a and 240c corresponding to
the hundred's place 243 has been selected. Specifically, the main
CPU 71 determines whether any of the portions of the touch panel
114 respectively corresponding to the turnips 240a and 240c is
touched. If it is determined that none of the turnips 240a and 240c
has been selected (S350: NO), the main CPU 71 waits for the
selection.
[0287] On the other hand, when it is determined that one of the
turnips 240a and 240c has been selected (S350: YES), the "hundred's
place" determination effect is provided (S308). The "hundred's
place" determination effect is arranged such that, for example,
when the turnip 240a is selected in S350, as shown in FIG. 31(f),
the value "2" associated with the selected turnip 240a is displayed
on the selected turnip 240a, and then the value associated with the
selected turnip 240a is displayed in the hundred's place 243
displayed on the lower image display panel 141. As such, a three
digit value is determined.
[0288] Subsequently, in step S352, as shown in FIG. 31(g), the
value "0" associated with the turnip 240c which was not selected in
step S343, step S346 and step S350 is displayed on the turnip 240c
which was not selected. As a result, in step S342, all of the
values internally associated with the four turnips 240a, 240b,
240c, and 240d are displayed. It is noted that, when the result of
step S348 is NO, the values "2" and "0" associated with the turnips
240a and 240c which were not selected in step S5343 and step S346
are displayed on those non-selected turnips 240a and 240c.
[0289] Lastly, in step S353, as shown in FIG. 31(h), a payout
process is executed such that a payout amount equivalent to a value
calculated by multiplying the determined three digit value "231"
(If NO in step S348, the determined two digit value "31") by the
bet amount (line bet) bet on each active pay line is added to the
payout amount stored in the RAM 73. The "Turnip Harvesting" game
process (straw house version) is then completed.
[0290] <"Turnip Harvesting" Game Process: Stick House
Version>
[0291] Now, referring to FIG. 32 and FIG. 33, the "Turnip
Harvesting" game process (stick house version) will be described.
FIG. 32 shows a flowchart of the "Turnip Harvesting" game process
(stick house version) in the slot machine 10 according to the
embodiment of the present invention. FIG. 33 is a diagram showing
an exemplary image of the "Turnip Harvesting" game (stick house
version) displayed on the lower image display panel 141 of the slot
machine 10 according to the embodiment of the present invention.
The "Turnip Harvesting" game process (stick house version) is a
process executed in S269 of a stick house stage process shown in
FIG. 27.
[0292] First, in step S361 the main CPU 71 displays six turnips
240a, 240b, 240c, 240d, 240e, and 240f on the lower image display
panel 141 (FIG. 33(a)). Then in step S362, each of the six turnips
240a, 240b, 240c, 240d, 240e, and 240f is internally and randomly
associated with one of the values 0 to 5. The player is then
requested to select one of the displayed six turnips 240a, 240b,
240c, 240d, 240e, and 240f, for the one's place 241. In step S363,
the main CPU 71 determines whether one of the displayed turnips
240a, 240b, 240c, 240d, 240e, and 240f has been selected for the
one's place 241. Specifically, the main CPU 71 determines whether
any of the portions of the touch panel 114 respectively
corresponding to the turnips 240a, 240b, 240c, 240d, 240e, and 240f
is touched. If it is determined that the selection has not been
done (S363: NO), the main CPU 71 waits for the selection.
[0293] On the other hand, when it is determined that the selection
has been done (S363: YES), the "one's place" determination effect
is executed (S364). The "one's place" determination effect is
arranged such that, for example, when the turnip 240f is selected
in S363, as shown in FIG. 33(b), the value "1" associated with the
selected turnip 240f is displayed on the selected turnip 240f, the
value "1" associated with the selected turnip 240f is displayed in
the one's place 241 displayed on the lower image display panel
141.
[0294] Subsequently, in step S365 the main CPU 71 displays the
remaining five turnips 240a, 240b, 240c, 240d, and 240e on the
lower image display panel 141 (FIG. 33(c)). The player is then
requested to select one of the five turnips 240a, 240b, 240c, 240d,
and 240e for the ten's place 242. In step S366, the main CPU 71
determines whether one of the displayed turnips 240a, 240b, 240c,
240d, and 240e has been selected. Specifically, the main CPU 71
determines whether any of the portions of the touch panel 114
respectively corresponding to the turnips 240a, 240b, 240c, 240d,
and 240e is touched. If it is determined that the selection has not
been done (S366: NO), the main CPU 71 waits for the selection.
[0295] On the other hand, when it is determined that the selection
has been done (S366: YES), the "ten's place" determination effect
is executed (S367). The "ten's place" determination effect is
arranged such that, for example, when the turnip 240b is selected
in S366, as shown in FIG. 33(d), the value "0" associated with the
selected turnip 240b is displayed on the turnip 240b, and then the
value "0" associated with the selected turnip 240b is displayed in
the ten's place 242 displayed on the lower image display panel
141.
[0296] Subsequently, in step S368, whether the number of activated
pay lines exceeds five is determined. More specifically, it is
determined if the number of pay lines activated by pressing the
play-10-lines button 42, the play-20-lines button 43, or the
play-30-lines button 44 is not smaller than six. If the number of
activated pay lines does not exceed five (S368: NO), the process
proceeds to later-described step 372. When the number of activated
pay lines does not exceed five (S368: NO), the value "0" is
displayed in the hundred's place 243 displayed on the lower image
display panel 141.
[0297] On the other hand, if the number of activated pay lines
exceeds five (S348: YES), in step S349 the main CPU 71 displays the
remaining two turnips 240a and 240c on the lower image display
panel 141 (FIG. 31(e)). The player is then requested to select one
of the displayed four turnips 240a, 240c, 240d, and 240e for the
hundred's place 243. In step S370, the main CPU 71 determines
whether one of the displayed turnips 240a, 240c, 240d, and 240e has
been selected for the hundred's place 243. Specifically, the main
CPU 71 determines whether any of the portions of the touch panel
114 respectively corresponding to the turnips 240a, 240c, 240d, and
240e is touched. If it is determined that the selection has not
been done (S370: NO), the main CPU 71 waits for the selection.
[0298] On the other hand, when it is determined that the selection
has been done (S307: YES), the "hundred's place" determination
effect is executed (S371). The "hundred's place" determination
effect is arranged such that, for example, when the turnip 240c is
selected in S370, as shown in FIG. 33(f), the value "4" associated
with the selected turnip 240c is displayed on the selected turnip
240c, and then the value "4" associated with the selected turnip
240c is displayed in the hundred's place 243 displayed on the lower
image display panel 141. As such, a three digit value is
determined.
[0299] Subsequently, in step S372, as shown in FIG. 33(g), the
values "5", "2", and "3" associated with the turnips 240a, 240d,
and 240e which were not selected in step S363, step S366, and step
S370 are displayed on those non-selected turnips 240a, 240d, and
240e. As a result, in step S372, all of the values internally
associated with the six turnips 240a, 240b, 240c, 240d, 240e, and
240f, respectively, are displayed. If the result of determination
in step S368 is NO, the values "5", "4", "2", and "3" associated
with the turnips 240a, 240c, 240d, and 240e which were not selected
in step S363, step S366 are displayed on those non-selected turnips
240a, 240c, 240d, and 240e.
[0300] Lastly, in step S373, as shown in FIG. 33(h), a payout
process is executed such that a payout amount equivalent to a value
calculated by multiplying the determined three digit value "401"
(If NO in step S368, the determined two digit value "01") by the
bet amount (line bet) bet on each active pay line is added to the
payout amount stored in the RAM 73. The "Turnip Harvesting" game
process (stick house version) is then completed.
[0301] <"Turnip Harvesting" Game Process: Brick House
Version>
[0302] Now, referring to FIG. 34 and FIG. 35, the "Turnip
Harvesting" game process (brick house version) will be described.
FIG. 34 shows a flowchart of the "Turnip Harvesting" game process
(brick house version) in the slot machine 10 according to the
embodiment of the present invention. FIG. 35 is a diagrams showing
an exemplary image of the "Turnip Harvesting" game (brick house
version) displayed on the lower image display panel 141 of the slot
machine 10 according to the embodiment of the present invention.
The "Turnip Harvesting" game process (brick house version) is
executed in S289 of a brick house stage process shown in FIG.
28.
[0303] First, in step S381 the main CPU 71 displays ten turnips
240a, 240b, 240c, 240d, 240e, 240f, 240g, 240h, 240i and 240j on
the lower image display panel 141 (FIG. 35(a)). Then in step S382,
each of the ten turnips 240a to 240j is internally associated with
one of the values 0 to 9. The user is requested to select one of
the displayed ten turnips 240a to 240j for the one's place 241. In
step S383, the main CPU 71 determines whether one of the displayed
turnips 240a to 240j has been selected for the one's place 241.
Specifically, the main CPU 71 determines whether any of the
portions of the touch panel 114 respectively corresponding to the
Turnips 240a to 240j is touched. If it is determined that the
selection has not been done (S383: NO), the main CPU 71 waits for
the selection.
[0304] On the other hand, when it is determined that the selection
has been done (S383: YES), the "one's place" determination effect
is executed (S384). The "one's place" determination effect is
arranged such that, for example, when the turnip 240h is selected
in S383, as shown in FIG. 35(b), the value "1" is displayed on the
associated turnip 240h which has been selected, and then the value
"1" associated with the selected turnip 240h is displayed in the
one's place 241 displayed on the lower image display panel 141.
[0305] Then in step S385 the main CPU 71 displays the remaining
nine turnips 240a, 240b, 240c, 240d, 240e, 240f, 240g, 240i, and
240j on the lower image display panel 141 (FIG. 35(c)). The user is
requested to select one of the displayed nine turnips 240a, 240b,
240c, 240d, 240e, 240f, 240g, 240i, and 240j for the ten's place
242. In step S386, the main CPU 71 determines whether one of the
displayed turnips ten's place 242 has been selected for the ten's
place 242. Specifically, the main CPU 71 determines whether any of
the portions of the touch panel 114 respectively corresponding to
the turnips 240a, 240b, 240c, 240d, 240e, 240f, 240g, 240i, and
240j is touched. If it is determined that the selection has not
been done (S386: NO), the main CPU 71 waits for the selection.
[0306] On the other hand, if it is determined that the selection
has been done (S386: YES), the "ten's place" determination effect
is executed (S387). The "ten's place" determination effect is
arranged such that, for example, when the turnip 240c is selected
in S386, as shown in FIG. 35(d), the value "5" associated with the
selected turnip 240c is displayed on the turnip 240c, and then the
value "5" associated with the selected turnip 240c is displayed in
the ten's place 242 displayed on the lower image display panel
141.
[0307] Subsequently, in step S388, whether the number of activated
pay lines exceeds five is determined. More specifically, it is
determined if the number of pay lines activated by pressing the
play-10-lines button 42, the play-20-lines button 43, or the
play-30-lines button 44 is not smaller than six. If the number of
activated pay lines does not exceed five (S388: NO), the process
proceeds to later-described step 392. When the number of activated
pay lines does not exceed five (S388: NO), the value "0" is
displayed in the hundred's place 243 displayed on the lower image
display panel 141.
[0308] On the other hand, if the number of activated pay lines
exceeds five (S388: YES), in step S389 the main CPU 71 displays the
remaining eight turnips 240a, 240b, 240d, 240e, 240f, 240g, 240i,
and 240j on the lower image display panel 141 (FIG. 35(e)). The
player is then requested to select one of the displayed eight
turnips 240a, 240b, 240d, 240e, 240f, 240g, 240i, and 240j for the
hundred's place 243. In step S390, the main CPU 71 determines
whether one of the displayed eight turnips 240a, 240b, 240d, 240e,
240f, 240g, 240i, and 240j has been selected for the hundred's
place 243. Specifically, the main CPU 71 determines whether any of
the portions of the touch panel 114 respectively corresponding to
the turnips 240a, 240b, 240d, 240e, 240f, 240g, 240i, and 240j is
touched. If it is determined that the selection has not been done
(S390: NO), the main CPU 71 waits for the selection.
[0309] On the other hand, if it is determined that the selection
has been done (S390: YES), the "hundred's place" determination
effect is executed (S391). The "hundred's place" determination
effect is arranged such that, for example, when the turnip 240i is
selected in S390, as shown in FIG. 35(f), the value "7" associated
with the selected turnip 240i is displayed on the selected turnip
240i, and then the value "7" associated with the selected turnip
240i is displayed in the hundred's place 243 displayed on the lower
image display panel 141. Thus, a three digit value is
determined.
[0310] Thereafter, in step S392, as shown in FIG. 35(g), the
numbers "8", "2", "4", "0", "6", "3", and "9" associated with the
turnips 240a, 240b, 240d, 240e, 240f, 240g, and 240j which were not
selected in step S383, step S386, and step S390 are displayed on
the non-selected turnips 240a, 240b, 240d, 240e, 240f, 240g, and
240j. As a result, in step S392, all of the values internally
associated with the ten turnips 240a to 240j respectively, are
displayed. If the result of step S388 is NO, the numbers "8", "4"
"0", "6", "3", "7" and "9" associated with the turnips 240a, 240b,
240d, 240e, 240f, 240g, 240i, and 240j which were not selected in
step S383 and step S386 are displayed on those non-selected turnips
240a, 240b, 240d, 240e, 240f, 240g, 240i, and 240j.
[0311] In step S393, as shown in FIG. 35(h), a payout process is
executed such that a payout amount equivalent to a value calculated
by multiplying the determined three digit value "751" (If NO in
step S388, the determined two digit value "51") by the bet amount
(line bet) bet on each active pay line is added to the payout
amount stored in the RAM 73. The "Turnip Harvesting" game process
(brick house version) is then completed.
[0312] As described above, according to the aforesaid arrangement,
in a "Turnip Harvesting" game (brick house version), for example,
one of the numbers 0 to 9 is randomly associated with each of the
ten turnips 240a, 240b, 240c, 240d, 240e, 240f, 240g, 240h, 240i
and 240j displayed on the lower image display panel 141. Then one
of the turnips 240a to 240j is selected. For example, when the
turnip 240h is selected, the value "1" associated with the selected
turnip 240h is displayed in the one's place 241 displayed on the
lower image display panel 141, as a payout-related value used for
determining the payout. This operation is repeated for a
predetermined number of times for the tens place and the hundreds
place. When the three-digit number ("7", and "1") are determined,
the numbers "8", "2", "4", "0", "6", and "9" corresponding to the
non-selected turnips 240a, 240b, 240d, 240e, 240f, 240g, and 240j
are displayed. Then a credit calculated by multiplying the
determined three-digit numbers "751" by the line bet is paid out.
According to the arrangement above, since one of the numbers 0 to 9
is associated with each of the turnips 240a to 240j before the
selection of one of the turnips 240a to 240j, it becomes possible
to produce an effect in such a way that a payout is flexibly
changed in accordance with the degree of involvement of the player,
as compared to games in which a payout is awarded irrespective of
the involvement by players, such as selection games in which a
value related to the payout is unchanged no matter which one of the
turnips 240a to 240j is selected. In other words, a player is able
to play not a (deterministic) game in which a payout-related value
is predetermined but a (flexible) game in which the player is
allowed to freely select a payout-related value.
[0313] Furthermore, after the three-digit number ("7", "5", and
"1") are determined, the numbers "8", "2", "6", "3", and "9"
corresponding to the non-selected turnips 240a, 240b, 240d, 240e,
240f, 240g, and 240j are displayed for the player. This clearly
demonstrates for the player that one of the values 0 to 9 is
associated with each of the turnips 240a to 240j in advance before
the selection of one of the turnips 240a to 240j. In other words,
the arrangement above allows the player to be delighted or dismayed
with his/her selection, each time one of the numbers "8", "2", "4",
"0", "6", "3", and "9" corresponding to the non-selected turnips
240a, 240b, 240d, 240e, 240f, 240g, and 240j is displayed.
[0314] According to the arrangement above, furthermore, a turnip is
selectable for the hundred's place 243 when the number of active
pay lines is more than more, whereas no turnip is selectable for
the hundred's place 243 when the number of active pay lines is five
or less. That is to say, the expectation value for a payout in the
"Turnip Harvesting" game is raised for a player who bets a
predetermined amount or more in order to increase the number of pay
lines 1 to 30, in comparison to players who bet an amount less than
the predetermined amount.
[0315] According to the arrangement above, because the number of
digits concerning a payout in the "Turnip Harvesting" game is
increased, the expectation value for the payout in the "Turnip
Harvesting" game is raised for a player who bets a predetermined
amount or more on the slot machine 10 in order to increase the
number of pay lines 1 to 30, in comparison to players who bet an
amount less than the predetermined amount. More specifically, when
the number of pay lines bet by the player exceeds five, the process
proceeds from step S388 to step S389 and hence the hundred's place
becomes selectable. On the other hand, when the number pay lines
bet by the player is five or less, the process proceeds from step
S388 to step S392, and hence only a two-digit number is provided.
Therefore, while the former player obtains a payout based on a
three-digit number, the latter player only obtains a payout based
on a two-digit number. As such, as an advantageous mini game, the
"Turnip Harvesting" game is provided for a player who bets a
predetermined amount or more on the slot machine 10 in order to
increase the number of pay lines 1 to 30.
[0316] According to the arrangement above, furthermore, in each
"Turnip Harvesting" game process, the expectation value for a
payout is raised every time a step-up occurs from the pick-up bonus
game to the stick house stage and the brick house stage. More
specifically, the number of Turnips 240 displayed on the lower
image display panel 141 is set to four in S249 (straw house
version) of the pick-up bonus game process, six in S269 (stick
house version) of the stick house stage process, and ten in S289
(brick house version) of the brick house stage process. As should
be understood from this, the number of selectable Turnips 240 is
increased when step-up of the stage occurs. As the step-up of the
stage of the game occurs, a probability of obtaining a larger
amount of payout is increased for the player. This enables
provision of greater satisfaction to the player. Further, it is
possible to cause the player to expect an occurrence of such a
state where the expectation value of a payout is increased.
[0317] According to the arrangement above, furthermore, when the
player does not bet a predetermined amount or more to increase the
number of pay lines 1 to 30, the value "0" is displayed in advance
in the largest place, i.e. the hundred's place 243, when the values
associated with the selected turnips are displayed in order in the
one's place 241, the ten's place 242, and the hundred's place 243.
This clearly and visually shows that a player who bets a
predetermined amount or more on the slot machine 10 is able to
receive a more advantageous payout.
[0318] <Three Little Pigs Foot Race Game Process>
[0319] Next, with reference to FIGS. 36 and 37, the Three Little
Pigs foot race game process is described below. FIG. 36 shows a
flowchart of the Three Little Pigs Foot Race bonus game process in
the slot machine 10 according to the embodiment of the present
invention. FIG. 37 shows an exemplary image of the Three Little
Pigs foot race game displayed on the lower image display panel 141
of the slot machine 10 according to the embodiment of the present
invention. The Three Little Pigs foot race game process is a
process executed in S251 of the pick-up bonus game process shown in
FIG. 27, in S271 of the stick house stage process shown in FIG. 27,
and in S291 of the brick house stage process shown in FIG. 28. In
the Three Little Pigs foot race game, a player guesses which one of
Three Little Pigs in a foot race goals first.
[0320] First, in step S310, the main CPU 71 displays a selection
screen that prompts selection of one of the Three Little Pigs
displayed on the lower image display panel 141, i.e., one piggy out
of the Three Little Pigs (Straw Piggy 245, Stick Piggy 246, and
Brick Piggy 247), as shown in FIG. 37(A).
[0321] Next, in step S311, the main CPU 71 determines whether the
selection of any of the Three Little Pigs is made through the
selection screen of the Three Little Pigs. Specifically, the main
CPU 71 determines whether any of the portions of the touch panel
114 respectively corresponding to the Three Little Pigs is touched.
When it is determined that the selection of a Three Little Pigs is
not made (S311: NO), the main CPU 71 shifts the process back to
S311.
[0322] On the other hand, when it is determined that the selection
of a Three Little Pigs is made (S311: YES), a random determination
process is executed (S312). In this random determination process,
there is determined whether to let the piggy selected in S311 goal
first in the foot race. Specifically, the main CPU 71 samples a
random number for a foot race, from the numbers ranging from 1 to
3. When the sampled random number is "1", the main CPU 71
determines to let the piggy selected in S311 goal first in the foot
race.
[0323] Next, in S313, the main CPU 71 executes an effect providing
process. Specifically, first, the lower image display panel 141
displays a video of the Three Little Pigs foot racing (see FIG.
37(A)). When it is determined in the random determination process
of S312 that the piggy selected in S311 is the piggy to goal first
in the foot race, a video showing the piggy selected in S311
goaling first in the foot race is displayed (see FIG. 37(B)). On
the other hand, when it is determined in the random determination
process of S312 that the piggy selected in S311 is not the piggy to
goal first in the foot race, a video showing the piggy selected in
S311 losing the foot race is displayed.
[0324] Next, when it is determined that the piggy selected in S311
goals first in the foot race, a payout process is executed (S314).
Specifically, the main CPU 71 causes a payout of "400" credit as
shown in FIG. 37(B). The payout amount of "400" credit is added to
the value of payout amount stored in the RAM 73. Thus, the Three
Little Pigs foot race game process is completed.
[0325] The above embodiment thus described solely serves as a
specific example of the present invention, and the present
invention is not limited to such an example. Specific structures
and various means may be suitably designed or modified. Further,
the effects of the present invention described in the above
embodiment are not more than examples of most preferable effects
achievable by the present invention. The effects of the present
invention are not limited to those described in the embodiments
described above.
[0326] Further, the detailed description above is mainly focused on
characteristics of the present invention to fore the sake of easier
understanding. The present invention is not limited to the above
embodiments, and is applicable to diversity of other embodiments.
Further, the terms and phraseology used in the present
specification are adopted solely to provide specific illustration
of the present invention, and in no case should the scope of the
present invention be limited by such terms and phraseology.
Further, it will be obvious for those skilled in the art that the
other structures, systems, methods or the like are possible, within
the spirit of the invention described in the present specification.
The description of claims therefore shall encompass structures
equivalent to the present invention, unless otherwise such
structures are regarded as to depart from the spirit and scope of
the present invention. Further, the abstract is provided to allow,
through a simple investigation, quick analysis of the technical
features and essences of the present invention by an intellectual
property office, a general public institution, or one skilled in
the art who is not fully familiarized with patent and legal or
professional terminology. It is therefore not an intention of the
abstract to limit the scope of the present invention which shall be
construed on the basis of the description of the claims. To fully
understand the object and effects of the present invention, it is
strongly encouraged to sufficiently refer to disclosures of
documents already made available.
[0327] The detailed description of the present invention provided
hereinabove includes a process executed on a computer. The above
descriptions and expressions are provided to allow the one skilled
in the art to most efficiently understand the present invention. A
process performed in or by respective steps yielding one result or
blocks with a predetermined processing function described in the
present specification shall be understood as a process with no
self-contradiction. Further, the electrical or magnetic signal is
transmitted/received and written in the respective steps or blocks.
It should be noted that such a signal is expressed in the form of
bit, value, symbol, text, terms, number, or the like solely for the
sake of convenience. Although the present specification
occasionally personifies the processes carried out in the steps or
blocks, these processes are essentially executed by various
devices. Further, the other structures necessary for the steps or
blocks are obvious from the above descriptions.
[0328] The embodiment of the present invention has been described
in the detailed description of the invention above. The structures
of the embodiment however may be combined as needed. A combination
of the structures the embodiment realizes a gaming machine and a
control method therefor, which provides further improved
entertainment characteristics.
[0329] For example, in the aforesaid base game run in the main
control process, when three "BONUS" symbols 250 are stop-displayed
in the display window 150 (i.e. when the symbols instructing to
award a mini game are stop-displayed), the process may proceed not
to the Three Little Pigs bonus game process but directly to the
"Turnip Harvesting" game process (mini game with variable
payouts).
[0330] In addition to the above, for example, in the "Turnip
Harvesting" game (brick house version), when one of the turnips
240a to 240j is selected and for example the turnip 240h is
selected, a random number (e.g. "1") is sampled from the numerical
range of 0 to 9. This operation is repeated for a predetermined
number of times for the tens place and the hundreds place (e.g. "5"
and "7"). Thereafter, the sampled random numbers are placed in
order from the one's place (three-digit number "751"). A credit
amount calculated by multiplying the determined three-digit number
"751" by the line bet is awarded as a payout.
* * * * *