US20070021180A1 - Gaming machine - Google Patents
Gaming machine Download PDFInfo
- Publication number
- US20070021180A1 US20070021180A1 US11/491,234 US49123406A US2007021180A1 US 20070021180 A1 US20070021180 A1 US 20070021180A1 US 49123406 A US49123406 A US 49123406A US 2007021180 A1 US2007021180 A1 US 2007021180A1
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- US
- United States
- Prior art keywords
- game
- liquid crystal
- cpu
- reel
- crystal display
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Abandoned
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Classifications
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3244—Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/3202—Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
- G07F17/3204—Player-machine interfaces
- G07F17/3211—Display means
- G07F17/3213—Details of moving display elements, e.g. spinning reels, tumbling members
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/326—Game play aspects of gaming systems
- G07F17/3267—Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games
Definitions
- the present invention relates to a gaming machine such as a slot machine, and particularly, to a gaming machine which executes a feature game as well as a base game.
- a slot machine as a gaming machine.
- a game of the slot machine is started in such a manner that coins are inserted into the slot machine or the coins are bet on the slot machine within a range of the credited number of coins, and that a player operates a start lever, a spin button, and the like.
- the game is started in the slot machine, a plurality of reels in each of which a plurality of symbols are drawn on a surface start to be rotated, and thereafter, the reels are stopped in a predetermined order.
- a slot machine has been known, which, if feature games are acquired at this time, subsequently makes a shift to the feature games, and executes the variety of feature games (Patent document: Japanese Patent Laid-Open Publication No. 2005-081015).
- An aspect of the present invention is summarized to be a gaming machine which includes: a plurality of variable display units (for example, a first reel 22 - 1 , a second reel 22 - 2 , a third reel 22 - 3 ); a stopping symbol decision unit (for example, a CPU 50 , S 53 ); a stopping control unit (for example, the CPU 50 , S 4 , S 5 , S 6 ); and a second game generating unit (for example, the CPU 50 , S 21 , S 31 , S 41 ).
- the above-described plurality of variable display units variably display a plurality of types of symbols when a first game (for example, a base game) is started.
- the above-described stopping symbol decision unit decides the symbols to be stopped in the first game, and decides for each of the variable display units whether or not a second game (for example, a feature game) is to be generated.
- the above-described stopping control unit stops varying and displaying of the above-described respective variable display units based on a result of the decision by the above-described stopping symbol decision unit.
- the above-described second game generating unit starts the second game for the variable display unit while continuing the varying and displaying of the other variable display units, when determining that the second game is decided to be generated, by the stopping symbol decision unit, for the variable display unit of which varying and displaying are stopped.
- the gaming machine may further include: a selection object display unit (for example, the CPU 50 , S 22 , s 33 , S 34 , S 43 , S 45 , S 46 ) which, when the second game is started, displays a plurality of selection objects (for example, invasion ports) to be selected by the player on a region that is not overlapped with the above-described variable display units under the varying and displaying.
- a selection object display unit for example, the CPU 50 , S 22 , s 33 , S 34 , S 43 , S 45 , S 46 .
- FIG. 1 is a perspective view of a slot machine according to an embodiment of the present invention.
- FIG. 2 is longitudinal cross sectional views of a lower liquid crystal display and a reel according to the embodiment of the present invention.
- FIGS. 3 ( a ) to ( j ) are exploded perspective views of the lower liquid crystal display according to the embodiment of the present invention.
- FIG. 4 is a block diagram schematically showing a control system of the slot machine according to the embodiment of the present invention.
- FIG. 5 is a block diagram schematically showing a liquid crystal driving circuit of the lower liquid crystal display of the slot machine shown in FIG. 4 .
- FIG. 6 is explanatory views schematically showing background images displayed on an upper liquid crystal display and the lower liquid crystal display in a case of playing a first mission game according to the embodiment of the present invention.
- FIG. 7 is explanatory views schematically showing background images displayed on the upper liquid crystal display and the lower liquid crystal display in a case of playing a second mission game according to the embodiment of the present invention.
- FIG. 8 is explanatory views schematically showing background images displayed on the upper liquid crystal display and the lower liquid crystal display in a case of playing a final mission game according to the embodiment of the present invention.
- FIG. 9 is a flowchart showing a procedure of a game control performed in the slot machine according to the embodiment of the present invention.
- FIG. 10 is a flowchart of a sortition process according to the embodiment of the present invention.
- FIG. 11 is a flowchart regarding determination of a feature game of a first reel according to the embodiment of the present invention.
- FIG. 12 is a flowchart regarding determination of a feature game of a second reel according to the embodiment of the present invention.
- FIG. 13 is a flowchart regarding determination of a feature game of a third reel according to the embodiment of the present invention.
- FIG. 1 is a perspective view of the slot machine.
- a slot machine 1 includes a cabinet 2 which forms the entirety thereof. On a front upper portion of the cabinet 2 , an upper liquid crystal display 3 is provided. On a front center portion of the cabinet 2 , a lower liquid crystal display 4 is provided.
- the upper liquid crystal display 3 is composed of a generally used liquid crystal display.
- the lower liquid crystal display 4 is composed of a so-called liquid crystal transparent display. A detailed structure of the lower liquid crystal display 4 will be described later.
- an operation table 5 which protrudes frontward is provided.
- a CHANGE button 6 On the operation table 5 , from the most left side thereof, there are arranged a CHANGE button 6 , a CASH-OUT button 7 , and a HELP button 8 .
- a coin insertion portion 9 and a bill insertion portion 10 are provided on the right side of the HELP button 8 .
- a 1-BET button 11 On the front side of the operation table 5 , from the left side thereof, there are arranged a 1-BET button 11 , a SPIN/REPEAT-BET button (hereinafter, referred to as a “SPIN button”) 12 , a 3-BET button 13 , and a 5-BET button 14 .
- SPIN button SPIN/REPEAT-BET button
- a coin payout port 15 and a coin receiving portion 16 which receives coins paid out from the coin payout port 15 are provided on a lower portion of the cabinet 2 .
- the CHANGE button 6 is a button depressed in the case of changing, into coins, a bill inserted into the bill insertion portion 10 . The changed coins are paid out from the coin payout port 15 to the coin receiving portion 16 .
- a CHANGE switch 62 to be described later is additionally provided to the CHANGE button 6 , and a switching signal is outputted from the CHANGE switch 62 to a CPU 50 based on the depression of the CHANGE button 6 .
- the CASH-OUT button 7 is a button depressed when a base game is ended. When the CASH-OUT button 7 is depressed, coins acquired in the game are paid back from the coin payout port 15 to the coin receiving portion 16 .
- a CASH-OUT switch 63 to be described later is additionally provided to the CASH-OUT button 7 , and a switching signal is outputted from the CASH-OUT switch 63 to the CPU 50 based on the depression of the CASH-OUT button 7 .
- the HELP button 8 is a button depressed when an operation method and the like of the game are unknown. When the HELP button 8 is depressed, various pieces of help information are displayed on the upper liquid crystal display 3 and the lower liquid crystal display 4 .
- a HELP switch 64 to be described later is additionally provided to the HELP button 8 , and a switching signal is outputted from the HELP switch 64 to the CPU 50 based on the depression of the HELP button 8 .
- a coin sensor 65 to be descried later is disposed in the coin insertion portion 9 .
- a coin detection signal is outputted to the CPU 50 through the coin sensor 65 .
- a bill sensor 66 is disposed in the bill insertion portion 10 .
- a bill detection signal is outputted to the CPU 50 through the bill sensor 66 .
- the 1-BET button 11 is a button in which a bet is made one by one every depression thereof, and the maximum number of depressions thereof for the bet is three.
- a 1-BET switch 59 to be described later is additionally provided to the 1-BET button 11 .
- a switching signal is outputted from the 1-BET switch 59 to the CPU 50 based on the depression thereof.
- the SPIN button 12 is a button for starting rotations of reels 22 to be described later based on depression thereof in order to start the game with a current number of bets or a previous number of bets.
- a SPIN switch 58 to be described later is additionally provided to the SPIN button 12 .
- a switching signal is outputted form the SPIN switch 58 to the CPU 50 based on the depression thereof.
- 1, 2, 3 and 5 bets can exist.
- the 3-BET button 13 is a button for starting the game on a 3-bet basis based on depression thereof.
- a 3-BET switch 60 to be described later is additionally provided to the 3-BET button 13 .
- the 5-BET button 14 is a button depressed in the case of starting the game on a 5-bet basis based on depression thereof and the case of starting a bonus game to be described later based on depression thereof.
- a 5-BET switch 61 to be described later is additionally provided to the 5-BET button 14 , and based on depression thereof, a switching signal is outputted from the 5-BET switch 61 to the CPU 50 .
- a coin detecting unit 73 In an inside of the coin payout port 15 , a coin detecting unit 73 composed of a sensor and the like is disposed. The coin detecting unit 73 detects the number of coins paid out from the coin payout port 15 .
- a start lever 17 Onto a side surface (right side surface in FIG. 1 ) of the cabinet 2 , a start lever 17 is attached freely rotatably within a predetermined angle range. A start switch 57 is additionally provided to the start lever 17 . When the start lever 17 is rotated, a switching signal is emitted from the start switch 57 , and outputted to the CPU 50 .
- FIG. 2 is longitudinal cross-sectional views of the lower liquid crystal display 4 and the reel 22
- FIGS. 3 ( a ) to ( j ) are exploded perspective views of the lower liquid crystal display 4 .
- a transparent touch panel 30 (hereinafter, referred to as a “touch panel 30 ”) is disposed on a front surface side (left side in FIG. 2 ) of the lower liquid crystal display 4 .
- An instrument front panel 20 is provided on the front center portion of the cabinet 2 (refer to FIG. 1 ), and the instrument front panel 20 includes a display window portion 21 .
- the lower liquid crystal display 4 is disposed in an inside of the display window portion 21 together with the touch panel 30 .
- the three reels 22 (only one thereof is shown in FIG.
- 22 is used as reference numeral when the three reels are not distinguished from one another, and when the three reels are distinguished, 22 - 1 is used as reference numeral of the first reel, 22 - 2 is used as reference numeral of the second reel, and 22 - 3 is used as reference numeral of the third reel.
- the left reel 22 - 1 viewed from the front surface of the slot machine 1 is opposed to a left display window 23 (refer to FIG. 1 ) formed on the lower liquid crystal display 4 .
- the second reel 22 - 2 is opposed to a center display window 24 (refer to FIG. 1 ) formed on the lower liquid crystal display 4 .
- the third reel 22 - 3 is opposed to a right display window 25 (refer to FIG. 1 ) formed on the lower liquid crystal display 4 . Constructions of the respective display windows 23 , 24 and 25 will be described later.
- a variety of symbols are formed on a circumferential surface of each of the reels 22 .
- a WILD symbol, a 3 BAR symbol, a trigger symbol, a RED 7 symbol, a 2 BAR symbol, and a 1 BAR symbol are used as the symbols formed on the circumferential surface of each reel 22 in association with contents of the game played in the slot machine 1 .
- these six types of symbols and blanks are combined based on a predetermined combination, and totally 22 symbols and blanks are formed.
- a variety of winning combinations are preset based on a plurality of types of combinations of the respective symbols.
- a combination of the symbols which corresponds to one of the winning combinations, is stopped on an activated payline L (refer to FIG. 1 )
- coins are paid out from the coin payout port 15 in response to the winning combination.
- the slot machine 1 according to this embodiment is similar to the related slot machine, and a detailed description thereof will be omitted here.
- a method is common, in which 11 symbols are printed in advance on a long seal which coincides with each reel 22 in width and circumferential length, and such a seal is pasted on the circumference of each reel 22 .
- the activated payline L is only set on a centerline.
- the game is played by rotating and stopping the respective reels 22 based on the depressions of the SPIN button 12 , the 3-BET button 13 , and the 5-BET button 14 or on the rotational movement of the start lever 17 , such an activated payline L is displayed on the lower liquid crystal display 4 .
- the bonus game is played based on the depression of the 5-BET button 14 at the time when a variety of feature games to be described later are acquired, display of such an activated payline L is erased from the lower liquid crystal display 4 .
- the above-described trigger symbol is the one which acts as a trigger for acquiring the variety of feature games.
- one trigger symbol is provided for each of the first reel 22 - 1 , the second reel 22 - 2 , and the third reel 22 - 3 so that it can be possible to generate the feature game in each of the reels.
- symbols including characters of “YOU'VE GOT BONUS”, which are shown in FIGS. 6 to 8 are set as the trigger symbols.
- the variety of feature games can be acquired based on that the trigger symbols present on the circumferential surfaces of the reels 22 are stopped on the activated payline.
- the lower liquid crystal display 4 is composed by arranging, from a front surface side of the slot machine 1 , the touch panel 30 , a reel glass base 31 , a bezel metal frame 32 , a liquid crystal panel 33 , a liquid crystal holder 34 , a diffusion sheet 35 , a light guide plate 36 , a white reflector 37 , a rear holder 38 , and an antistatic sheet 39 .
- the diffusion sheet 35 opening portions 35 A, 35 B and 35 C are formed.
- opening portions 36 A, 36 B and 36 C, opening portions 37 A, 37 B and 37 C, and opening portions 38 A, 38 B and 38 C are formed, respectively, so as to coincide with the opening portions 35 A to 35 C.
- the respective opening portions 35 A to 38 A are superposed on one another so as to coincide with one another, thereby constructing the left display window 23 (refer to FIG. 1 ).
- the respective opening portions 35 B to 38 B construct the center display window 24 (refer to FIG. 1 ).
- the respective openings 35 C to 38 C construct the right display window 25 (refer to FIG. 1 ).
- the opening portions 35 A to 35 C of the diffusion sheet 35 and the opening portions 36 A to 36 C of the light guide plate 36 construct transparent regions which ensure visibility of variable displays on the respective reels 22 .
- the lower liquid crystal display 4 is attached onto the display window portion 21 of the instrument front panel 20 .
- the attachment is performed by screwing the respective brackets 40 to a back surface of the instrument front panel 20 by screws 41 .
- the respective brackets 40 are provided on the reel glass base 31 in a manner of protruding vertically therefrom.
- a pair of cold cathode tubes 42 are provided as light sources of the liquid crystal panel 33 .
- a pair of cold cathode tubes 43 which illuminate the symbols formed on the outer circumferential surfaces of the respective reels 22 are provided.
- the liquid crystal panel 33 is a transparent electrical display panel made of ITO or the like, which is disposed on front surfaces of the respective reels 22 , and through which the respective reels are seen. A back surface side of a periphery of a display portion of the liquid crystal panel 33 is held by the liquid crystal holder 34 .
- the light guide plate 36 is formed of a light transmitting resin panel. On the light guide plate 36 , lens cut which guides light emitted from the cold cathode tubes 42 located on the side portions thereof to the back surface side of the liquid crystal panel 33 is formed.
- the diffusion sheet 35 is formed of a light transmitting resin sheet. The diffusion sheet 35 diffuses the light guided by the light guide plate 36 , and uniforms the light irradiated onto the liquid crystal panel 33 .
- the diffusion sheet 35 , the light guide plate 36 , and the liquid crystal holder 34 which holds the liquid crystal panel 33 are integrated together, and peripheries thereof are inserted into the bezel metal frame 32 . By such insertion, the front surface side of the display portion on the liquid crystal panel 33 is held by the bezel metal frame 32 .
- the peripheries thereof are further inserted into the reel glass base 31 , and are held by the reel glass base 31 in a state where a front display surface of the liquid crystal panel 33 is opened.
- the reel glass base 31 is attached onto the instrument front panel 20 through the screws 41 .
- the touch panel 30 is brought into pressure contact with a front surface of the reel glass base 31 , and is superposed on the front surface of the display portion of the liquid crystal panel 33 .
- the rear holder 38 is composed of a white resin plate, and holds the bezel metal frame 32 supported by the reel glass base 31 , the liquid crystal holder 34 supported by the liquid crystal panel 33 , the diffusion sheet 35 , and the light guide plate 36 from back sides thereof.
- the rear holder 38 also functions as a light reflector which reflects, to the liquid crystal panel 33 side, the light emitted from the cold cathode tubes 42 to the light guide plate 36 .
- the antistatic sheet 39 is transparent, is adhered to a back surface of the rear holder 38 by a double-faced tape, and covers back surfaces of the respective opening portions 38 A to 38 C formed in the rear holder 38 .
- FIG. 4 is a block diagram schematically showing the control system of the slot machine 1 .
- the control system of the slot machine 1 is basically composed while taking the CPU 50 as a main component.
- a ROM 51 and a RAM 52 are connected to the CPU 50 .
- the ROM 51 stores a game control program to be described later, a variety of effect programs for performing a variety of effects on the upper liquid crystal display 3 and the lower liquid crystal display 4 as the game is going on, a sortition table for drawing the variety of winning combinations, other various programs, data tables and the like, which are necessary to control the slot machine 1 .
- the RAM 52 is a memory which temporarily stores various data arithmetically operated by the CPU 50 .
- a clock pulse generating circuit 53 which generates a reference clock pulse and a frequency divider 54 are connected to the CPU 50 .
- a random number generator 55 which generates random numbers and a random number sampling circuit 56 are connected to the CPU 50 .
- the random numbers sampled by the random number sampling circuit 56 are used for various sortitions for the winning combination, the effect, and the like.
- the start switch 57 additionally provided to the start lever 17
- the SPIN switch 58 additionally provided to the SPIN button 12
- the 1-BET switch 59 additionally provided to the 1-BET button 11
- the 3-BET switch 60 additionally provided to the 3-BET switch 13
- the 5-BET switch 61 additionally provided to the 5-BET switch 14
- the CHANGE switch 62 additionally provided to the CHANGE button 6
- the CASH-OUT switch 62 additionally provided to the CASH-OUT button 7
- the HELP switch 64 additionally provided to the HELP button 8 .
- the CPU 50 performs controls based on the switching signals outputted from the respective switches by the depressions thereof in order to execute a variety of operations corresponding to the respective buttons.
- the coin sensor 65 detects the coins inserted from the coin insertion portion 9 , and outputs a coin detection signal.
- the CPU 50 arithmetically operates the number of inserted coins based on the coin detection signal outputted from the coin sensor 65 .
- the bill sensor 66 detects a type and amount of the bill inserted from the bill insertion portion 10 , and outputs a bill detection signal.
- the CPU 50 arithmetically operates the number of coins equivalent to the amount of bill based on the bill detection signal outputted from the bill sensor 66 .
- a plurality (in this example, three) of stepping motors 68 which rotate the respective reels 22 through a motor driving circuit 67 are connected.
- a motor driving signal command pulse
- the respective stepping motors 68 are rotationally driven by excitation signals outputted from the motor driving circuit 67 to perform rotations of the respective reels 22 .
- the CPU 50 counts the number of driving pulses supplied to the respective stepping motors 68 .
- the CPU 50 grasps rotational positions of the symbols on the respective reels 22 based on the counted number of driving pulses, and performs a control for stopped positions thereof, and the like.
- a reel position detecting circuit 69 is connected to the CPU 50 .
- the reel position detecting circuit 69 detects changes of the stopped positions of the respective reels 22 after being controlled to be stopped by the motor driving circuit 67 .
- the reel position detecting circuit 69 detects such changes of the stopped positions of the reels 22 in such a case where the stopped positions are forcibly changed by a player so as to bring a combination of the stopping symbols, which becomes the winning combination, though the actual combination of the stopped symbols is not the combination of the stopped symbols, which becomes the winning combination.
- the reel position detecting circuit 69 is composed so as to be capable of detecting the changes of the stopped positions of the reels 22 , for example, by detecting fins attached to inner portions of the reels 22 at a predetermined interval.
- a hopper 71 is connected to the CPU 50 through a hopper driving circuit 70 .
- the hopper 71 pays out a predetermined number of the coins from the coin payout port 15 .
- the coin detecting unit 73 is connected to the CPU 50 through a payout complete signal circuit 72 .
- the coin detecting unit 73 is disposed in an inside of the coin payout port 15 .
- a coin payout detection signal is outputted from the coin detecting unit 73 to the payout complete signal circuit 72 .
- the payout complete signal circuit 72 Based on the coin payout detection signal, the payout complete signal circuit 72 outputs a payout complete signal to the CPU 50 .
- the upper liquid crystal display 3 and the lower liquid crystal display 4 are connected to the CPU 50 through a liquid crystal driving circuit 74 .
- the upper liquid crystal display 3 and the lower liquid crystal display 4 are controlled by the CPU 50 .
- the liquid crystal driving circuit 74 is composed of a program ROM 81 , an image ROM 82 , an image control CPU 83 , a work RAM 84 , a video display processor (VDP) 85 , a video RAM 86 , and the like.
- an image control program and a variety of selection tables which relate to the displays on the upper liquid crystal display 3 and the lower liquid crystal display 4 , are stored.
- the image ROM 82 for example, dot data and the like for forming images on the upper liquid crystal display 3 and the lower liquid crystal display 4 are stored.
- the image control CPU 83 decides the images to be displayed on the upper liquid crystal display 3 and the lower liquid crystal display 4 among the dot data prestored in the image ROM 82 .
- the image control CPU 83 performs such a storing action based on a parameter set by the CPU 50 in accordance with the image control program prestored in the program ROM 81 .
- the work RAM 84 is a temporal storage unit when the image control program is executed in the image control CPU 83 .
- the VDP 85 generates image data corresponding to display contents decided by the image control CPU 83 , and outputs the generated image data to the upper liquid crystal display 3 and the lower liquid crystal display 4 .
- the video RAM 86 is a temporal storage unit when the image is generated in the VDP 85 .
- the touch panel 30 is connected to the CPU 50 through a touch panel driving circuit 76 .
- An LED 78 is connected to the CPU 50 through an LED driving circuit 77 .
- the LED 78 is the one which is controlled to be turned on by the LED driving circuit 77 based on a drive signal from the CPU 50 when a large number thereof is arrayed on the front face of the slot machine 1 and performs the variety of effects.
- a sound output circuit 79 and a speaker 80 are connected to the CPU 50 .
- the speaker 80 is the one which generates a variety of sound effects in the case of performing the variety of effects based on an output signal from the sound output circuit 79 .
- the CPU 50 decides a generation of the feature game (winning of the combination) for each of the reels 22 - 1 , 22 - 2 and 22 - 3 , and is composed so as to be capable of generating the feature game in each of the three reels 22 - 1 , 22 - 2 and 22 - 3 .
- three feature games to the maximum can be generated before the base game is ended. It is possible to increase and decrease the generated number of feature games in response to the number of reels.
- the CPU 50 starts the won feature game while the other reels (for example, the reels 22 - 2 and 22 - 3 ) are under the varying and displaying and before the base game is ended.
- three feature games are generated to the maximum.
- Progressive narrativity may be given to the respective feature games by giving relativity to the contents of effects thereof.
- the contents of the effects may be independent of one another free from the relativity of the contents of the effects among the feature games.
- the relativity is given to the contents of the effects of the three feature games.
- a description will be made below of a royal museum game in which three stages of a first mission, a second mission, and a final mission are prepared.
- FIG. 6 to FIG. 8 are explanatory views schematically showing background images displayed on the upper liquid crystal display 3 and the lower liquid crystal display 4 in the case of playing a ROYAL-MUSEUM-BONUS game.
- FIG. 6 is an explanatory view schematically showing background images displayed on the upper liquid crystal display 3 and the lower liquid crystal display 4 in the case of playing the first mission of the ROYAL-MUSEUM-BONUS game.
- FIG. 7 is an explanatory view schematically showing background images displayed on the upper liquid crystal display 3 and the lower liquid crystal display 4 in the case of playing the second mission of the ROYAL-MUSEUM-BONUS game.
- FIG. 8 is an explanatory view schematically showing background images displayed on the upper liquid crystal display 3 and the lower liquid crystal display 4 in the case of playing the final mission of the ROYAL-MUSEUM-BONUS game.
- FIG. 6 illustrates a state where the trigger symbol of the feature game appears on the first reel 22 - 1 in which the varying and the displaying are first stopped and the contents of the effect relating to the first mission are displayed on the upper liquid crystal display 3 and the lower liquid crystal display 4 .
- the second reel 22 - 2 and the third reel 22 - 3 are under the varying and the displaying.
- the entirety of the royal museum is displayed on the upper liquid crystal display 3 , and the player is notified that the feature game of the first mission is acquired.
- On the lower liquid crystal display 4 three invasion ports for invading the royal museum are displayed. The player selects any of a CHIMNEY, a MAIN ENTRANCE, and a BACK DOOR, which are the three invasion ports.
- the invasion port selected by the player through the touch panel 30 is a predetermined invasion port predecided by a sortition
- an effect (not shown) where the player succeeds in the invasion is displayed on the upper liquid crystal display 3
- the player is awarded with a predecided premium (for example, a predecided number of coins).
- a predecided premium for example, a predecided number of coins.
- FIG. 7 illustrates a state where the contents of the effect relating to the second mission are displayed on the upper liquid crystal display 3 and the lower liquid crystal display 4 .
- a setting is provided, where the first reel 22 - 1 has already been stopped, the third reel 22 - 3 is under the varying and the displaying, and the trigger symbol appears on the second reel 22 - 2 statically displayed this time.
- On the upper liquid crystal display 3 a policeman standing on a corridor of the royal museum is displayed, and the player is notified that the feature game of the second mission is acquired.
- On the lower liquid crystal display 4 three items for making an escape from the policeman are displayed.
- the player selects any of an ESCAPE ROPE, a PICTURE FRAME, and a SLING SHOT, which are the three items.
- an effect (not shown) where the player succeeds in the escape from the policeman is displayed on the upper liquid crystal display 3 , and the player is awarded with a predecided premium (for example, a predecided number of coins).
- a predecided premium for example, a predecided number of coins.
- FIG. 8 illustrates a state where the contents of the effect relating to the final mission are displayed on the upper liquid crystal display 3 and the lower liquid crystal display 4 .
- a setting is provided, where the first reel 22 - 1 and the second reel 22 - 2 have already been stopped and the first mission game and the second mission game have been played, and the trigger symbol of the feature game appears also on the third reel 22 - 3 by this stop of the varying and displaying of the third reel 22 - 3 .
- On the upper liquid crystal display 3 a crown housed in a case is displayed, and the player is notified that the feature game of the final mission is acquired.
- a first key SPADE
- a second key DIMOND
- a third key HEART
- the payouts thereof are set to be gradually higher in this order. In such a way, expectations of the player can be increased.
- the first mission game may also be executed again in the next feature game. Specifically, a stage of the mission game may be raised under a condition where the selection object predecided by the sortition is selected.
- FIG. 9 is a flowchart showing the procedure of the game control performed in the slot machine 1 .
- the slot machine 1 (more specifically, the CPU 50 ) first executes a start receiving process (Step (hereinafter, abbreviated as “S”) 1 ).
- This process is a process of receiving the switching signal outputted from the SPIN switch 58 , the 1-BET switch 59 , the 3-BET switch 60 , or the 5-BET switch 61 based on the operation of the SPIN button 12 , the operation of the 1-BET button 11 , the operation of the 3-BET button 13 , or the operation of the 5-BET button 14 .
- the game Upon the receipt of the switching signal outputted from each switch, the game is started.
- a sortition process regarding the base game is performed (S 2 ).
- the CPU 50 first performs a random number sampling process (S 51 ).
- This random number sampling process is a process where the CPU 50 samples a random number through the random number sampling circuit 56 .
- the CPU 50 executes a combination determination process (S 52 ).
- This combination determination process is a process of comparing the random number sampled as described above with the previously prepared sortition table which describes correspondence relationships between the random numbers and the combinations (including a losing), thereby deciding a combination corresponding to the sampled random number.
- this sortition table is a table which describes the following correspondence relationships. Specifically, random number values 1 to 10 correspond to a combination “FEATURE GAME” for the first reel 22 - 1 . Random number values 11 to 20 correspond to a combination “FEATURE GAME” for the second reel 22 - 2 . Random number values 21 to 30 correspond to a combination “FEATURE GAME” for the third reel 22 - 3 . Random number values 31 to 40 correspond to a combination “ALL SEVEN”. In a similar way to the above, the other random number values correspond to the other combinations, and finally, random number values 341 to 1024 correspond to the combination “LOSING”. The above-described combination “ALL SEVEN” corresponds to the case where the symbols stopped on the activated payline L are entirely the symbols “SEVEN”.
- the premium for each selection object (three types of invasion ports, three type of escape items, or three types of keys) is adapted to be decided by the random number value concerned.
- the random number value is any of 1 to 10
- the combination “FEATURE GAME” for the first reel 22 - 1 is won, and the following setting is provided in this case.
- the random number value is within a range of 1 to 3 among 1 to 10
- the premium (payout owing to the mission success) is given to CHIMNEY, and no premium is given to MAIN ENTRANCE or BACK DOOR, which are the other selection objects.
- the random number value is within a range of 4 to 6 among 1 to 10, then a setting is provided, in which the premium (payout owing to the mission success) is given to MAIN ENTRANCE, and no premium is given to the other selection objects. If the random number value is within a range of 7 to 10 among 1 to 10, then a setting is provided, in which the premium (payout owing to the mission success) is given to BACK DOOR, and no premium is given to the other selection objects.
- the premiums are decided for the respective selection objects (ESCAPE ROPE, PICTURE FRAME, SLING SHOT, first key (SPADE), second key (DIAMOND), and third key (HEART)).
- This stopping symbol decision process is a process of deciding the symbols to be statically displayed on the activated payline L for each of the reels 22 - 1 to 22 - 3 . Specifically, the CPU 50 decides code numbers of the stopping symbols for the respective reels 22 - 1 to 22 - 3 so that the combination of the symbols, which corresponds to the decided combination, can be established on the active payline L.
- the CPU 50 returns to the main process shown in FIG. 9 , and then proceeds to abase game process.
- S 3 to S 9 show process contents of the base game process.
- the CPU 50 executes a rotation process of starting the rotations of the first reel 22 - 1 , the second reel 22 - 2 , and the third reel 22 - 3 in the cabinet 2 based on the switching signal outputted from the SPIN switch 58 , the 1-BET switch 59 , the 3-BET switch 60 , or the 5-BET switch 61 (S 3 ).
- the switching signal is received in the above-described start receiving process (S 1 ).
- the rotation process the varying and displaying of the respective symbols are performed on the respective display windows 23 , 24 and 25 .
- the CPU 50 executes a stopping control process of sequentially stopping the rotations of the three reels 22 - 1 , 22 - 2 and 22 - 3 in the cabinet 2 while differentiating a stopping time of each thereof from the others (S 4 , S 5 , S 6 ).
- This stopping control process is performed so as to stop, on the activated payline L, the stopping symbols decided in the above-described sortition process (S 2 ), and more specifically, in the stopping symbol decision process (S 53 ).
- the stopping control as described above, such expectations can be given to the player, that the feature games will be generated in the reel subsequent to the first reel and further in the reel subsequent thereto, and that the game will progress to feature games with higher payouts.
- the third reel is first controlled to be stopped, and thereafter, the first reel 22 - 1 and the second reel 22 - 2 are controlled to be stopped in this order while differentiating the stopping time of each thereof from the other.
- the CPU 50 shifts to a determination of the feature game in the first reel 22 - 1 , which is shown in FIG. 11 , while maintaining the rotations of the second reel 22 - 2 and the third reel 22 - 3 .
- the CPU 50 determines whether or not a decision is made so as to stop the trigger symbol serving as a transition trigger to the feature game on the display window 23 of the first reel 22 - 1 in the steps of S 2 and S 53 described above (S 21 ).
- the CPU 50 executes the first mission game as the first stage of the ROYAL-MUSEUM-BONUS game, which shows the contents of the effects shown in FIG. 6 , while maintaining the rotations of the second reel 22 - 2 and the third reel 22 - 3 (S 22 ).
- the CPU 50 reads out, from the ROM 51 , the image data for displaying the effects of the first mission game, controls the liquid crystal driving circuit 74 to display the image data for the effects, thereby displaying the effects on the upper liquid crystal display 3 and the lower liquid crystal display 4 .
- the three invasion ports serving as the selection objects are displayed on the lower liquid crystal display 4 so as not to be overlapped with the display windows 23 , 24 and 25 which statically or variably display the symbols of the respective reels 22 .
- the CPU 50 determines the selected invasion port based on the input signal from the touch panel driving circuit 76 , and progresses the next effect display.
- the CPU 50 reads out, from the ROM 51 , image data of the contents of the effect where the player succeeds in the invasion on the upper liquid crystal display 3 , and displays the read image data on the upper liquid crystal display 3 .
- the CPU 50 reads out, from the ROM 51 , image data of the contents of the effect where the player fails in the invasion on the upper liquid crystal display 3 , and displays the read image data on the upper liquid crystal display 3 .
- the CPU 50 determines whether or not the player has selected the predecided invasion port in the first mission game (S 23 ). In the case of determining that the player has selected the predecided invasion port, the CPU 50 adds, to the RAM 52 , a payout amount (for example, the number of coins) imparted to the invasion port concerned (S 24 ). When the player has succeeded in the invasion in the above-described first mission game, the CPU 50 raises a flag indicating that the first mission game is completed, and ends the feature game concerned.
- a payout amount for example, the number of coins
- the CPU 50 stops the second reel 22 - 2 (S 5 ). After stopping the second reel 22 - 2 , the CPU 50 shifts to a determination of the feature game for the second reel 22 - 2 , which is shown in FIG. 12 , while maintaining the rotation of the third reel 22 - 3 . Then, the CPU 50 determines whether or not the feature game is decided to be generated for the second reel 22 - 2 in the above-described S 2 and S 33 (S 31 ).
- the CPU 50 determines that the feature game is generated for the second reel 22 - 2 , the trigger symbol serving as the transition trigger to the feature game appears on the display window 24 of the second reel 22 - 2 .
- the CPU 50 starts the ROYAL-MUSEUM-BONUS game while maintaining the rotation of the third reel 22 - 3 .
- the CPU 50 determines which stage of the ROYAL-MUSEUM-BONUS game is to be executed (S 32 ). Specifically, if the flag indicating that the first mission game is completed is not raised, then the CPU 50 executes the first mission game (S 33 ). When the flag is raised, the CPU 50 executes the second mission game (S 34 ).
- the CPU 50 reads out, from the ROM 51 , the image data for displaying the effects of the second mission game, controls the liquid crystal driving circuit 74 to display the image data concerned as the effects concerned, thereby displaying the effects on the upper liquid crystal display 3 and the lower liquid crystal display 4 .
- the three items serving as the selection objects are displayed on the lower liquid crystal display 4 so as not to be overlapped with the display windows 23 , 24 and 25 which statically or variably display the symbols of the respective reels 22 .
- the CPU 50 determines the selected item based on the input signal from the touch panel driving circuit 76 , and progresses the next effect display. Specifically, when the predetermined item predecided by the sortition process of S 2 described above is selected, the CPU 50 reads out, from the ROM 51 , image data of the contents of the effect where the player can escape from the policeman without being caught thereby on the upper liquid crystal display 3 , and displays the read image data on the upper liquid crystal display 3 .
- the CPU 50 reads out, from the ROM 51 , image data of the contents of the effect where the player is caught by the policeman on the upper liquid crystal display 3 , and displays the read image data on the upper liquid crystal display 3 .
- the CPU 50 adds, to the RAM 52 , a payout amount (for example, the number of coins) imparted to the item concerned (S 36 ).
- a payout amount for example, the number of coins
- the CPU 50 raises a flag indicating that the second mission game is completed, and ends the feature game concerned.
- the CPU 50 stops the third reel 22 - 3 (S 6 ). After stopping the third reel 22 - 3 , the CPU 50 shifts to a determination of the feature game for the third reel 22 - 3 , which is shown in FIG. 13 . Then, the CPU 50 determines whether or not the feature game is decided to be generated for the third reel 22 - 3 in the above-described S 2 and S 33 (S 41 ). When the third reel 22 - 3 wins the feature game, the trigger symbol serving as the transition trigger to the feature game appears on the display window 25 of the third reel 22 - 3 .
- the CPU 50 starts the ROYAL-MUSEUM-BONUS game.
- the CPU 50 determines which stage of the ROYAL-MUSEUM-BONUS game is to be executed (S 42 , S 44 ). Specifically, in the case of determining that the flag indicating that the first mission game is completed is not raised, the CPU 50 shifts to S 43 , and executes the first mission game (S 43 ). Meanwhile, in the case of determining that the flag indicating that the first mission game is completed is raised, the CPU 50 further determines whether or not the flag indicating that the second mission game is completed is raised (S 44 ).
- the CPU 50 shifts to S 45 , and executes the second mission game (S 45 ). Meanwhile, in the case of determining that the flag indicating that the second mission game is completed is raised, the CPU 50 shifts to S 46 , and executes the final mission game (S 46 ).
- the CPU 50 reads out, from the ROM 51 , the image data for displaying the effects of the final mission game, controls the liquid crystal driving circuit 74 to display the image data concerned as the effects concerned, thereby displaying the effects on the upper liquid crystal display 3 and the lower liquid crystal display 4 .
- the three keys serving as the selection objects are displayed on the lower liquid crystal display 4 so as not to be overlapped with the display windows 23 , 24 and 25 which statically or variably display the symbols of the respective reels 22 .
- the CPU 50 determines the selected key based on the input signal from the touch panel driving circuit 76 , and progresses the next effect display. Specifically, when the predetermined key predecided by the sortition process of S 2 described above is selected, the CPU 50 reads out, from the ROM 51 , image data of the contents of the effect (not shown) where the case which houses the crown is opened and the player acquires the crown on the upper liquid crystal display 3 , and displays the read image data on the upper liquid crystal display 3 .
- the CPU 50 reads out, from the ROM 51 , image data of the contents of the effect (not shown) where the player cannot open the case by the key and fails in acquiring the crown on the upper liquid crystal display 3 , and displays the read image data on the upper liquid crystal display 3 .
- the CPU 50 decides that the bonus is to be added (S 47 ), and adds, to the RAM 52 , a payout amount (for example, the number of coins) imparted to the key concerned (S 48 ).
- the CPU 50 determines whether or not the combination of the base game is won (S 7 ). When the combination is won, the CPU 50 executes an addition process of temporarily adding coins equivalent to a preset payout to payout-scheduled coins in accordance with the combination of the symbols of the winning combination, which are statically displayed on the respective display windows 23 to 25 (S 8 ). The payout-scheduled coins are stored in the RAM 52 . When the combination is not won, the CPU 50 returns the process to the start receiving process (S 1 ), and prepares for the start of the next game.
- the CPU 50 performs a payout process of collectively ejecting coins equivalent to the number of payouts added to the payout-scheduled coins in the addition process (S 8 ) in the base game process and in the addition processes (S 24 , S 36 , S 48 ) in the feature games for each of the reels or newly adding the coins equivalent to the number of payouts to the number of credits owned by the player (S 9 ).
- the CPU 50 returns the process to the start receiving process (S 1 ), and prepares for the start of the next game.
- the feature games are drawn for each of the reels, and the feature games of which maximum number corresponds to the number of reels are made generable in one base game. Accordingly, the number of feature games acquirable in one base game can be increased, and opportunities to acquire the payouts can be offered to the player any times until one base game is ended.
- the feature game is generated on the reel stopped previously, then the feature game concerned is started even if the other reels 22 are under the varying and the displaying. Accordingly, the player can enjoy the feature game at an early stage before all the reels are stopped, thus making it possible to enhance interest of the game.
- the three invasion ports serving as the selection objects are displayed on the lower liquid crystal display 4 so as not to be overlapped with the display windows 23 , 24 and 25 which statically or variably display the symbols of the respective reels 22 . Accordingly, when the feature game is started after shifting to the feature game while a part of the variable display units is under the varying and displaying, the variable display units under the varying and displaying can be prevented from becoming invisible by the selection objects serving as the effects of the feature game.
- the present invention is not the one limited to the above-described embodiment.
- various alterations are possible within the scope without departing from the gist thereof.
- Sizes and shapes of the respective constituents of the gaming machine according to the present invention are not limited to those according to the above-described embodiment, which are shown in the accompanying drawings. It is possible to appropriately change the sizes and the shapes within the scope where the effects of the present invention are exerted. In addition, it is possible to appropriately change and embody the other elements than the above within the scope without departing from the scope of the object of the present invention. A modification example of the present invention is illustrated below.
- the game media are not limited to the coins, and any game media can be employed as long as the player can thereby play the game in the slot machine 1 .
- the player may also receive the payout by a magnetic card which records the amount of acquired game media or a receipt on which the amount of game media concerned is printed.
- the amount of game media to be paid out may also be managed by a server which manages information regarding the slot machine 1 .
- the sortition table which describes the correspondence relationships between the random numbers and the respective winning combinations in the sortition (for example, the sortition performed in the sortition process) performed in the slot machine 1 according to the above-described embodiment.
- the contents of the sortition are not limited to those of the above-described sortition table.
- the random numbers and the winning combinations may also be associated with each other in a one-to-one relationship, or the random numbers and the winning combinations may also be associated with each other in a plurality-to-one relationship.
- correspondence relationships between the random numbers and the winning combinations may also be described in advance in the sortition table, and the symbols to be stopped may be thus decided for each of the reels. In this case, it is considered to use the code number assigned to each of the symbols.
- the winning combinations may also be decided not by directly using the random numbers for use in the sortition but in response to results of arithmetic operations, which are obtained by performing a predetermined arithmetic operation process for the random numbers.
Abstract
A plurality of reels which variably display a plurality of types of symbols when a base game is started are provided. The symbols to be stopped in the base game are decided, and it is decided for each of a plurality of the reels whether or not a feature game is to be generated. Based on a result of the decision, the varying and displaying of the reels are sequentially stopped while differentiating a stopping time of each thereof from the others. At this time, in a case of determining that the feature game is decided to be generated for the reel in which the varying and displaying are stopped previously, a CPU starts the feature game while continuing the varying and displaying of the other reels.
Description
- This application is based upon the prior Japanese Patent Application No. 2005-159193, filed on May 31, 2005, the entire contents of which are incorporated herein by reference.
- 1. Field of the Invention
- The present invention relates to a gaming machine such as a slot machine, and particularly, to a gaming machine which executes a feature game as well as a base game.
- 2. Description of the Related Art
- Heretofore, for example, there has been a slot machine as a gaming machine. A game of the slot machine is started in such a manner that coins are inserted into the slot machine or the coins are bet on the slot machine within a range of the credited number of coins, and that a player operates a start lever, a spin button, and the like. When the game is started in the slot machine, a plurality of reels in each of which a plurality of symbols are drawn on a surface start to be rotated, and thereafter, the reels are stopped in a predetermined order. A slot machine has been known, which, if feature games are acquired at this time, subsequently makes a shift to the feature games, and executes the variety of feature games (Patent document: Japanese Patent Laid-Open Publication No. 2005-081015).
- However, even if a trigger symbol of such a feature game appears on the reel of which rotation is stopped, when other reels are under varying and displaying, the related gaming machine described above cannot shift to the feature game concerned.
- An aspect of the present invention is summarized to be a gaming machine which includes: a plurality of variable display units (for example, a first reel 22-1, a second reel 22-2, a third reel 22-3); a stopping symbol decision unit (for example, a
CPU 50, S53); a stopping control unit (for example, theCPU 50, S4, S5, S6); and a second game generating unit (for example, theCPU 50, S21, S31, S41). The above-described plurality of variable display units variably display a plurality of types of symbols when a first game (for example, a base game) is started. The above-described stopping symbol decision unit decides the symbols to be stopped in the first game, and decides for each of the variable display units whether or not a second game (for example, a feature game) is to be generated. The above-described stopping control unit stops varying and displaying of the above-described respective variable display units based on a result of the decision by the above-described stopping symbol decision unit. The above-described second game generating unit starts the second game for the variable display unit while continuing the varying and displaying of the other variable display units, when determining that the second game is decided to be generated, by the stopping symbol decision unit, for the variable display unit of which varying and displaying are stopped. - Moreover, the gaming machine may further include: a selection object display unit (for example, the
CPU 50, S22, s33, S34, S43, S45, S46) which, when the second game is started, displays a plurality of selection objects (for example, invasion ports) to be selected by the player on a region that is not overlapped with the above-described variable display units under the varying and displaying. -
FIG. 1 is a perspective view of a slot machine according to an embodiment of the present invention. -
FIG. 2 is longitudinal cross sectional views of a lower liquid crystal display and a reel according to the embodiment of the present invention. - FIGS. 3(a) to (j) are exploded perspective views of the lower liquid crystal display according to the embodiment of the present invention.
-
FIG. 4 is a block diagram schematically showing a control system of the slot machine according to the embodiment of the present invention. -
FIG. 5 is a block diagram schematically showing a liquid crystal driving circuit of the lower liquid crystal display of the slot machine shown inFIG. 4 . -
FIG. 6 is explanatory views schematically showing background images displayed on an upper liquid crystal display and the lower liquid crystal display in a case of playing a first mission game according to the embodiment of the present invention. -
FIG. 7 is explanatory views schematically showing background images displayed on the upper liquid crystal display and the lower liquid crystal display in a case of playing a second mission game according to the embodiment of the present invention. -
FIG. 8 is explanatory views schematically showing background images displayed on the upper liquid crystal display and the lower liquid crystal display in a case of playing a final mission game according to the embodiment of the present invention. -
FIG. 9 is a flowchart showing a procedure of a game control performed in the slot machine according to the embodiment of the present invention. -
FIG. 10 is a flowchart of a sortition process according to the embodiment of the present invention. -
FIG. 11 is a flowchart regarding determination of a feature game of a first reel according to the embodiment of the present invention. -
FIG. 12 is a flowchart regarding determination of a feature game of a second reel according to the embodiment of the present invention. -
FIG. 13 is a flowchart regarding determination of a feature game of a third reel according to the embodiment of the present invention. - A description will be made below in detail of a gaming machine according to the present invention based on an embodiment in which the present invention is applied to a slot machine while referring to the drawings.
- A description will be made of a schematic construction of the slot machine according to the embodiment of the present invention based on
FIG. 1 toFIG. 5 .FIG. 1 is a perspective view of the slot machine. - In
FIG. 1 , aslot machine 1 includes acabinet 2 which forms the entirety thereof. On a front upper portion of thecabinet 2, an upperliquid crystal display 3 is provided. On a front center portion of thecabinet 2, a lowerliquid crystal display 4 is provided. The upperliquid crystal display 3 is composed of a generally used liquid crystal display. The lowerliquid crystal display 4 is composed of a so-called liquid crystal transparent display. A detailed structure of the lowerliquid crystal display 4 will be described later. - Under the lower
liquid crystal display 4, an operation table 5 which protrudes frontward is provided. On the operation table 5, from the most left side thereof, there are arranged aCHANGE button 6, a CASH-OUT button 7, and a HELP button 8. A coin insertion portion 9 and a bill insertion portion 10 are provided on the right side of the HELP button 8. On the front side of the operation table 5, from the left side thereof, there are arranged a 1-BET button 11, a SPIN/REPEAT-BET button (hereinafter, referred to as a “SPIN button”) 12, a 3-BET button 13, and a 5-BET button 14. - A
coin payout port 15 and acoin receiving portion 16 which receives coins paid out from thecoin payout port 15 are provided on a lower portion of thecabinet 2. TheCHANGE button 6 is a button depressed in the case of changing, into coins, a bill inserted into the bill insertion portion 10. The changed coins are paid out from thecoin payout port 15 to thecoin receiving portion 16. ACHANGE switch 62 to be described later is additionally provided to theCHANGE button 6, and a switching signal is outputted from theCHANGE switch 62 to aCPU 50 based on the depression of theCHANGE button 6. - The CASH-
OUT button 7 is a button depressed when a base game is ended. When the CASH-OUT button 7 is depressed, coins acquired in the game are paid back from thecoin payout port 15 to thecoin receiving portion 16. A CASH-OUT switch 63 to be described later is additionally provided to the CASH-OUT button 7, and a switching signal is outputted from the CASH-OUT switch 63 to theCPU 50 based on the depression of the CASH-OUT button 7. - The HELP button 8 is a button depressed when an operation method and the like of the game are unknown. When the HELP button 8 is depressed, various pieces of help information are displayed on the upper
liquid crystal display 3 and the lowerliquid crystal display 4. A HELP switch 64 to be described later is additionally provided to the HELP button 8, and a switching signal is outputted from the HELP switch 64 to theCPU 50 based on the depression of the HELP button 8. - A coin sensor 65 to be descried later is disposed in the coin insertion portion 9. When the coins are inserted into the coin insertion portion 9, a coin detection signal is outputted to the
CPU 50 through the coin sensor 65. Abill sensor 66 is disposed in the bill insertion portion 10. When the bill is inserted into the bill insertion portion 10, a bill detection signal is outputted to theCPU 50 through thebill sensor 66. - The 1-
BET button 11 is a button in which a bet is made one by one every depression thereof, and the maximum number of depressions thereof for the bet is three. A 1-BET switch 59 to be described later is additionally provided to the 1-BET button 11. When the 1-BET button 11 is depressed, a switching signal is outputted from the 1-BET switch 59 to theCPU 50 based on the depression thereof. - The
SPIN button 12 is a button for starting rotations ofreels 22 to be described later based on depression thereof in order to start the game with a current number of bets or a previous number of bets. ASPIN switch 58 to be described later is additionally provided to theSPIN button 12. When theSPIN button 12 is depressed, a switching signal is outputted form theSPIN switch 58 to theCPU 50 based on the depression thereof. With regard to the number of bets capable of being bet by the depression of the SPIN button, 1, 2, 3 and 5 bets can exist. - The 3-
BET button 13 is a button for starting the game on a 3-bet basis based on depression thereof. A 3-BET switch 60 to be described later is additionally provided to the 3-BET button 13. When the 3-BET switch 60 is depressed, a switching signal is outputted therefrom to theCPU 50. The 5-BET button 14 is a button depressed in the case of starting the game on a 5-bet basis based on depression thereof and the case of starting a bonus game to be described later based on depression thereof. A 5-BET switch 61 to be described later is additionally provided to the 5-BET button 14, and based on depression thereof, a switching signal is outputted from the 5-BET switch 61 to theCPU 50. - In an inside of the
coin payout port 15, acoin detecting unit 73 composed of a sensor and the like is disposed. Thecoin detecting unit 73 detects the number of coins paid out from thecoin payout port 15. - Onto a side surface (right side surface in
FIG. 1 ) of thecabinet 2, astart lever 17 is attached freely rotatably within a predetermined angle range. Astart switch 57 is additionally provided to thestart lever 17. When thestart lever 17 is rotated, a switching signal is emitted from thestart switch 57, and outputted to theCPU 50. - A description will be made of the reel freely rotatably provided on a back surface side of the lower
liquid crystal display 4 in an inside of thecabinet 2 and a detailed structure of the lowerliquid crystal display 4 based onFIG. 2 and FIGS. 3(a) to (j).FIG. 2 is longitudinal cross-sectional views of the lowerliquid crystal display 4 and thereel 22, and FIGS. 3(a) to (j) are exploded perspective views of the lowerliquid crystal display 4. - In
FIG. 2 and FIGS. 3(a) to (j), a transparent touch panel 30 (hereinafter, referred to as a “touch panel 30”) is disposed on a front surface side (left side inFIG. 2 ) of the lowerliquid crystal display 4. Aninstrument front panel 20 is provided on the front center portion of the cabinet 2 (refer toFIG. 1 ), and theinstrument front panel 20 includes adisplay window portion 21. The lowerliquid crystal display 4 is disposed in an inside of thedisplay window portion 21 together with thetouch panel 30. On the back surface side (right side inFIG. 2 ) of the lowerliquid crystal display 4, the three reels 22 (only one thereof is shown inFIG. 2 ) are supported in a parallel-arrayed state so as to be freely rotatable independently of one another. In the following description, 22 is used as reference numeral when the three reels are not distinguished from one another, and when the three reels are distinguished, 22-1 is used as reference numeral of the first reel, 22-2 is used as reference numeral of the second reel, and 22-3 is used as reference numeral of the third reel. - A description will be made of the
respective reels 22. Among the threereels 22, the left reel 22-1 viewed from the front surface of theslot machine 1 is opposed to a left display window 23 (refer toFIG. 1 ) formed on the lowerliquid crystal display 4. In a similar way, the second reel 22-2 is opposed to a center display window 24 (refer toFIG. 1 ) formed on the lowerliquid crystal display 4. In a similar way, the third reel 22-3 is opposed to a right display window 25 (refer toFIG. 1 ) formed on the lowerliquid crystal display 4. Constructions of therespective display windows - A variety of symbols are formed on a circumferential surface of each of the
reels 22. Specifically, a WILD symbol, a 3 BAR symbol, a trigger symbol, aRED 7 symbol, a 2 BAR symbol, and a 1 BAR symbol are used as the symbols formed on the circumferential surface of eachreel 22 in association with contents of the game played in theslot machine 1. On the circumferential surface of eachreel 22, these six types of symbols and blanks (regions where the symbols are not present) are combined based on a predetermined combination, and totally 22 symbols and blanks are formed. - A variety of winning combinations are preset based on a plurality of types of combinations of the respective symbols. When a combination of the symbols, which corresponds to one of the winning combinations, is stopped on an activated payline L (refer to
FIG. 1 ), coins are paid out from thecoin payout port 15 in response to the winning combination. In this point, theslot machine 1 according to this embodiment is similar to the related slot machine, and a detailed description thereof will be omitted here. With regard to the formation of the variety of symbols on the circumferential surface of eachreel 22, a method is common, in which 11 symbols are printed in advance on a long seal which coincides with eachreel 22 in width and circumferential length, and such a seal is pasted on the circumference of eachreel 22. However, as a matter of course, it is also possible to form the symbols by methods other than the above. - In the embodiment of the present invention, the activated payline L is only set on a centerline. When the game is played by rotating and stopping the
respective reels 22 based on the depressions of theSPIN button 12, the 3-BET button 13, and the 5-BET button 14 or on the rotational movement of thestart lever 17, such an activated payline L is displayed on the lowerliquid crystal display 4. Meanwhile, in the case where the bonus game is played based on the depression of the 5-BET button 14 at the time when a variety of feature games to be described later are acquired, display of such an activated payline L is erased from the lowerliquid crystal display 4. - The above-described trigger symbol is the one which acts as a trigger for acquiring the variety of feature games. In the embodiment of the present invention, one trigger symbol is provided for each of the first reel 22-1, the second reel 22-2, and the third reel 22-3 so that it can be possible to generate the feature game in each of the reels. In the embodiment of the present invention, symbols including characters of “YOU'VE GOT BONUS”, which are shown in FIGS. 6 to 8 are set as the trigger symbols. The variety of feature games can be acquired based on that the trigger symbols present on the circumferential surfaces of the
reels 22 are stopped on the activated payline. - A description will be made of the structure of the lower
liquid crystal display 4 based onFIG. 2 and FIGS. 3(a) to (j). InFIG. 2 and FIGS. 3(a) to (j), the lowerliquid crystal display 4 is composed by arranging, from a front surface side of theslot machine 1, thetouch panel 30, areel glass base 31, abezel metal frame 32, aliquid crystal panel 33, aliquid crystal holder 34, adiffusion sheet 35, alight guide plate 36, awhite reflector 37, arear holder 38, and anantistatic sheet 39. In thediffusion sheet 35, openingportions light guide plate 36, thereflector 37, and therear holder 38, openingportions portions portions portions 35A to 35C. Therespective opening portions 35A to 38A are superposed on one another so as to coincide with one another, thereby constructing the left display window 23 (refer toFIG. 1 ). In a similar way, the respective openingportions 35B to 38B construct the center display window 24 (refer toFIG. 1 ). In a similar way, therespective openings 35C to 38C construct the right display window 25 (refer toFIG. 1 ). - The opening
portions 35A to 35C of thediffusion sheet 35 and the openingportions 36A to 36C of thelight guide plate 36 construct transparent regions which ensure visibility of variable displays on therespective reels 22. - As shown in
FIG. 2 , the lowerliquid crystal display 4 is attached onto thedisplay window portion 21 of theinstrument front panel 20. The attachment is performed by screwing therespective brackets 40 to a back surface of theinstrument front panel 20 byscrews 41. Therespective brackets 40 are provided on thereel glass base 31 in a manner of protruding vertically therefrom. - On upper and lower ends of the
light guide plate 36, a pair ofcold cathode tubes 42 are provided as light sources of theliquid crystal panel 33. On upper and lower portions on a back surface side of therespective opening portions 38A to 38C of therear holder 38, a pair ofcold cathode tubes 43 which illuminate the symbols formed on the outer circumferential surfaces of therespective reels 22 are provided. - The
liquid crystal panel 33 is a transparent electrical display panel made of ITO or the like, which is disposed on front surfaces of therespective reels 22, and through which the respective reels are seen. A back surface side of a periphery of a display portion of theliquid crystal panel 33 is held by theliquid crystal holder 34. Thelight guide plate 36 is formed of a light transmitting resin panel. On thelight guide plate 36, lens cut which guides light emitted from thecold cathode tubes 42 located on the side portions thereof to the back surface side of theliquid crystal panel 33 is formed. Thediffusion sheet 35 is formed of a light transmitting resin sheet. Thediffusion sheet 35 diffuses the light guided by thelight guide plate 36, and uniforms the light irradiated onto theliquid crystal panel 33. Thediffusion sheet 35, thelight guide plate 36, and theliquid crystal holder 34 which holds theliquid crystal panel 33 are integrated together, and peripheries thereof are inserted into thebezel metal frame 32. By such insertion, the front surface side of the display portion on theliquid crystal panel 33 is held by thebezel metal frame 32. - With regard to the
liquid crystal holder 34, thediffusion sheet 35, and thelight guide plate 36, which are fitted to thebezel metal frame 32 and are integrated together, the peripheries thereof are further inserted into thereel glass base 31, and are held by thereel glass base 31 in a state where a front display surface of theliquid crystal panel 33 is opened. Thereel glass base 31 is attached onto theinstrument front panel 20 through thescrews 41. Thus, thetouch panel 30 is brought into pressure contact with a front surface of thereel glass base 31, and is superposed on the front surface of the display portion of theliquid crystal panel 33. - The
rear holder 38 is composed of a white resin plate, and holds thebezel metal frame 32 supported by thereel glass base 31, theliquid crystal holder 34 supported by theliquid crystal panel 33, thediffusion sheet 35, and thelight guide plate 36 from back sides thereof. Therear holder 38 also functions as a light reflector which reflects, to theliquid crystal panel 33 side, the light emitted from thecold cathode tubes 42 to thelight guide plate 36. Theantistatic sheet 39 is transparent, is adhered to a back surface of therear holder 38 by a double-faced tape, and covers back surfaces of therespective opening portions 38A to 38C formed in therear holder 38. - A description will be made of a construction regarding a control system of the
slot machine 1 based onFIG. 4 .FIG. 4 is a block diagram schematically showing the control system of theslot machine 1. - In
FIG. 4 , the control system of theslot machine 1 is basically composed while taking theCPU 50 as a main component. AROM 51 and aRAM 52 are connected to theCPU 50. TheROM 51 stores a game control program to be described later, a variety of effect programs for performing a variety of effects on the upperliquid crystal display 3 and the lowerliquid crystal display 4 as the game is going on, a sortition table for drawing the variety of winning combinations, other various programs, data tables and the like, which are necessary to control theslot machine 1. TheRAM 52 is a memory which temporarily stores various data arithmetically operated by theCPU 50. - A clock
pulse generating circuit 53 which generates a reference clock pulse and afrequency divider 54 are connected to theCPU 50. Moreover, arandom number generator 55 which generates random numbers and a randomnumber sampling circuit 56 are connected to theCPU 50. The random numbers sampled by the randomnumber sampling circuit 56 are used for various sortitions for the winning combination, the effect, and the like. To theCPU 50, there are individually connected thestart switch 57 additionally provided to thestart lever 17, theSPIN switch 58 additionally provided to theSPIN button 12, the 1-BET switch 59 additionally provided to the 1-BET button 11, the 3-BET switch 60 additionally provided to the 3-BET switch 13, the 5-BET switch 61 additionally provided to the 5-BET switch 14, theCHANGE switch 62 additionally provided to theCHANGE button 6, the CASH-OUT switch 62 additionally provided to the CASH-OUT button 7, and the HELP switch 64 additionally provided to the HELP button 8. TheCPU 50 performs controls based on the switching signals outputted from the respective switches by the depressions thereof in order to execute a variety of operations corresponding to the respective buttons. - To the
CPU 50, there are individually connected the coin sensor 65 disposed in the coin insertion portion 9, and thebill sensor 66 disposed in the bill insertion portion 10. The coin sensor 65 detects the coins inserted from the coin insertion portion 9, and outputs a coin detection signal. TheCPU 50 arithmetically operates the number of inserted coins based on the coin detection signal outputted from the coin sensor 65. Thebill sensor 66 detects a type and amount of the bill inserted from the bill insertion portion 10, and outputs a bill detection signal. TheCPU 50 arithmetically operates the number of coins equivalent to the amount of bill based on the bill detection signal outputted from thebill sensor 66. - To the
CPU 50, a plurality (in this example, three) of steppingmotors 68 which rotate therespective reels 22 through amotor driving circuit 67 are connected. When a motor driving signal (command pulse) is outputted from theCPU 50 to themotor driving circuit 67, therespective stepping motors 68 are rotationally driven by excitation signals outputted from themotor driving circuit 67 to perform rotations of therespective reels 22. TheCPU 50 counts the number of driving pulses supplied to therespective stepping motors 68. TheCPU 50 grasps rotational positions of the symbols on therespective reels 22 based on the counted number of driving pulses, and performs a control for stopped positions thereof, and the like. - A reel
position detecting circuit 69 is connected to theCPU 50. The reelposition detecting circuit 69 detects changes of the stopped positions of therespective reels 22 after being controlled to be stopped by themotor driving circuit 67. For example, the reelposition detecting circuit 69 detects such changes of the stopped positions of thereels 22 in such a case where the stopped positions are forcibly changed by a player so as to bring a combination of the stopping symbols, which becomes the winning combination, though the actual combination of the stopped symbols is not the combination of the stopped symbols, which becomes the winning combination. The reelposition detecting circuit 69 is composed so as to be capable of detecting the changes of the stopped positions of thereels 22, for example, by detecting fins attached to inner portions of thereels 22 at a predetermined interval. - A
hopper 71 is connected to theCPU 50 through ahopper driving circuit 70. When a driving signal is outputted from theCPU 50 to thehopper driving circuit 70, thehopper 71 pays out a predetermined number of the coins from thecoin payout port 15. - The
coin detecting unit 73 is connected to theCPU 50 through a payoutcomplete signal circuit 72. Thecoin detecting unit 73 is disposed in an inside of thecoin payout port 15. When thecoin detecting unit 73 detects that the predetermined number of coins are paid out from thecoin payout port 15, a coin payout detection signal is outputted from thecoin detecting unit 73 to the payoutcomplete signal circuit 72. Based on the coin payout detection signal, the payoutcomplete signal circuit 72 outputs a payout complete signal to theCPU 50. - The upper
liquid crystal display 3 and the lowerliquid crystal display 4 are connected to theCPU 50 through a liquidcrystal driving circuit 74. The upperliquid crystal display 3 and the lowerliquid crystal display 4 are controlled by theCPU 50. As shown inFIG. 5 , the liquidcrystal driving circuit 74 is composed of aprogram ROM 81, animage ROM 82, animage control CPU 83, awork RAM 84, a video display processor (VDP) 85, avideo RAM 86, and the like. - In
FIG. 5 , in theprogram ROM 81, an image control program and a variety of selection tables, which relate to the displays on the upperliquid crystal display 3 and the lowerliquid crystal display 4, are stored. In theimage ROM 82, for example, dot data and the like for forming images on the upperliquid crystal display 3 and the lowerliquid crystal display 4 are stored. Theimage control CPU 83 decides the images to be displayed on the upperliquid crystal display 3 and the lowerliquid crystal display 4 among the dot data prestored in theimage ROM 82. Theimage control CPU 83 performs such a storing action based on a parameter set by theCPU 50 in accordance with the image control program prestored in theprogram ROM 81. Thework RAM 84 is a temporal storage unit when the image control program is executed in theimage control CPU 83. TheVDP 85 generates image data corresponding to display contents decided by theimage control CPU 83, and outputs the generated image data to the upperliquid crystal display 3 and the lowerliquid crystal display 4. Thevideo RAM 86 is a temporal storage unit when the image is generated in theVDP 85. - The
touch panel 30 is connected to theCPU 50 through a touchpanel driving circuit 76. - An
LED 78 is connected to theCPU 50 through anLED driving circuit 77. TheLED 78 is the one which is controlled to be turned on by theLED driving circuit 77 based on a drive signal from theCPU 50 when a large number thereof is arrayed on the front face of theslot machine 1 and performs the variety of effects. Asound output circuit 79 and aspeaker 80 are connected to theCPU 50. Thespeaker 80 is the one which generates a variety of sound effects in the case of performing the variety of effects based on an output signal from thesound output circuit 79. - In the embodiment of the present invention, the
CPU 50 decides a generation of the feature game (winning of the combination) for each of the reels 22-1, 22-2 and 22-3, and is composed so as to be capable of generating the feature game in each of the three reels 22-1, 22-2 and 22-3. Hence, three feature games to the maximum can be generated before the base game is ended. It is possible to increase and decrease the generated number of feature games in response to the number of reels. - In the case of determining that the feature game is won for the reel 22 (for example, the reel 22-1) in which the varying and the displaying are stopped, the
CPU 50 starts the won feature game while the other reels (for example, the reels 22-2 and 22-3) are under the varying and displaying and before the base game is ended. - In the embodiment of the present invention, three feature games are generated to the maximum. Progressive narrativity may be given to the respective feature games by giving relativity to the contents of effects thereof. Alternatively, the contents of the effects may be independent of one another free from the relativity of the contents of the effects among the feature games. In the embodiment of the present invention, the relativity is given to the contents of the effects of the three feature games. As an example, a description will be made below of a royal museum game in which three stages of a first mission, a second mission, and a final mission are prepared.
- A description will be made of the contents of the effects of the royal museum game with reference to
FIG. 6 toFIG. 8 .FIG. 6 toFIG. 8 are explanatory views schematically showing background images displayed on the upperliquid crystal display 3 and the lowerliquid crystal display 4 in the case of playing a ROYAL-MUSEUM-BONUS game.FIG. 6 is an explanatory view schematically showing background images displayed on the upperliquid crystal display 3 and the lowerliquid crystal display 4 in the case of playing the first mission of the ROYAL-MUSEUM-BONUS game.FIG. 7 is an explanatory view schematically showing background images displayed on the upperliquid crystal display 3 and the lowerliquid crystal display 4 in the case of playing the second mission of the ROYAL-MUSEUM-BONUS game.FIG. 8 is an explanatory view schematically showing background images displayed on the upperliquid crystal display 3 and the lowerliquid crystal display 4 in the case of playing the final mission of the ROYAL-MUSEUM-BONUS game. -
FIG. 6 illustrates a state where the trigger symbol of the feature game appears on the first reel 22-1 in which the varying and the displaying are first stopped and the contents of the effect relating to the first mission are displayed on the upperliquid crystal display 3 and the lowerliquid crystal display 4. In this case, the second reel 22-2 and the third reel 22-3 are under the varying and the displaying. The entirety of the royal museum is displayed on the upperliquid crystal display 3, and the player is notified that the feature game of the first mission is acquired. On the lowerliquid crystal display 4, three invasion ports for invading the royal museum are displayed. The player selects any of a CHIMNEY, a MAIN ENTRANCE, and a BACK DOOR, which are the three invasion ports. When the invasion port selected by the player through thetouch panel 30 is a predetermined invasion port predecided by a sortition, an effect (not shown) where the player succeeds in the invasion is displayed on the upperliquid crystal display 3, and the player is awarded with a predecided premium (for example, a predecided number of coins). When the other invasion ports than the invasion port predecided by the sortition are selected, an effect (not shown) where the player fails in the invasion is displayed on the upperliquid crystal display 3. -
FIG. 7 illustrates a state where the contents of the effect relating to the second mission are displayed on the upperliquid crystal display 3 and the lowerliquid crystal display 4. Here, a setting is provided, where the first reel 22-1 has already been stopped, the third reel 22-3 is under the varying and the displaying, and the trigger symbol appears on the second reel 22-2 statically displayed this time. On the upperliquid crystal display 3, a policeman standing on a corridor of the royal museum is displayed, and the player is notified that the feature game of the second mission is acquired. On the lowerliquid crystal display 4, three items for making an escape from the policeman are displayed. The player selects any of an ESCAPE ROPE, a PICTURE FRAME, and a SLING SHOT, which are the three items. When the item selected by the player through thetouch panel 30 is a predetermined item predecided by a sortition, an effect (not shown) where the player succeeds in the escape from the policeman is displayed on the upperliquid crystal display 3, and the player is awarded with a predecided premium (for example, a predecided number of coins). When the other items than the item predecided by the sortition are selected, an effect (not shown) where the player is arrested by the policeman is displayed on the upperliquid crystal display 3. -
FIG. 8 illustrates a state where the contents of the effect relating to the final mission are displayed on the upperliquid crystal display 3 and the lowerliquid crystal display 4. A setting is provided, where the first reel 22-1 and the second reel 22-2 have already been stopped and the first mission game and the second mission game have been played, and the trigger symbol of the feature game appears also on the third reel 22-3 by this stop of the varying and displaying of the third reel 22-3. On the upperliquid crystal display 3, a crown housed in a case is displayed, and the player is notified that the feature game of the final mission is acquired. On the lowerliquid crystal display 4, a first key (SPADE), a second key (DIAMOND), and a third key (HEART), which have mutually different shapes, are displayed as three items for acquiring the crown, are displayed. When one of the keys, which is selected by the player through thetouch panel 30, is a predetermined key predecided by a sortition, an effect (not shown) where the player succeeds in opening the case by the key and acquiring the crown is displayed on the upperliquid crystal display 3, and the player is awarded with a predecided premium (for example, a predetermined number of coins). When the other keys than the key predecided by the sortition are selected, an effect (not shown) where the player cannot open the case by the key and gives up acquiring the crown is displayed on the upperliquid crystal display 3. - Here, with regard to the premium given when the invasion is successful in the first mission, the premium given when the escape is successful in the second mission, and the premium given when the crown is acquired in the final mission, the payouts thereof are set to be gradually higher in this order. In such a way, expectations of the player can be increased.
- When the player fails in the invasion in the first mission game, the first mission game may also be executed again in the next feature game. Specifically, a stage of the mission game may be raised under a condition where the selection object predecided by the sortition is selected.
- A description will be made of a procedure of a game control performed in the
slot machine 1 constructed as described above based onFIG. 9 toFIG. 13 . -
FIG. 9 is a flowchart showing the procedure of the game control performed in theslot machine 1. Upon starting a main process, the slot machine 1 (more specifically, the CPU 50) first executes a start receiving process (Step (hereinafter, abbreviated as “S”) 1). This process is a process of receiving the switching signal outputted from theSPIN switch 58, the 1-BET switch 59, the 3-BET switch 60, or the 5-BET switch 61 based on the operation of theSPIN button 12, the operation of the 1-BET button 11, the operation of the 3-BET button 13, or the operation of the 5-BET button 14. Upon the receipt of the switching signal outputted from each switch, the game is started. - Next, in the
slot machine 1, a sortition process regarding the base game is performed (S2). As shown inFIG. 10 , in the sortition process, theCPU 50 first performs a random number sampling process (S51). This random number sampling process is a process where theCPU 50 samples a random number through the randomnumber sampling circuit 56. Subsequently to the random number sampling process, theCPU 50 executes a combination determination process (S52). This combination determination process is a process of comparing the random number sampled as described above with the previously prepared sortition table which describes correspondence relationships between the random numbers and the combinations (including a losing), thereby deciding a combination corresponding to the sampled random number. - For example, this sortition table is a table which describes the following correspondence relationships. Specifically,
random number values 1 to 10 correspond to a combination “FEATURE GAME” for the first reel 22-1. Random number values 11 to 20 correspond to a combination “FEATURE GAME” for the second reel 22-2. Random number values 21 to 30 correspond to a combination “FEATURE GAME” for the third reel 22-3. Random number values 31 to 40 correspond to a combination “ALL SEVEN”. In a similar way to the above, the other random number values correspond to the other combinations, and finally, random number values 341 to 1024 correspond to the combination “LOSING”. The above-described combination “ALL SEVEN” corresponds to the case where the symbols stopped on the activated payline L are entirely the symbols “SEVEN”. - Here, at the same time when the “FEATURE GAME” is drawn by the random number value, the premium for each selection object (three types of invasion ports, three type of escape items, or three types of keys) is adapted to be decided by the random number value concerned. For example, in the above-described example, if the random number is any of 1 to 10, then the combination “FEATURE GAME” for the first reel 22-1 is won, and the following setting is provided in this case. Specifically, if the random number value is within a range of 1 to 3 among 1 to 10, then the premium (payout owing to the mission success) is given to CHIMNEY, and no premium is given to MAIN ENTRANCE or BACK DOOR, which are the other selection objects. If the random number value is within a range of 4 to 6 among 1 to 10, then a setting is provided, in which the premium (payout owing to the mission success) is given to MAIN ENTRANCE, and no premium is given to the other selection objects. If the random number value is within a range of 7 to 10 among 1 to 10, then a setting is provided, in which the premium (payout owing to the mission success) is given to BACK DOOR, and no premium is given to the other selection objects. In a similar way to the above, also with regard to the “FEATURE GAMES” of the second reel 22-2 and the third reel 22-3, the premiums are decided for the respective selection objects (ESCAPE ROPE, PICTURE FRAME, SLING SHOT, first key (SPADE), second key (DIAMOND), and third key (HEART)).
- Subsequently to the combination determination process (S52), the
CPU 50 executes a stopping symbol decision process (S53). This stopping symbol decision process is a process of deciding the symbols to be statically displayed on the activated payline L for each of the reels 22-1 to 22-3. Specifically, theCPU 50 decides code numbers of the stopping symbols for the respective reels 22-1 to 22-3 so that the combination of the symbols, which corresponds to the decided combination, can be established on the active payline L. After the stopping symbol decision process (S53) is ended, theCPU 50 returns to the main process shown inFIG. 9 , and then proceeds to abase game process. - In
FIG. 9 , S3 to S9 show process contents of the base game process. First, theCPU 50 executes a rotation process of starting the rotations of the first reel 22-1, the second reel 22-2, and the third reel 22-3 in thecabinet 2 based on the switching signal outputted from theSPIN switch 58, the 1-BET switch 59, the 3-BET switch 60, or the 5-BET switch 61 (S3). In this case, the switching signal is received in the above-described start receiving process (S1). By the rotation process, the varying and displaying of the respective symbols are performed on therespective display windows - Next, the
CPU 50 executes a stopping control process of sequentially stopping the rotations of the three reels 22-1, 22-2 and 22-3 in thecabinet 2 while differentiating a stopping time of each thereof from the others (S4, S5, S6). This stopping control process is performed so as to stop, on the activated payline L, the stopping symbols decided in the above-described sortition process (S2), and more specifically, in the stopping symbol decision process (S53). - Here, a description will be made on the assumption that the first reel 22-1, the second reel 22-2, and the third reel 22-3 are stopped in this order. After the rotations of the reels are started, first, the rotation of the first reel 22-1 is stopped under the control of the
CPU 50 through themotor driving circuit 67, the steppingmotor 68, and the reel position detecting circuit 69 (S4). Note that the stopping control may also be performed so as to sequentially stop thereels 22 from one thereof in which the feature game is generated in the sortition process (S2). When the first reel is stopped, the feature game is generated. Accordingly, by performing the stopping control as described above, such expectations can be given to the player, that the feature games will be generated in the reel subsequent to the first reel and further in the reel subsequent thereto, and that the game will progress to feature games with higher payouts. For example, when it is determined that the feature game is generated only in the third reel 22-3, the third reel is first controlled to be stopped, and thereafter, the first reel 22-1 and the second reel 22-2 are controlled to be stopped in this order while differentiating the stopping time of each thereof from the other. - When the first reel 22-1 is stopped, the
CPU 50 shifts to a determination of the feature game in the first reel 22-1, which is shown inFIG. 11 , while maintaining the rotations of the second reel 22-2 and the third reel 22-3. TheCPU 50 determines whether or not a decision is made so as to stop the trigger symbol serving as a transition trigger to the feature game on thedisplay window 23 of the first reel 22-1 in the steps of S2 and S53 described above (S21). In the case of determining that the trigger symbol is decided to appear, that is, the feature game as a bonus is decided to be generated, theCPU 50 executes the first mission game as the first stage of the ROYAL-MUSEUM-BONUS game, which shows the contents of the effects shown inFIG. 6 , while maintaining the rotations of the second reel 22-2 and the third reel 22-3 (S22). - The
CPU 50 reads out, from theROM 51, the image data for displaying the effects of the first mission game, controls the liquidcrystal driving circuit 74 to display the image data for the effects, thereby displaying the effects on the upperliquid crystal display 3 and the lowerliquid crystal display 4. In the embodiment of the present invention, as shown inFIG. 6 , the three invasion ports serving as the selection objects are displayed on the lowerliquid crystal display 4 so as not to be overlapped with thedisplay windows respective reels 22. When the player selects an arbitrary invasion port through thetouch panel 30, theCPU 50 determines the selected invasion port based on the input signal from the touchpanel driving circuit 76, and progresses the next effect display. Specifically, when the predetermined invasion port predecided by the sortition process of S2 described above is selected, theCPU 50 reads out, from theROM 51, image data of the contents of the effect where the player succeeds in the invasion on the upperliquid crystal display 3, and displays the read image data on the upperliquid crystal display 3. When the invasion port other than the invasion port predecided by the sortition process is selected, theCPU 50 reads out, from theROM 51, image data of the contents of the effect where the player fails in the invasion on the upperliquid crystal display 3, and displays the read image data on the upperliquid crystal display 3. - The
CPU 50 determines whether or not the player has selected the predecided invasion port in the first mission game (S23). In the case of determining that the player has selected the predecided invasion port, theCPU 50 adds, to theRAM 52, a payout amount (for example, the number of coins) imparted to the invasion port concerned (S24). When the player has succeeded in the invasion in the above-described first mission game, theCPU 50 raises a flag indicating that the first mission game is completed, and ends the feature game concerned. - Then, as shown in
FIG. 9 , after an elapse of a predetermined time after the first reel 22-1 is stopped, theCPU 50 stops the second reel 22-2 (S5). After stopping the second reel 22-2, theCPU 50 shifts to a determination of the feature game for the second reel 22-2, which is shown inFIG. 12 , while maintaining the rotation of the third reel 22-3. Then, theCPU 50 determines whether or not the feature game is decided to be generated for the second reel 22-2 in the above-described S2 and S33 (S31). When theCPU 50 determines that the feature game is generated for the second reel 22-2, the trigger symbol serving as the transition trigger to the feature game appears on thedisplay window 24 of the second reel 22-2. In the case of determining that the feature game as a bonus is decided to be generated on the second reel 22-2, theCPU 50 starts the ROYAL-MUSEUM-BONUS game while maintaining the rotation of the third reel 22-3. First, theCPU 50 determines which stage of the ROYAL-MUSEUM-BONUS game is to be executed (S32). Specifically, if the flag indicating that the first mission game is completed is not raised, then theCPU 50 executes the first mission game (S33). When the flag is raised, theCPU 50 executes the second mission game (S34). - In the case of determining that the flag indicating that the first mission game is completed is raised, the
CPU 50 reads out, from theROM 51, the image data for displaying the effects of the second mission game, controls the liquidcrystal driving circuit 74 to display the image data concerned as the effects concerned, thereby displaying the effects on the upperliquid crystal display 3 and the lowerliquid crystal display 4. In the embodiment of the present invention, as shown inFIG. 7 , the three items serving as the selection objects are displayed on the lowerliquid crystal display 4 so as not to be overlapped with thedisplay windows respective reels 22. When the player selects an arbitrary escape item through thetouch panel 30, theCPU 50 determines the selected item based on the input signal from the touchpanel driving circuit 76, and progresses the next effect display. Specifically, when the predetermined item predecided by the sortition process of S2 described above is selected, theCPU 50 reads out, from theROM 51, image data of the contents of the effect where the player can escape from the policeman without being caught thereby on the upperliquid crystal display 3, and displays the read image data on the upperliquid crystal display 3. When the item other than the predecided item is selected, theCPU 50 reads out, from theROM 51, image data of the contents of the effect where the player is caught by the policeman on the upperliquid crystal display 3, and displays the read image data on the upperliquid crystal display 3. - In the case of determining that the player has selected the predecided item in the second mission game (S35), the
CPU 50 adds, to theRAM 52, a payout amount (for example, the number of coins) imparted to the item concerned (S36). When the player has succeeded in the mission in the above-described second mission game, theCPU 50 raises a flag indicating that the second mission game is completed, and ends the feature game concerned. - Then, as shown in
FIG. 9 , after an elapse of a predetermined time after the second reel 22-2 is stopped, theCPU 50 stops the third reel 22-3 (S6). After stopping the third reel 22-3, theCPU 50 shifts to a determination of the feature game for the third reel 22-3, which is shown inFIG. 13 . Then, theCPU 50 determines whether or not the feature game is decided to be generated for the third reel 22-3 in the above-described S2 and S33 (S41). When the third reel 22-3 wins the feature game, the trigger symbol serving as the transition trigger to the feature game appears on thedisplay window 25 of the third reel 22-3. In the case of determining that the feature game as a bonus is decided to be generated on the third reel 22-3, theCPU 50 starts the ROYAL-MUSEUM-BONUS game. First, theCPU 50 determines which stage of the ROYAL-MUSEUM-BONUS game is to be executed (S42, S44). Specifically, in the case of determining that the flag indicating that the first mission game is completed is not raised, theCPU 50 shifts to S43, and executes the first mission game (S43). Meanwhile, in the case of determining that the flag indicating that the first mission game is completed is raised, theCPU 50 further determines whether or not the flag indicating that the second mission game is completed is raised (S44). In the case of determining that the flag indicating that the second mission game is completed is not raised, theCPU 50 shifts to S45, and executes the second mission game (S45). Meanwhile, in the case of determining that the flag indicating that the second mission game is completed is raised, theCPU 50 shifts to S46, and executes the final mission game (S46). - In the case of determining in S44 that the flag indicating that the second mission game is completed is raised, the
CPU 50 reads out, from theROM 51, the image data for displaying the effects of the final mission game, controls the liquidcrystal driving circuit 74 to display the image data concerned as the effects concerned, thereby displaying the effects on the upperliquid crystal display 3 and the lowerliquid crystal display 4. In this example, as shown inFIG. 8 , the three keys serving as the selection objects are displayed on the lowerliquid crystal display 4 so as not to be overlapped with thedisplay windows respective reels 22. When the player selects an arbitrary key through thetouch panel 30, theCPU 50 determines the selected key based on the input signal from the touchpanel driving circuit 76, and progresses the next effect display. Specifically, when the predetermined key predecided by the sortition process of S2 described above is selected, theCPU 50 reads out, from theROM 51, image data of the contents of the effect (not shown) where the case which houses the crown is opened and the player acquires the crown on the upperliquid crystal display 3, and displays the read image data on the upperliquid crystal display 3. When the key other than the key predecided by the sortition process is selected, theCPU 50 reads out, from theROM 51, image data of the contents of the effect (not shown) where the player cannot open the case by the key and fails in acquiring the crown on the upperliquid crystal display 3, and displays the read image data on the upperliquid crystal display 3. - In the case of determining that the player has selected the key predecided by the sortition process in the final mission game, the
CPU 50 decides that the bonus is to be added (S47), and adds, to theRAM 52, a payout amount (for example, the number of coins) imparted to the key concerned (S48). - Then, as shown in
FIG. 9 , after the third reel 22-3 is stopped, theCPU 50 determines whether or not the combination of the base game is won (S7). When the combination is won, theCPU 50 executes an addition process of temporarily adding coins equivalent to a preset payout to payout-scheduled coins in accordance with the combination of the symbols of the winning combination, which are statically displayed on therespective display windows 23 to 25 (S8). The payout-scheduled coins are stored in theRAM 52. When the combination is not won, theCPU 50 returns the process to the start receiving process (S1), and prepares for the start of the next game. - Next, the
CPU 50 performs a payout process of collectively ejecting coins equivalent to the number of payouts added to the payout-scheduled coins in the addition process (S8) in the base game process and in the addition processes (S24, S36, S48) in the feature games for each of the reels or newly adding the coins equivalent to the number of payouts to the number of credits owned by the player (S9). After performing the payout process, theCPU 50 returns the process to the start receiving process (S1), and prepares for the start of the next game. - As described above, according to the embodiment of the present invention, the feature games are drawn for each of the reels, and the feature games of which maximum number corresponds to the number of reels are made generable in one base game. Accordingly, the number of feature games acquirable in one base game can be increased, and opportunities to acquire the payouts can be offered to the player any times until one base game is ended.
- If the feature game is generated on the reel stopped previously, then the feature game concerned is started even if the
other reels 22 are under the varying and the displaying. Accordingly, the player can enjoy the feature game at an early stage before all the reels are stopped, thus making it possible to enhance interest of the game. - According to the embodiment of the present invention, the three invasion ports serving as the selection objects are displayed on the lower
liquid crystal display 4 so as not to be overlapped with thedisplay windows respective reels 22. Accordingly, when the feature game is started after shifting to the feature game while a part of the variable display units is under the varying and displaying, the variable display units under the varying and displaying can be prevented from becoming invisible by the selection objects serving as the effects of the feature game. - The present invention is not the one limited to the above-described embodiment. For the present invention, various alterations are possible within the scope without departing from the gist thereof. Sizes and shapes of the respective constituents of the gaming machine according to the present invention are not limited to those according to the above-described embodiment, which are shown in the accompanying drawings. It is possible to appropriately change the sizes and the shapes within the scope where the effects of the present invention are exerted. In addition, it is possible to appropriately change and embody the other elements than the above within the scope without departing from the scope of the object of the present invention. A modification example of the present invention is illustrated below.
- In the above-described embodiment, the description has been made of the
slot machine 1, in which the threereels 22 are provided in thecabinet 2, and the activated payline L is set to be one. However, it is possible to arbitrarily set the number ofreels 22 and the number of activated paylines L. In the above-described embodiment, the description has been made of the case where the stopping symbols of the left, right andcenter reels 22, which are three in total, are decided by one random number. However, one random number may also be sampled for each of the left, center andright reels 22, which are three. Then, it may be decided for each of thereels 22 whether or not the feature game is generated, and the stopping symbols may be decided for each of thereels 22. - Moreover, the description has been made of the above-described embodiment by using the coins as examples of the gaming media. However, the game media are not limited to the coins, and any game media can be employed as long as the player can thereby play the game in the
slot machine 1. In particular, when the player receives the payout of the game media acquired by the game, the player may also receive the payout by a magnetic card which records the amount of acquired game media or a receipt on which the amount of game media concerned is printed. The amount of game media to be paid out may also be managed by a server which manages information regarding theslot machine 1. - The description has been made of the case of using the sortition table which describes the correspondence relationships between the random numbers and the respective winning combinations in the sortition (for example, the sortition performed in the sortition process) performed in the
slot machine 1 according to the above-described embodiment. However, the contents of the sortition are not limited to those of the above-described sortition table. With regard to the contents registered in the sortition table, the random numbers and the winning combinations may also be associated with each other in a one-to-one relationship, or the random numbers and the winning combinations may also be associated with each other in a plurality-to-one relationship. Alternatively, not the correspondence relationships between the random numbers and the winning combinations but correspondence relationships between the random numbers and the symbols formed on the reels may also be described in advance in the sortition table, and the symbols to be stopped may be thus decided for each of the reels. In this case, it is considered to use the code number assigned to each of the symbols. The winning combinations may also be decided not by directly using the random numbers for use in the sortition but in response to results of arithmetic operations, which are obtained by performing a predetermined arithmetic operation process for the random numbers.
Claims (4)
1. A gaming machine, comprising:
a plurality of variable display units configured to variably display a plurality of types of symbols when a first game is started;
a stopping symbol decision unit configured to decide the symbols to be stopped in the first game, and to decide for each of the variable display units whether or not a second game is to be generated;
a stopping control unit configured to stop varying and displaying of the variable display units based on a result of the decision by the stopping symbol decision unit; and
a second game generating unit configured to, when determining that the second game is decided to be generated by the stopping symbol decision unit for the variable display unit of which varying and displaying are stopped, start the second game for the variable display unit while continuing the varying and displaying of the other variable display units.
2. The gaming machine according to claim 1 , further comprising:
a selection object display unit configured to, when the second game is started, display a plurality of selection objects to be selected by a player on a region that is not overlapped with the variable display units under the varying and displaying.
3. A method of controlling a gaming machine, comprising:
starting a first game, and variably displaying a plurality of types of symbols on a plurality of variable display units;
deciding the symbols to be stopped in the first game, and deciding for each of the variable display units whether or not a second game is to be generated;
stopping varying and displaying of the variable display units based on a result of the decision by the step of deciding the symbols to be stopped; and
when determining that the second game is decided to be generated, by the step of deciding the symbols to be stopped, for the variable display unit of which varying and displaying are stopped , starting the second game for the variable display unit while continuing the varying and displaying of the other variable display units.
4. The method of controlling a gaming machine according to claim 3 , further comprising:
when the second game is started, displaying a plurality of selection objects to be selected by a player on a region that is not overlapped with the variable display units under the varying and displaying.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JPP2005-159193 | 2005-05-31 | ||
JP2005159193A JP2006333927A (en) | 2005-05-31 | 2005-05-31 | Game machine |
Publications (1)
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US20070021180A1 true US20070021180A1 (en) | 2007-01-25 |
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Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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US11/491,234 Abandoned US20070021180A1 (en) | 2005-05-31 | 2006-07-24 | Gaming machine |
Country Status (2)
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US (1) | US20070021180A1 (en) |
JP (1) | JP2006333927A (en) |
Cited By (6)
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US20080108414A1 (en) * | 2006-08-01 | 2008-05-08 | Stevens Christopher M | Gaming system and a method of gaming |
US20110287824A1 (en) * | 2010-05-20 | 2011-11-24 | Bally Gaming, Inc. | Slot machine game for two players |
US8210944B2 (en) | 2007-10-29 | 2012-07-03 | Igt | Gaming system having display device with changeable wheel |
US8298081B1 (en) | 2011-06-16 | 2012-10-30 | Igt | Gaming system, gaming device and method for providing multiple display event indicators |
US8605114B2 (en) | 2012-02-17 | 2013-12-10 | Igt | Gaming system having reduced appearance of parallax artifacts on display devices including multiple display screens |
USD986978S1 (en) * | 2021-09-29 | 2023-05-23 | Everi Games, Inc. | Gaming machine |
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AU2012202253A1 (en) | 2011-05-13 | 2012-11-29 | Aristocrat Technologies Australia Pty Limited | A gaming system and method of gaming |
AU2013206204A1 (en) | 2012-06-07 | 2014-01-09 | Aristocrat Technologies Australia Pty Limited | A gaming system and a method of gaming |
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USD986978S1 (en) * | 2021-09-29 | 2023-05-23 | Everi Games, Inc. | Gaming machine |
Also Published As
Publication number | Publication date |
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JP2006333927A (en) | 2006-12-14 |
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