US20080045304A1 - Slot machine and playing method thereof - Google Patents

Slot machine and playing method thereof Download PDF

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Publication number
US20080045304A1
US20080045304A1 US11/598,627 US59862706A US2008045304A1 US 20080045304 A1 US20080045304 A1 US 20080045304A1 US 59862706 A US59862706 A US 59862706A US 2008045304 A1 US2008045304 A1 US 2008045304A1
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Prior art keywords
game
symbols
display
symbol
rearranged
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US11/598,627
Inventor
Kazuo Okada
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Aruze Gaming America Inc
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Aruze Gaming America Inc
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Application filed by Aruze Gaming America Inc filed Critical Aruze Gaming America Inc
Priority to US11/598,627 priority Critical patent/US20080045304A1/en
Assigned to ARUZE GAMING AMERICA, INC. reassignment ARUZE GAMING AMERICA, INC. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: OKADA, KAZUO
Priority to JP2007164913A priority patent/JP2008043737A/en
Priority to AU2007203566A priority patent/AU2007203566A1/en
Publication of US20080045304A1 publication Critical patent/US20080045304A1/en
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements

Definitions

  • the present invention relates to a slot machine for playing games by using a game medium such as coin or bill, and a playing method thereof.
  • the conventional slot machines include those disclosed in U.S. Pat. No. 6,960,133 and U.S. Pat. No. 6,012,983. These slot machines are configured such that, when a player inserts the game medium such as medal, coin or bill into an insertion slot of the slot machine and presses a spin button, a plurality of symbols are scrolled at a display unit provided on a front side of a cabinet, and then each symbol is,automatically stopped. At this point, a processing for determining symbols to be stopped randomly is carried out by generating random numbers at a time of starting the scrolling of each symbol which is triggered by the input of the spin button.
  • a transition to a bonus game such as mystery bonus or second game is won by this processing for determining symbols to be stopped, a payout of coins or credit associated with a prize such as the mystery bonus is made, or a transition from the base game to the bonus game is made and the bonus game is executed. Then, the slot machine is configured to pay out a prescribed prize when the winning combination occurs in the course of the game.
  • the game comprises only the automatic stopping of the scrolled symbols.
  • the first aspect of the present invention is a slot machine comprising: a display having a plurality of display regions and adapted to display symbols in the display regions, the symbols arranged and rearranged in each unit game; and a controller operable to make a prescribed payout when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for randomly rearranging a plurality of symbols arranged on the display and a second game for rearranging the plurality of symbols rearranged by the first game according to prescribed rules.
  • the controller controls such that a prize is set in the case where the winning combination is realized, in each of the first game and the second game.
  • the slot machine of the first aspect of the present invention has a case where the respective game results of the first game and the second game are displayed simultaneously and a case where the game results of the first game and the second game are displayed with a time difference. Namely, in the slot machine of the first aspect, even in the case where the winning combination associated with a payout is not realized in the first game, when the controller judges that the winning combination is realized in the second game at the same array of the plurality of symbols that are rearranged on the display, a prize for making the payout according to that winning combination is set.
  • the second aspect of the present invention is a slot machine comprising: a display having a plurality of display regions and adapted to display symbols in the display regions, the symbols arranged and rearranged in each unit game; and a controller operable to make a prescribed payout is made when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for randomly rearranging a plurality of symbols arranged on the display and a second game for rearranging the plurality of symbols rearranged in the first game according to a tag information set in correspondence to each symbol and a predetermined tag arrangement.
  • the controller controls such that a prize is set when the winning combination is realized in each of the first game and the second game.
  • the controller controls such that the symbols are rearranged according to the tag information and the tag arrangement.
  • the third aspect of the present invention is a slot machine comprising: a display having a plurality of display regions and adapted to display symbols in the display regions, the symbols arranged and rearranged in each unit game; and a controller operable to make a prescribed payout is made when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for randomly rearranging a plurality of symbols arranged in a first display region of the display and a second game for rearranging the plurality of symbols rearranged in the first game according to a tag information set in correspondence to each symbol and a predetermined tag arrangement while displaying the tag information set in correspondence to each symbol in a vicinity of each symbol.
  • the controller controls such that a prize is set when the winning combination is realized in each of the first game and the second game.
  • the controller controls such that the symbols are rearranged according to the tag information and the tag arrangement.
  • the controller controls such that the player can compare how the symbols are rearranged by the second game, with the symbol arrangement of the first game.
  • the controller controls such that the player can verify that the rearrangement of the symbols by the second game was made properly according to the tag information.
  • the fourth aspect of the present invention is a playing method of a slot machine comprising: making a prescribed payout by a controller when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for randomly rearranging a plurality of symbols arranged on a display and a second game for rearranging the plurality of symbols rearranged in the first game according to prescribed rules.
  • the controller controls such that a prize is set when the winning combination is realized in each of the first game and the second game.
  • the fifth aspect of the present invention is a playing method of a slot machine comprising: making a prescribed payout by a controller when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for randomly rearranging a plurality of symbols arranged on a display and a second game for rearranging the plurality of symbols rearranged in the first game according to a tag information set in correspondence to each symbol and a predetermined tag arrangement.
  • the controller controls such that a prize is set when the winning combination is realized in each of the first game and the second game.
  • the controller controls such that the symbols are rearranged according to the tag information and the tag arrangement.
  • the sixth aspect of the present invention is a playing method of a slot machine comprising: making a prescribed payout by a controller when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for randomly rearranging a plurality of symbols arranged in a first display region of a display and a second game for rearranging the plurality of symbols rearranged in the first game according to a tag information set in correspondence to each symbol and a predetermined tag arrangement while displaying the tag information set in correspondence to each symbol in a vicinity of each symbol.
  • the controller controls such that a prize is set when the winning combination is realized in each of the first game and the second game.
  • the controller controls such that the symbols are rearranged according to the tag information and the tag arrangement.
  • the controller controls such that the player can compare how the symbols are rearranged by the second game, with the symbol arrangement of the first game.
  • the controller controls such that the player can verify that the rearrangement of the symbols by the second game was made properly according to the tag information.
  • FIG. 1 is a flow chart showing a playing method of a slot machine according to the first embodiment of the present invention.
  • FIG. 2 is a diagram showing an outward appearance of a slot machine according to the first embodiment of the present invention.
  • FIG. 3 is a diagram showing a second display region of a slot machine according to the first embodiment of the present invention.
  • FIG. 4 is a diagram showing a series of symbols displayed in each display region of a slot machine according to the first embodiment of the present invention and a code number of each symbol.
  • FIG. 5 is a diagram showing an array of a tag information set in correspondence to each symbol displayed in each display region of a slot machine according to the first embodiment of the present invention.
  • FIG. 6 is a diagram showing an arrangement of tag information in a slot machine according to the first embodiment of the present invention.
  • FIG. 7A is a diagram showing a first payout table indicating a relationship between a winning combination and a payout amount
  • FIG. 7B is a diagram showing a second payout table indicating a relationship between a winning combination and a payout amount.
  • FIG. 8 is a block diagram showing a control circuit of a slot machine according to the first embodiment of the present invention.
  • FIG. 9 is a flow chart showing a procedure of an authentication and reading processing of a game program and a game system program by a mother board and a gaming board of a slot machine according to the first embodiment of the present invention.
  • FIG. 10 is a flow chart showing a procedure of a base game processing to be executed by a slot machine according to the first embodiment of the present invention.
  • FIG. 11 is a flow chart showing a procedure of a symbols to be stopped determination processing to be executed by a slot machine according to the first embodiment of the present invention.
  • FIG. 12 is a flow chart showing a procedure of a symbols scroll processing to be executed by a slot machine according to the first embodiment of the present invention.
  • FIG. 13 is a flow chart showing a procedure of a bonus game processing to be executed by a slot machine according to the first embodiment of the present invention.
  • FIG. 14 is a flow chart showing a procedure of a sub game processing to be executed by a slot machine according to the first embodiment of the present invention.
  • FIG. 15A is a diagram showing an exemplary display at a first display region when a base game is executed and FIG. 15B is a diagram showing an exemplary display at a second display region when a sub game is executed, in a slot machine according to the first embodiment of the present invention.
  • FIG. 16 is a flow chart showing a procedure of a sub game processing to be executed by a slot machine according to the second embodiment of the present invention.
  • FIG. 17A is a diagram showing an exemplary display at a first display region when a base game is executed and FIG. 17B is a diagram showing an exemplary display at a second display region when a sub game is executed, in a slot machine according to the second embodiment of the present invention.
  • FIG. 18 is a flow chart showing a procedure of a sub game processing to be executed by a slot machine according to the third embodiment of the present invention.
  • FIG. 19 is a flow chart showing a procedure of a block sliding processing to be executed by a slot machine according to the third embodiment of the present invention.
  • FIGS. 20A to 20E are diagrams showing a manner by which block are moved by a block sliding processing in a slot machine according to the third embodiment of the present invention.
  • FIG. 1 is a flow chart schematically showing a playing method of a slot machine according to the first embodiment of the present invention.
  • FIG. 1 is a flow chart schematically showing a playing method of a slot machine according to the first embodiment of the present invention.
  • the schematic operations in the slot machine and the playing method according to the first embodiment of the present invention will be described with references to the flow chart shown in FIG. 1 and a diagram shown in FIG. 2 .
  • an authentication processing is carried out first (step S 100 ).
  • the initial checking processing at a preliminary stage before starting a unit game such as whether a program for operating the system is operating normally or not, whether there is any falsification of a program or not, etc., is carried out.
  • a base game is executed (step S 200 ).
  • a spin button 23 is pressed in a state where a desired credit amount is bet by entering coins into a coin slot 21 or the like
  • a unit game in which the scrolling of a symbol in each first display region 28 ( 28 a to 28 e ) of a liquid crystal display 17 a provided inside a display window 15 which is provided on a front face of a cabinet 11 is started and then the scrolling is stopped and the symbol in each first display region 28 is stopped (rearranged) is executed.
  • the unit games for five columns will be executed.
  • a processing for determining a symbol to be stopped in each first display region 28 is carried out, and whether a winning combination associated with a payout is stopped on a payline L 1 that is set as a horizontal line at a middle level of each first display region 28 or not, that is, whether the winning combination is realized or not, is judged (step S 300 ).
  • a transition to another game or a payout is made according to a first payout table (step S 400 ).
  • a transition to a bonus game is made according to the first payout table.
  • a payout of 20 coins is made according to the first payout table.
  • a sub game for rearranging symbols according to prescribed rules is executed (step S 500 ).
  • the symbols are rearranged according to a tag information set in correspondence to each symbol and a predetermined tag arrangement at the first display regions 28 ( 28 a to 28 e ).
  • the symbols rearranged by this sub game are displayed in second display regions 48 ( 48 a to 48 e ) of the liquid crystal display 17 b provided inside a display window 14 which is provided on a front face of the cabinet 11 .
  • step S 600 whether a winning combination associated with a payout is stopped on a payline L 2 that is set as a horizontal line at a middle level of each second display region 48 ( 48 a to 48 e ) or not, that is, whether the winning combination is realized or not, is judged (step S 600 ).
  • a payout is made according to a second payout table (step S 700 ).
  • a payout of 5 coins is made according to the second payout table.
  • the scrolling of the symbols is not carried out, but the rearranged symbols will be described as “stopped” for the sake of convenience in this first embodiment.
  • the sub game for rearranging symbols according to prescribed rules is executed. Then, in the case where the winning combination is realized, a payout is made. In this way, the player is given a chance to obtain a prize in a subsequent sub game even when a prize cannot be obtained by the initial base game, so that it is possible to make the player to continually maintain interest in the game.
  • an exemplary case of displaying symbols in the first display regions 28 by using the liquid crystal display 17 a has been described, but it is also possible to use a configuration using mechanical rotation reels in cylindrical shapes having a plurality of symbols displayed on their side faces, in which the rotation reels are rotated and then stopped such that the symbols are stopped inside the display window 15 .
  • an exemplary case of displaying symbols in the second display regions 48 by using the liquid crystal display 17 b has been described, but it is also possible to use a configuration using mechanical rotation reels in cylindrical shapes having a plurality of symbols displayed on their side faces, in which the rotation reels are rotated and then stopped such that the symbols are rearranged inside the display window 14 .
  • the slot machine 10 is provided within a gaming facility.
  • the coins, bills or electronic value information corresponding to these will be used as the game medium for executing the unit game.
  • the game medium that can be used in the present invention is not limited to these, and can be medals, tokens, electronic money, or tickets, for example.
  • the tickets are not limited to any particular tickets and can be tickets with bar codes, for example, as will be described below.
  • the slot machine 10 has a cabinet 11 , a top box 12 provided on an upper side of the cabinet 11 , and a main door 13 provided on a front side of the cabinet 11 .
  • a liquid crystal display 17 a for scrolling symbols of three rows by five columns inside the display window 15 and a liquid crystal display 17 b for scrolling symbols of three rows by five columns inside the display window 14 are provided as a display.
  • the liquid crystal display 17 a has the first display regions 28 ( 28 a to 28 e ) for displaying symbols of three rows by five columns.
  • the liquid crystal display 17 a has the second display regions 48 ( 48 a to 48 e ) for displaying symbols of three rows by five columns.
  • the symbol sequence is scrolled in each of the first display regions 28 ( 28 a to 28 e ) of three rows by five columns. As a result, it becomes possible for the player to see the scrolled symbols through the display window 15 .
  • FIG. 3 shows the second display regions 48 .
  • the symbols are rearranged in the second display regions 48 ( 48 a to 48 e ) of three rows by five columns. As a result, it becomes possible for the player to see the rearranged symbols through the display window 14 , as shown in FIG. 3 .
  • the symbols of the same design as the symbols displayed in the first display regions 28 ( 28 a to 28 e ) are displayed.
  • the display is not limited to an example of the first embodiment.
  • the first display regions 28 and the second display regions 48 are not limited to be those of three rows by five columns.
  • a lower side image display panel 16 On a front side of the liquid crystal displays 17 a and 17 b in the main door 13 , a lower side image display panel 16 is provided.
  • the lower side image display panel 16 has a transparent liquid crystal panel, on which various information regarding the game and the effect images will be displayed during the game.
  • a credit amount display unit 31 and a payout amount display unit 32 are provided on the lower side image display panel 16 .
  • the number of coins credited is displayed by an image.
  • the payout amount display unit 32 the number of coins to be paid in the case where a combination of symbols that are stopped on the payline L 1 or L 2 is the winning combination as will be described below is displayed by an image.
  • the display window 15 through which symbols displayed in the first display regions 28 ( 28 a to 28 e ) of the liquid crystal display 17 a provided inside the cabinet 11 are visible and the display window 14 through which symbols displayed in the second display regions 48 ( 48 a to 48 e ) of the liquid crystal display 17 b provided inside the cabinet 11 are provided.
  • a single payline L 1 is set horizontally across the first display regions 28 ( 28 a to 28 e ).
  • a single payline L 2 is set horizontally across the second display regions 48 ( 48 a to 48 e ) (see FIG. 3 ).
  • the paylines L 1 and L 2 indicate the valid range for judging whether a combination of symbols is the winning combination associated with a payout or not. Namely, in the case where a combination of symbols that are stopped on the payline L 1 or L 2 is the winning combination, the number of coins according to that winning combination and the number of coins entered (BET number) will be paid.
  • an exemplary case of setting one payline L 1 or L 2 on a horizontal line at a middle level of each display region will be described, but the present invention is not limited to this example.
  • three lines that run horizontally across the display regions at upper, middle and lower levels, or two lines among them, maybe set as the paylines.
  • the paylines L 1 and L 2 may be set at the same position or at different positions.
  • a touch panel 69 (not shown in FIG. 2 , see FIG. 6 ) is provided, such that the player can input various types of commands by operating the touch panel 69 .
  • a control panel 20 having a plurality of buttons 23 - 27 through which commands regarding the progress of the game will be inputted by the player, the stop switch 82 , the coin slot 21 for receiving coins into the cabinet 11 , and a bill validator 22 are provided.
  • a spin button 23 On the control panel 20 , a spin button 23 , a change button 24 , a cashout button 25 , a 1-BET button 26 , and a Max-BET button 27 are provided.
  • the spin button 23 is a button for inputting a command for start scrolling symbols displayed in the first display regions 28 .
  • the change button 24 is a button to be used at a time of requesting changes to an attendant of the gaming facility.
  • the cashout button 25 is a button for inputting a command for paying the credited coins to a coin tray 18 .
  • the 1-BET button 26 is a button for inputting a command for betting one coin among the credited coins to the game.
  • the Max-BET button 27 is a button for inputting a command for betting maximum number (50, for example) of coins that can be bet per game among the credited coins to the game.
  • the bill validator 22 validates whether a bill is the legitimate one or not and accepts a legitimate bill into the cabinet 11 .
  • the bill validator 22 may have a configuration capable of reading a bar code attached ticket 39 to be described below.
  • On the lower front surface of the main door 13 that is on the lower part of the control panel 20 , there is provided a berry glass 34 on which characters of the slot machine 10 and the like are depicted.
  • an upper side image display panel 33 is provided on a front surface of the top box 12 .
  • the upper side image display panel 33 has a liquid crystal panel. On this liquid crystal panel, the effect image or the image for introducing the game content or explaining game rules, for example, will be displayed.
  • a speaker 29 for outputting speech is provided on the top box 12 .
  • a ticket printer 35 On the lower side of the upper side image display panel 33 , a ticket printer 35 , a card reader 36 , a data display 37 , and a key pad 38 are provided.
  • the ticket printer 35 prints a bar code which encodes data such as the credit amount, the date and time, the identification number of the slot machine 10 , etc., on the ticket, and outputs it as the bar code attached ticket 39 .
  • the player can use the bar code attached ticket 39 to play the game on another slot machine or exchange the bar code attached ticket 39 with the bills or the like at the cashier or the like of the gaming facility.
  • the card reader 36 carries out reading of data from a smart card and writing of data into a smart card.
  • the smart card is a card to be owned by the player, which stores data for identifying the player or data regarding log of games played by the player, for example.
  • the data display 37 comprises a fluorescent display or the like. On this data display 37 , data read by the card reader 36 , or data inputted by the player through the key pad 38 , for example, will be displayed.
  • the keypad 38 is an input device for inputting data and commands regarding the ticket issuance or the like.
  • FIG. 4 is a diagram showing a series of symbols to be scrolled in the first display regions 28 ( 28 a to 28 e ) of the liquid crystal display 17 a and the code number of each symbol. As shown in FIG. 4 , in each of the first display regions 28 ( 28 a to 28 e ), a series of 22 symbols comprising the code numbers “00” to “21” will be scrolled. The arrangement of symbols is different in different ones of the first display regions 28 ( 28 a to 28 e ).
  • the symbols to be displayed in each of the first display regions 28 include ten types of “JACKPOT 7”, “BLUE 7”, “BELL”, “CHERRY”, “STRAWBERRY”, “PLUM”, “ORANGE”, “APPLE”, “LOBSTER” and “CRAB”. Then, the winning combination associated with a payout is determined by a combination of the above described symbols. As a table for determining the payout amount when this winning combination is realized, a first payout table and a second payout table to be described below are set up.
  • FIG. 5 is a diagram showing an arrangement of tag information which is set in correspondence to each symbol displayed in the first display regions 28 ( 28 a to 28 e ) of FIG. 4 .
  • the corresponding tag information is “A-2”.
  • This tag information is randomly assigned to each symbol in the first display regions 28 ( 28 a to 28 e ).
  • each tag information shown in FIG. 5 will be displayed in a vicinity of each symbol displayed in the first display regions 28 ( 28 a to 28 e ), as well as in a vicinity of each symbol displayed in the second display regions 48 ( 48 a to 48 e ) (see FIGS. 15A and 15B ). However, it may be made such that the tag information will not be displayed in a vicinity of the symbol.
  • FIG. 6 is a tag arrangement table showing an arrangement of the tag information (tag arrangement). As shown in FIG. 6 , in each block (a rectangular frame for displaying one symbol) of the second display regions 48 ( 48 a to 48 e ), the tag information such as A- 1 , A- 2 , E- 2 , E- 3 is set up. As will be described below, when the base game is executed and the symbols are rearranged in the first display regions 28 ( 28 a to 28 e ), whether to make a transition to the sub game or not is judged.
  • the code number and the tag information for each symbol of each block displayed in the first display regions 28 ( 28 a to 28 e ) are referred, and the rearrangement is made according to the tag arrangement table shown in FIG. 6 .
  • the tag information is randomly assigned to each symbol of the first display regions 28 ( 28 a to 28 e ), so that the rearranged positions will be different even for the same symbols.
  • FIG. 7A is a diagram showing the first payout table, which shows combinations of symbols to be aligned on the payline L 1 . This first payout table will be selected when the usual base game is executed.
  • the bonus game which is executed when a combination of symbols “APPLE” is stopped on the payline L 1 in this way is a game mode which is more advantageous than the base game.
  • the bonus game is a free game (a game that can be played for a prescribed number of times without betting any coins).
  • the content of the bonus game that is more advantageous to the player is not particularly limited as long as it is more advantageous than the base game. For example, it is possible to consider a mode in which more numerous gaming medium than the base game can be obtained, a mode in which the gaming medium can be obtained at a higher probability than the base game, a mode in which the amount of gaming medium to be consumed is less than the base game, etc. More specifically, a free game, a second game, etc. can be considered as the bonus game.
  • FIG. 7B is a diagram showing the second payout table, which shows combinations of symbols to be aligned on the payline L 2 .
  • This second payout table will be selected when the sub game is executed.
  • a combination of symbols “APPLE” is stopped on the payline L 2
  • the payout of 20 coins will be made.
  • the payout of 15 coins will be made.
  • a combination of symbols “CHERRY” is stopped on the payline L 2
  • the payout of 10 coins will be made.
  • the payout of 5 coins will be made.
  • the amount of payout is determined as the first payout table is selected.
  • the sub game is executed, and when a combination of specific symbols such as a combination of symbols “CRAB”, for example, is stopped on the payline L 2 , the second payout table is selected.
  • CRAB combination of symbols
  • the symbols displayed (arranged) in the first display regions 28 ( 28 a to 28 e ) are started to be scrolled when the 1-BET button 26 or the Max-BET button 27 is pressed and then the spin button 23 is pressed after that.
  • the scrolling of the symbols will be stopped (rearranged) after a prescribed period of time has elapsed.
  • some of the symbols among the series of symbols in the first display regions 28 ( 28 a to 28 e ) shown in FIG. 4 will be stopped in the first display regions 28 ( 28 a to 28 e ) inside the display window 15 .
  • various types of winning combinations are predetermined for each symbol (see FIG. 7A ). Then, in the case where the symbols that constitute the winning combination are stopped on the payline L 1 , the amount of coins to be paid according to the winning combination will be added to the credit owned by the player.
  • the bonus game trigger is realized, that is, when a combination of five symbols “APPLE” is stopped on the payline L 1 in the first embodiment, a transition of the game mode from the base game to the bonus game will be made.
  • FIG. 8 is a block diagram showing a control circuit of the slot machine 10 shown in FIG. 2 .
  • the control circuit comprises a controller 70 , a main body PCB (Printed Circuit Board) 60 , a sub CPU 61 , a door PCB 80 , and various types of switches and sensors.
  • the controller 70 comprises a mother board 40 and a gaming board 50 .
  • the gaming board 50 has a CPU (Central Processing Unit) 51 , a ROM 55 and a boot ROM 52 which are mutually connected through an internal bus, a card slot 53 S corresponding to a memory card 53 , and an IC socket 54 S corresponding to a GAL (Generic Array Logic) 54 .
  • a CPU Central Processing Unit
  • ROM 55 ROM 55
  • boot ROM 52 boot ROM 52
  • an internal bus a card slot 53 S corresponding to a memory card 53
  • an IC socket 54 S corresponding to a GAL (Generic Array Logic) 54 .
  • GAL Generic Array Logic
  • the memory card 53 stores a game program and a game system program.
  • the game program includes a symbols to be stopped determination program.
  • the symbols to be stopped determination program is a program for determining symbols (code numbers corresponding to symbols) to be stopped on the payline L 1 in the first display regions 28 ( 28 a to 28 e ).
  • This symbols to be stopped determination program contains symbol weighing data respectively corresponding to plural types of payout rates (80%, 84%, 88%, for example).
  • the symbol weighing data are data indicating the correspondence relationship between the code number of each symbol (see FIG. 4 ), and one or a plurality of random number values belonging to a prescribed numerical value range (0 to 256), for each of the five columns of the first display regions 28 ( 28 a to 28 e ).
  • the payout rate is determined according to the payout rate setting data outputted from the GAL 54 .
  • the symbols to be stopped are determined according to the symbol weighing data corresponding to this payout rate.
  • the card slot 53 S is formed such that the memory card 53 can be inserted or extracted, and connected to the mother board 40 through the IDE bus. Consequently, by extracting the memory card 53 from the card slot 53 S, writing the other game program and game system program into the memory card 53 , and inserting that memory card 53 into the card slot 53 S, it is possible to change a type and a content of the game to be played on the slot machine 10 .
  • the game program includes a program related to the game progress and a program for making a transition to the bonus game.
  • the game program also contains the image data and sound data to be outputted during the game.
  • the GAL 54 has a plurality of input ports and output ports, and when data are inputted into the input ports, data corresponding to these data are outputted from the output ports.
  • the data outputted from the output ports are the payout rate setting data mentioned above.
  • the IC socket 54 S is formed such that the GAL 54 can be attached or detached, and connected to the mother board 40 through the PCI bus. Consequently, by detaching the GAL 54 from the IC socket 54 S, rewriting the program stored in the GAL 54 , and attaching that GAL 54 to the IC socket 54 S, it is possible to change the payout rate setting data to be outputted from the GAL 54 .
  • the CPU 51 , the ROM 55 and the boot ROM 52 that are mutually connected through the internal bus are connected to the mother board 40 through the PCI bus.
  • the PCI bus carries out the signal transmission between the mother board 40 and the gaming board 509 , as well as the power supply from the mother board 40 to the gaming board 50 .
  • the ROM 55 stores a country identification information and an authentication program.
  • the boot ROM 52 stores a spare authentication program and a program (boot codes) for the CPU 51 to activate the spare authentication program.
  • the authentication program is a program (falsification checking program) for authenticating the game program and the game system program.
  • the authentication program is a program for carrying out the checking and the verification of the fact that the game program and the game system program are not falsified.
  • the authentication program is described along a procedure for carrying the authentication of the game program and the game system program.
  • the spare authentication program is a program for authenticating the above described authentication program.
  • the spare authentication program is described along a procedure for carrying out the verification that the authentication program that is a target of the authentication processing is not falsified, that is, the authentication of the authentication program.
  • the mother board 40 has a main CPU 41 , a ROM (Read Only Memory) 42 , a RAM (Random Access Memory) 43 , and a communication interface 44 .
  • the main CPU 41 has a function for controlling the entire slot machine 10 .
  • the main CPU 41 carries out a control for outputting a command signal for scrolling symbols in the first display regions 28 ( 28 a to 28 e ) of the liquid crystal display 17 a with respect to the sub CPU 61 when the credit is bet and the spin button 23 is pressed, a control for determining symbols to be stopped at a middle level position (on the payline L 1 ) after the symbols in the first display regions 28 ( 28 a to 28 e ) are scrolled, and a control for displaying symbols such that the determined symbols are stopped on the payline L 1 .
  • the controller 70 containing the main CPU 41 has a function for executing an arrangement control which, after a plurality of symbols displayed in the first display regions 28 ( 28 a to 28 e ) of the liquid crystal display 17 a are scrolled, selects and determines symbols to be arranged into a symbol matrix from plural types of symbols randomly, and stops the scrolling state at the determined symbols, in order to rearrange them into a new symbol matrix (an arrangement of three rows by five columns).
  • the controller 70 has a function of a payout table selection controller which selects the first payout table and determines the amount of payout according to this first payout table when a prescribed combination of symbols is rearranged on the payline L 1 that is set with respect to the symbol matrix, that is when the winning combination is realized, by the execution of the base game.
  • This payout table selection controller also has a function for selecting the second payout table and determining the amount of payout according to this second payout table when a prescribed combination of symbols is rearranged on the payline L 2 that is set with respect to the symbol matrix, that is when the winning combination is realized, by the execution of the sub game.
  • the controller 70 also has a function for rearranging a plurality of symbols rearranged as the symbol matrix by the execution of the base game, according to prescribed rules.
  • the controller 70 also has a function for rearranging a plurality of symbols rearranged by the execution of the base game, according to the tag information that is set in correspondence to each symbol and the predetermined tag arrangement.
  • the controller 70 also has a function for rearranging a plurality of symbols rearranged by the execution of the base game into the second display regions 48 ( 48 a to 48 e ) of the liquid crystal display 17 b, according to the tag information that is set in correspondence to each symbol and the predetermined tag arrangement, while also displaying the tag information that is set in correspondence to each symbol in a vicinity of each symbol.
  • the ROM 42 stores programs such as BIOS (Basic Input/Output System) to be executed by the main CPU 41 , as well as data to be used permanently.
  • BIOS Basic Input/Output System
  • the ROM 42 also stores the tag arrangement table shown in FIG. 6 , the first payout table shown in FIG. 7A , and the second payout table shown in FIG. 7B .
  • the RAM 43 stores data and programs to be used when the main CPU 41 carries out the processing.
  • the communication interface 44 carries out communications with the host computer or the like that is provided inside the gaming facility through a communication channel.
  • a main body PCB (Printed Circuit Board) 60 and a door PCB 80 to be described below are connected through the respective USB (Universal Serial Bus).
  • a power source unit 45 is connected to the mother board 40 .
  • the main CPU 41 of the mother board 40 is activated, and the power is supplied to the gaming board 50 through the PCI bus and the CPU 51 is activated.
  • main CPU 41 executes the game program and the game system program stored in the RAM 43 according to the input signals inputted into the main CPU 41 . Then, the main CPU 41 carries out the calculation processing according to these programs and stores the result into the RAM 43 , and the processing for transmitting control signals to each device as the control processing with respect to each device.
  • a lamp 30 To the main body PCB 60 , a lamp 30 , a sub CPU 61 , a hopper 66 , a coin detection unit 67 , a graphic board 68 , a speaker 29 , a touch panel 69 , a bill validator 22 , a ticket printer 35 , a card reader 36 , a key switch 38 S, and a data display 37 are connected.
  • the lamp 30 is controlled to be turned on or off according to the control signal outputted from the main CPU 41 .
  • the sub CPU 61 carries out the control for randomly rearranging symbols by scrolling symbols in the five columns of the first display regions 28 ( 28 a to 28 e ) that are set in the liquid crystal display 17 a, and the control for rearranging symbols in the five columns of the second display regions 48 ( 48 a to 48 e ) that are set in the liquid crystal display 17 b according to the prescribed rules.
  • the sub CPU 61 is connected to a VDP (Video Display Processor) 46 .
  • the VDP 46 reads out the image data of symbols stored in the image data ROM 47 , generates the scrolling images to be displayed at the liquid crystal display 17 a, and outputs the scrolling images to the liquid crystal display 17 a.
  • the VDP 46 also reads out the image data of symbols stored in the image data ROM 47 , generates the rearranged images to be displayed at the liquid crystal display 17 b, and outputs the rearranged images to the liquid crystal display 17 b.
  • the image data ROM 47 stores data indicating the series of symbols to be scrolled in the first display regions 28 ( 28 a to 28 e ) (see FIG. 4 ).
  • the hopper 66 is provided inside the cabinet 11 , and pays the prescribed number of coins according to the control signal outputted from the main CPU 41 , from a coin payout opening 19 to a coin tray 18 .
  • the coin detection unit 67 is provided inside the coin payout opening 19 , and outputs an input signal with respect to the main CPU 41 when it is detected that the prescribed number of coins are paid from the coin payout opening 19 .
  • the graphic board 68 controls the image display on the upper side image display panel 33 and the lower side image display panel 16 according to the control signal outputted from the main CPU 41 (except for symbols to be displayed in the first display regions 28 and the second display regions 48 ).
  • the credit amount display unit 31 of the lower side image display panel 16 the credit amount stored in the RAM 43 is displayed.
  • the payout amount display unit 32 on the lower side image display panel 16 the number of coins to be paid is displayed.
  • the graphic board 68 has a VDP for generating image data according to the control signal outputted from the main CPU 41 and a video RAM for temporarily storing the image data generated by the VDP.
  • the bill validator 22 reads an image of the bill and accepts the legitimate bill into the cabinet 11 .
  • the bill validator 22 outputs an input signal with respect to the main CPU 41 according to the amount of that bull when the legitimate bill is accepted.
  • the main CPU 41 stores the credit amount according to the amount of the bill notified by that input signal into the RAM 43 .
  • the ticket printer 35 prints the bar code which encodes data such as the credit amount stored in the RAM 43 , the date and time, and the identification number of the slot machine 10 , etc., on the ticket, according to the control signal outputted from the main CPU 41 , and outputs it as the bar code attached ticket 39 .
  • the card reader 36 reads data from the smart card and transmit it to the main CPU 41 , or writes data into the smart card according to the control signal outputted from the main CPU 41 .
  • the key switch 38 S is provided on the key pad 38 , and outputs an input signal to the main CPU 41 when the key pad 38 is operated by the player.
  • the data display 37 displays the data read by the card reader 36 or the data inputted by the player through the key pad 38 , according to the control signal outputted from the main CPU 41 .
  • a control panel 20 To the door PCB 80 , a control panel 20 , a reverter 21 S, a coin counter 21 C and a cold cathode tube 81 are connected.
  • a spin switch 23 S corresponding to a spin button 23 On the control panel 20 , a spin switch 23 S corresponding to a spin button 23 , a change switch 24 S corresponding to a change button 24 , a cashout switch 25 S corresponding to a cashout button 25 , a 1-BET switch 26 S corresponding to a 1-BET button 26 , and a Max-BET switch 27 S corresponding to a Max-BET button 27 are provided.
  • Each one of the switches 23 S to 27 S outputs an input signal with respect to the main CPU 41 when the corresponding one of the buttons 23 - 27 is operated by the player.
  • the coin counter 21 C is provided inside the coin slot 21 , and validates whether coins entered at the coin slot 21 are legitimate ones or not. Those coins that are not the legitimate ones will be ejected from the coin payout opening 19 .
  • the coin counter 21 C outputs an input signal with respect to the main CPU 41 when the legitimate coins are detected.
  • the reverter 21 S is operated according to a control signal outputted from the main CPU 41 , to distribute the coins recognized as the legitimate coins by the coin counter 21 C to the cash box (not shown) provided inside the slot machine 10 or the hopper 66 . Namely, when the hopper 66 is filled with coins, the legitimate coins are distributed to the cash box by the reverter 21 S. On the other hand, when the hopper 66 is not filled with coins, the legitimate coins are distributed to the hopper 66 .
  • the cold cathode tube 81 functions as the background light provided on the back side of the lower side image display panel 16 and the upper side image display panel 33 , and it is turned on according to a control signal outputted from the main CPU 41 .
  • FIG. 9 is a flow chart showing a procedure of the authentication and reading processing for the game program and the game system program (processing at the step S 100 shown in FIG. 1 ), by the mother board 40 and the gaming board 50 shown in FIG. 8 .
  • the memory card 53 is attached to the card slot 53 S and the GAL 54 is attached to the IC socket 54 S on the gaming board 50 .
  • the mother board 40 and the gaming board 50 are activated (steps S 1 - 1 , S 2 - 1 ).
  • the respective independent processings will be carried out in parallel. Namely, at the gaming board 50 , the CPU 51 carries out the reading of the spare authentication program stored in the boot ROM 52 , and the spare authentication for checking and verifying that the authentication program is not falsified in advance, according to the read out spare authentication program, before it is taken into the mother board 40 (step S 2 - 2 ).
  • the main CPU 41 executes the BIOS stored in the ROM 42 and expands the compressed data incorporated in the BIOS over the RAM 43 (step S 1 - 2 ). Then, the main CPU 41 executes the BIOS expanded on the RAM 43 to carry out the diagnosis and initialization of various types of peripheral devices (step S 1 - 3 ).
  • the main CPU 41 carries out the reading of the authentication program stored in the ROM 55 .
  • the main CPU 41 carries out the processing for storing the read out authentication program into the RAM 43 (step S 1 - 4 ).
  • the main CPU 41 makes an access to the memory card 53 that is attached to the card slot 53 S through the IDE bus. Then, the main CPU 41 carries out the reading of the game program and the game system program stored in the memory card 53 .
  • the main CPU 41 carries out the authentication for checking and verifying that the read out game program and game system program are not falsified, according to the authentication program stored in the RAM 43 (step S 1 - 5 ).
  • the main CPU 41 stores the authenticated game program and game system program into the RAM 43 (step S 1 - 6 ).
  • the main CPU 41 makes an access to the GAL 54 that is attached to the IC socket 54 S through the PCI bus, reads out the payout rate setting data from the GAL 54 , and stores it into the RAM 43 (step S 1 - 7 ).
  • the main CPU 41 carries out the reading of the country identification information stored in the ROM 55 of the gaming board 50 , and stores the read out country identification information into the RAM 43 (step S 1 - 8 ).
  • the main CPU 41 sequentially reads out and executes the game program and the game system program, to proceed with the base game as described below.
  • FIG. 10 is a flow chart showing the concrete processing procedure of the base game execution processing shown at the step S 200 of FIG. 1 .
  • the main CPU 41 judges whether the coin BET has been made or not (step S 11 ). In this processing, the main CPU 41 judges whether the input signal outputted from the 1-BET switch 26 S when the 1-BET button 26 is pressed or the input signal outputted from the Max-BET switch 27 S when the Max-BET button 27 is pressed has been received or not. When it is judged that the coin BET has not been made, the processing returns to the step S 11 .
  • the main CPU 41 carries out the processing for subtracting the credit amount stored in the RAM 43 according to the number of coins to be bet (step S 12 ).
  • the processing is returned to the step S 11 , without carrying out the processing for subtracting the credit amount stored in the RAM 43 .
  • the processing proceeds to the step S 13 , without carrying out the processing for subtracting the credit amount stored in the RAM 43 . In this state, it becomes a state where it is possible to scroll symbols in the first display regions 28 ( 28 a to 28 e ).
  • step S 13 the main CPU 41 judges whether the spin button 23 is turned ON or not. In this processing, the main CPU 41 judges whether the input signal outputted from the spin switch 23 S when the spin button 23 is turned ON is received or not.
  • the processing is returned to the step S 11 .
  • the spin button 23 is not turned ON (the case where a command indicating the finishing of the game is inputted without turning the spin button 23 ON, for example), the main CPU 41 cancels the subtraction result at the step S 12 .
  • step S 12 the exemplary case of carrying out the processing for subtracting the credit amount (step S 12 ) after the coin BET is made (step S 11 ), before making the judgment as to whether the spin button 23 is turned ON or not (step S 13 )
  • step S 13 the present invention is not limited to this exemplary case.
  • the main CPU 41 carries out the symbols to be stopped determination processing (step S 14 ).
  • the main CPU 41 determines symbols to be displayed through the display window 15 at a time of stopping symbols in the first display regions 28 ( 28 a to 28 e ) by executing the symbols to be stopped determination program stored in the RAM 43 . In this way, the combination of symbols to be stopped on the payline L 1 is determined.
  • This processing is a processing for stopping symbols in the first display regions 28 ( 28 a to 28 e ) after the scrolling of symbols in the first display regions 28 ( 28 a to 28 e ) is started, such that symbols determined at the step S 14 will be stopped on the payline L 1 .
  • the main CPU 41 judges whether the bonus trigger is realized or not, that is, whether the combination of symbols stopped on the payline L 1 is the combination of symbols “APPLE” or not (step S 16 ).
  • the main CPU 41 executes the bonus game processing to be described below (step S 17 ).
  • the main CPU 41 judges whether the winning combination is realized or not, that is, whether the combination of symbols “LOBSTER” is stopped on the payline L 1 or not, for example (step S 18 ).
  • the main CPU 41 carries out the payout processing corresponding to this winning combination, according to the first payout table (step S 19 ).
  • the main CPU 41 executes the sub game processing to be described below (step S 20 ).
  • the main CPU 41 In the case of depositing the paid coins, the main CPU 41 adds the prescribed amount of credit to the credit amount stored in the RAM 43 . In the case of paying the coins, the main CPU 41 makes the payout of a prescribed number of coins by transmitting the control signal to the hopper 66 . At this point, the coin detection unit 67 counts the number of coins paid from the hopper 66 , and transmits a payout completion signal to the main CPU 41 when the count value reached the specified number. As a result, the main CPU 41 stops the driving of the hopper 66 and finishes the coin payout processing.
  • FIG. 11 is a flow chart showing a procedure of the symbols to be stopped determination processing shown at the step S 14 of FIG. 10 .
  • This processing is a processing to be carried out as the main CPU 41 executes the symbols to be stopped determination program stored in the RAM 43 .
  • the main CPU 41 selects a random number value corresponding to each column of the first display regions 28 ( 28 a to 28 e ) from a numerical value range of 0 to 255, by executing the random number generation program contained in the symbols to be stopped determination program (step S 51 ).
  • the main CPU 41 refers to the symbol weighing data according to the payout rate setting data outputted from the GAL 54 and stored in the RAM 43 , and determines the code numbers (see FIG. 4 ) for the first display regions 28 ( 28 a to 28 e ) according to the selected five random number values (step S 52 ).
  • the code numbers of the first display regions 28 correspond to the code numbers of symbols to be stopped and displayed on the payline L 1 . Symbols are scrolled in the arrangement as shown in FIG. 4 , so that when the code numbers of symbols to be stopped and displayed on the payline L 1 are determined, the code numbers of symbols to be stopped and displayed on upper and lower level horizontal lines of the payline L 1 are also determined.
  • the main CPU 41 determines the winning combination by determining the code numbers of the first display regions 28 ( 28 a to 28 e ).
  • the main CPU 41 has determined the combination of symbols “JACKPOT 7” as the winning combination.
  • FIG. 12 is a flow chart showing a procedure of the symbols scroll processing shown at the step S 15 of FIG. 10 .
  • This processing is a processing carried out between the main CPU 41 and the sub CPU 61 .
  • the main CPU 41 transmits a start signal indicating that the symbols scrolling will be started in the first display regions 28 of the liquid crystal display 17 a, to the sub CPU 61 (step S 61 ).
  • the sub CPU 61 reads out the image data of symbols stored in the image data ROM 47 , and carries out the scrolling of symbols in the five columns of the first display regions 28 ( 28 a to 28 e ) of the liquid crystal display 17 a (step S 71 ).
  • the scrolling of symbols is started in the five columns of the first display regions 28 ( 28 a to 28 e ).
  • This processing is a processing for displaying the images on the lower side image display panel 16 and outputting sounds from the speaker 29 , etc., during a period (three seconds, for example) determined according to the result of the symbols to be stopped determination processing (step S 14 of FIG. 10 ), etc.
  • the main CPU 41 judges whether it is a timing for commanding the stopping of the scrolling or not (step S 63 of FIG. 12 ).
  • the main CPU 41 transmits the code numbers of symbols stored in the RAM 43 to the sub CPU 61 (step S 64 ).
  • the sub CPU 61 determines the scrolling stopping position such that it corresponds to these code numbers (step S 72 ).
  • step S 73 the scrolling stopping processing is carried out, and symbols are stopped and displayed in the first display regions 28 ( 28 a to 28 e ) that are inside the display window 15 (step S 73 ). Also, the display processing of the effect images by the main CPU 41 is finished (step S 65 ).
  • FIG. 13 is a flow chart showing a procedure of the bonus game processing shown at the step S 19 of FIG. 10 .
  • the main CPU 41 determines the number of times for executing the bonus game T from a range of 10 to 25 games, according to the random number value obtained by executing the random number generation program contained in the symbols to be stopped determination program stored in the RAM 43 (step S 81 ).
  • the main CPU 41 stores the determined data on the number of games T of the bonus game into the RAM 43 .
  • step S 82 the main CPU 41 carries out the symbols to be stopped determination processing (step S 82 ) and the symbols scroll processing (step S 83 ).
  • the processing of the step S 82 is similar to the processing described above with reference to FIG. 11 .
  • the processing of the step S 83 is similar to the processing described above with reference to FIG. 12 .
  • the main CPU 41 judges whether the bonus game trigger is realized or not, that is, whether the combination of symbols “APPLE” is stopped on the payline L formed in the first display regions. 28 ( 28 a to 28 e ) inside the display windows 15 or not (step S 84 ).
  • the bonus game trigger is realized (step S 84 YES)
  • the number t of repetitions of the bonus game is newly determined (step S 85 )
  • the determined number t of repetitions is added to the current number of games T of the bonus game (step S 86 ). In this way, when the bonus game is won again during the bonus game, the remaining number of the bonus games will be increased.
  • the main CPU 41 judges whether the winning combination is realized or not (step S 87 ). When it is judged that the winning combination is realized, the main CPU 41 makes the payout of coins according to the number of coins entered and the winning combination (step S 88 ). At this point, the payout according to the first payout table shown in FIG. 7A is made.
  • the main CPU 41 reads out the number of games T of the bonus game stored in the RAM 43 , subtracts one from the read out value of the number of games T, and stores the number of games T after the subtraction into the RAM 43 again (step S 89 ).
  • the main CPU 41 judges whether the number of games T of the bonus game has reached the number of times determined at the step S 81 or not (step S 90 ). More specifically, it is judged by judging whether the number of games T stored in the RAM 43 has become zero or not, and when the number of games T is not zero, that is, when it is judged that the number of executed bonus games has not reached the number of times determined at the step S 81 , the processing is returned to the step S 82 and the above described processing is repeated.
  • the processing is finished.
  • the bonus game is carried out in this way.
  • FIG. 14 is a flow chart showing a procedure of the sub game processing shown at the step S 20 of FIG. 10 .
  • the main CPU 41 acquires the code number of each symbol rearranged in the first display regions 28 ( 28 a to 28 e ), and the tag information (see FIG. 5 ) corresponding to each code number (step S 101 ).
  • the main CPU 41 rearranges the code numbers of the symbols according to the tag information and the tag arrangement table (see FIG. 6 ) (step S 102 ).
  • symbols rearranged in the first display region 28 a are “ORANGE”, “PLUM” and “LOBSTER” sequentially from top to bottom
  • the code numbers of these symbols are “02”, “03” and “04” sequentially from top to bottom
  • the corresponding tag informations are “A-3”, “A-1” and “A-2” sequentially from top to bottom.
  • the code numbers will be “03”, “04” and “02” sequentially from top to bottom.
  • the main CPU 41 rearranges symbols in correspondence to the arrangement of these code numbers (step S 103 ). For example, symbols rearranged in block of the second display region 48 a (the left most column) will be “PLUM”, “LOBSTER” and “ORANGE” sequentially from top to bottom.
  • the main CPU 41 rearranges the code numbers of symbols in the other first display regions 28 b to 28 e by the similar processing, and determines symbols to be displayed in blocks of the second display regions 48 ( 48 a to 48 e ).
  • the main CPU 41 judges whether the winning combination associated with a payout is stopped on the payline L 2 that is set as a middle level horizontal line in the second display regions 48 or not, that is, whether the winning combination is realized or not (step S 104 ).
  • the payout processing corresponding to the winning combination is carried out according to the second payout table (step S 105 ).
  • FIG. 15A is a diagram showing an exemplary display at the first display regions 28 when the base game is executed
  • FIG. 15B is a diagram showing an exemplary display at the second display regions 48 when the sub game is executed.
  • the winning combination associated with a payout is not stopped on the payline L 1 of the first display regions 28 ( 28 a to 28 e ), so that the sub game will be executed subsequently.
  • the rearrangement of symbols is carried out according to the procedure described above, and the rearranged symbols are displayed in the second display regions 48 ( 48 a to 48 e ).
  • the combination of symbols “LOBSTER” which is the winning combination is stopped on the payline L 2 of the second display regions 48 ( 48 a to 48 e ), so that the payout of 15 coins will be made according to the second payout table.
  • a base game for randomly rearranging a plurality of symbols, and a sub game for rearranging a plurality of symbols rearranged by this base game according to prescribed rules are executed, and a prescribed payout is made when a winning combination associated with a payout is included in the combinations of rearranged symbols, so that even if the winning combination is not realized in the base game that is initially executed, the player can obtain a prize if the winning combination is realized in the subsequent sub game. Consequently, it is possible to make the player to continually maintain the interest in the game.
  • the symbols are rearranged according to the tag information that is set in correspondence to each symbol and the predetermined tag arrangement (tag arrangement table), so that a complicated program for rearranging symbols becomes unnecessary, and it is possible to simply the processing of the main CPU 41 .
  • the rearranged symbols of the base game are displayed in the first display regions 28 and the rearranged symbols of the sub game are displayed in the second display regions 48 , so that the player can enjoy how symbols are rearranged by the sub game in comparison with the symbol arrangement of the base game.
  • the tag information is displayed in a vicinity of the symbol, so that the player can confirm that the rearrangement of symbols by the sub game is carried out properly according to the tag information, and it is possible to improve the reliability of the game.
  • the main CPU 41 in the second embodiment has a function of a symbol rearrangement controller for making symbols appear to be rearranged by randomly assigning a background color to each symbol rearranged by the base game and carrying out a color by color display based on each background color.
  • randomly assigning a background color to each symbol is used as a prescribed rule for rearranging a plurality of symbols.
  • randomly assigning a background color to each symbol without changing a position of each symbol is regarded as the rearrangement of symbols.
  • the combination of identical symbols is on the payline and the payout is made as long as at least two or more of identical symbols with the identical background color are arranged.
  • Which background color is to be regarded as the virtual payline may be set in advance, or may be selected randomly every time the sub game is executed.
  • FIG. 16 is a flow chart showing a procedure of the sub game processing shown at the step S 20 of FIG. 10 .
  • the main CPU 41 randomly assigns a background color to each symbol rearranged in the first display regions 28 ( 28 a to 28 e ) (step S 201 ).
  • a background color can be randomly assigned to each symbol by executing a random number generation program and extracting one background color randomly from a plurality of background colors set in advance.
  • the main CPU 41 displays the assigned background color on a background of each symbol rearranged in the second display regions 48 ( 48 a to 48 e )(step S 202 ).
  • the main CPU 41 judges whether at least two or more of identical symbols with a background color “red”, for example, are arranged or not, that is, whether the winning combination is realized on the virtual payline or not (step S 203 ).
  • the payout processing corresponding to the winning combination is carried out according to the second payout table (step S 204 ).
  • FIG. 17A is a diagram showing an exemplary display at the first display regions 28 when the base game is executed
  • FIG. 17B is a diagram showing an exemplary display at the second display regions 48 when the sub game is executed.
  • the winning combination associated with a payout is not stopped on the payline L 1 of the first display regions 28 ( 28 a to 28 e ), that is, the winning combination is not realized, so that the payout and the like will not be made.
  • the sub game will be executed subsequently.
  • the arrangement of symbols is unchanged but the randomly assigned background colors are displayed.
  • the assignment of background colors as shown in FIG. 17B is made.
  • the payline is set as a horizontal line at a middle level, the winning combination will not be realized.
  • the payout amount is different according to the number of identical symbols with the identical background color that are arranged. It may be made such that the payout amount is different for different background colors, or such that the payout amount is changed according to a combination of the background color and the symbol.
  • a background color is randomly assigned to each symbol rearranged by the base game, and each symbol is made to appear to be rearranged by carrying out a color by color display based on each background color, so that it can be expected that the player has an interest regarding which background color is going to be assigned to each symbol.
  • the player can enjoy the change of images in the display regions. Consequently, it is possible to increase the player's interest in the game.
  • the respective background colors of the symbols rearranged in the second display regions 48 may be displayed simultaneously, or may be displayed sequentially in the horizontal direction or the vertical direction. It may be made such that the background colors are displayed with one column or one row interval, or the background colors are displayed sequentially one color after another. It may be made such that, without using the second display regions 48 ( 48 a to 48 e ), only the background colors are displayed in the first display regions 28 ( 28 a to 28 e ) in a state where symbols are displayed (with a plain background), when the sub game is executed.
  • the main CPU 41 in the third embodiment has a function of a symbol rearrangement controller for rearranging a plurality of symbols rearranged by the base game while displaying a manner by which each symbol sequentially moves in the first display regions 28 , at a time of rearranging symbols according to prescribed rules in the sub game.
  • a block sliding processing to be described below is executed as a prescribed rule for rearranging a plurality of symbols in the sub game processing.
  • the rearrangement of symbols by the sub game is displayed in the same first display regions 28 used by the base game.
  • FIG. 18 is a flow chart showing a procedure of the sub game processing shown at the step S 20 of FIG. 10 .
  • the main CPU 41 acquires the code number of each symbol rearranged in the first display regions 28 ( 28 a to 28 e ), and the tag information that is set in correspondence to that symbol (step S 301 ).
  • the main CPU 41 determines the code number and the tag information of the symbol to be rearranged in each block of the symbol matrix by executing a block sliding processing to be described below (step S 302 ).
  • the symbol can be identified when the code number and the tag information are ascertained. For example, if the code number is “08” and the tag information is “B-2”, the symbol is “BELL”.
  • the main CPU 41 rearranges the symbol corresponding to the determined code number and tag information in each block of the symbol matrix (step S 303 ).
  • the main CPU 41 judges whether the winning combination associated with a payout is stopped on the payline L 1 that is set as a middle level horizontal line in the first display regions 28 ( 28 a to 28 e ) or not, that is, whether the winning combination is realized or not (step S 304 ).
  • the payout processing corresponding to the winning combination is carried out according to the second payout table (step S 305 ).
  • FIG. 19 is a flow chart showing a procedure of the block sliding processing shown at the step S 302 of FIG. 18 .
  • the main CPU 41 secures a plurality of memory areas corresponding to the symbol matrix (three rows by five columns) on the RAM 43 , and stores the code number and the tag information of a moved block into the memory area corresponding to a moving target block.
  • the main CPU 41 sets a count number n to 0 (step S 401 ), and sets a central block in the symbol matrix to be a vacant block (step S 402 ).
  • a vacant block is a block in which the symbol is deleted and only the background is displayed.
  • the code number and the tag information of the deleted symbol are stored into the RAM 43 .
  • the main CPU 41 judges whether there are two or more movable blocks at upper, lower, right and left neighbors of the vacant block or not (step S 403 ).
  • the block that had been moved immediately previously is removed from targets.
  • one movable block is determined by executing a random number generation program, for example (step S 404 ).
  • the determined block is moved to the vacant block, and the symbol is deleted from the block before moving such that it becomes a vacant block (step S 405 ).
  • the main CPU 41 moves the symbol of the movable block to the vacant block, and the symbol is deleted from the block before moving such that it becomes a vacant block (step S 406 ).
  • N indicates a number of times for moving blocks that is set in advance.
  • the code number and the tag information of a first deleted symbol are stored into the memory area corresponding to the vacant block (step S 409 ).
  • the code number and the tag information of the symbols rearranged by the block moving are stored in a plurality of memory areas that correspond to the symbol matrix.
  • the main CPU 41 moves a symbol of a block to be moved, into a vacant block in the first display regions 28 ( 28 a to 28 e ) whenever one block is moved, and displays a manner by which a symbol is deleted from a block before moving such that it becomes a vacant block on the display. More specifically, the main CPU 41 transmits the code number and the tag information of every one of three rows and five columns stored in the memory areas of the RAM 43 to the sub CPU 61 . Upon receiving the code number and the tag information from the main CPU 41 , the sub CPU 61 reads out all the image data corresponding to these code number and tag information, and displays them in the first display regions 28 ( 28 a to 28 e ).
  • the method of the block sliding processing is not limited to that of the third embodiment. Namely, any other method can be used as long as it can randomly rearrange a plurality of symbols.
  • FIG. 20A to FIG. 20E show a manner by which blocks are moved by the block sliding processing.
  • FIG. 20A to FIG. 20E show a manner by which blocks are moved by the block sliding processing.
  • an exemplary case of the symbol matrix of three rows by three columns will be described.
  • the left side of the figures show the symbol matrix, and the right side of the figures show a plurality of memory areas corresponding to the symbol matrix.
  • the main CPU 41 sets a center block of the symbol matrix to be a vacant block.
  • “LOBSTER” becomes a vacant block, and this symbol is deleted.
  • the main CPU 41 stores the code number “05” and the tag information “B-2” of the deleted symbol “LOBSTER” into another memory area.
  • the main CPU 41 determines one movable block.
  • the main CPU 41 moves the symbol “PLUM” into the vacant block, while deleting the symbol “PLUM” from a block before moving, as shown in FIG. 20B .
  • the main CPU 41 stores the code number “06” and the tag information “B-3” of the moved symbol “PLUM” into a memory area corresponding to a moving target block.
  • the main CPU 41 determines one movable block.
  • the main CPU 41 moves the symbol “PLUM” into the vacant block, while deleting the symbol “PLUM” from a block before moving, as shown in FIG. 20C .
  • the main CPU 41 stores the code number “05” and the tag information “B-3” of the moved symbol “PLUM” into a memory area corresponding to a moving target block.
  • the main CPU 41 determines one movable block. Here, there is only one movable block, so that it is determined as “ORANGE” at the upper neighbor of the vacant block. Next, the main CPU 41 moves the symbol “ORANGE” into the vacant block, while deleting the symbol “ORANGE” from a block before moving, as shown in FIG. 20D . At the same time, the main CPU 41 stores the code number “04” and the tag information “C-2” of the moved symbol “ORANGE” into a memory area corresponding to a moving target block.
  • the main CPU 41 stores the code number “05” and the tag information “B-2” of the symbol “LOBSTER” that had been stored in another memory area, into a memory area corresponding to the vacant block.
  • the code number and the tag information of each symbol are stored in a plurality of memory areas corresponding to the symbol matrix, as shown in FIG. 20E .
  • images in which the symbols are rearranged will be displayed in the first display regions 28 ( 28 a to 28 e ), according to the code number and the tag information of each symbol.
  • a manner by which the symbols are sequentially moved and rearranged will be displayed in the first display regions 28 ( 28 a to 28 e ) in conjunction with the start of the sub game.
  • the slot machine and the playing method according to the third embodiment at a time of rearranging a plurality of symbols rearranged by the base game, according to prescribed rules in the sub game, they are rearranged while displaying a manner by which each symbol is sequentially moved in the first display regions 28 , so that the player can enjoy a manner by which symbols are moved as if they are slide puzzles. It can be expected that the player has an interest regarding to which position the symbol is going to be moved. Consequently, it is possible to increase the player's interest in the game.
  • the sub game is executed when the winning combination is not realized in the base game, so that the player is given a chance to obtain a prize in a subsequent sub game even when a prize cannot be obtained by the initial base game. Consequently, the player can enjoy at least two games even in the case where a prize cannot be obtained in both games.
  • the sub game may be executed only in the case where the winning combination is realized in the base game.
  • the payout obtained by summing the payout amount due to the winning combination realized in the sub game and the payout amount due to the winning combination realized in the base game may be made, or the payout in the payout amount more advantageous to the player may be made.
  • the player can obtain the payout due to the sub game or the more advantageous payout in addition to the payout due to the base game, so that it is possible to increase the player's interest in the game.
  • whether the sub game is to be executed or not can be determined randomly by executing the random number generation program similarly as in the symbols to be stopped determination processing.
  • the player cannot ascertain whether a transition to the sub game is going to be made or not until the base game is finished, so that it becomes possible to arouse an expectation for a next game in the player, so that it is possible to increase the player's interest in the game.
  • the embodiments of the slot machine and the playing method according to the present invention have been described, but they are only showing concrete examples. Namely, the above described embodiments are not intended to limit the present invention, and the concrete configuration of each means or the like can be appropriately changed by design. Also, the concrete configuration of each means or the like can be replaced by other means having an equivalent functions, or a combination of a plurality of means each having a part of functions, and can also be realized by a part of functions of the other means having expanded functions. Also, the effects described in the embodiments of the present invention are only listing the most preferable effects arising from the present invention, and the effects of the present invention are not limited to those described in the embodiments of the present invention.

Abstract

In a base game for randomly rearranging a plurality of symbols, a prescribed payout is made when a winning combination associated with a payout is stopped on a payline. When the winning combination is not stopped on the payline, a sub game for rearranging symbols according to prescribed rules is executed. For symbols rearranged by the sub game, a prescribed payout is made when a winning combination associated with a payout is stopped on a payline.

Description

    CROSS REFERENCE TO RELATED APPLICATIONS
  • This application claims priority to co-pending U.S. provisional patent application Ser. No. 60/838,378 filed on Aug. 18, 2006, and which is incorporated by reference herein for all purposes.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention relates to a slot machine for playing games by using a game medium such as coin or bill, and a playing method thereof.
  • 2. Description of Related Art
  • The conventional slot machines include those disclosed in U.S. Pat. No. 6,960,133 and U.S. Pat. No. 6,012,983. These slot machines are configured such that, when a player inserts the game medium such as medal, coin or bill into an insertion slot of the slot machine and presses a spin button, a plurality of symbols are scrolled at a display unit provided on a front side of a cabinet, and then each symbol is,automatically stopped. At this point, a processing for determining symbols to be stopped randomly is carried out by generating random numbers at a time of starting the scrolling of each symbol which is triggered by the input of the spin button. When a transition to a bonus game such as mystery bonus or second game is won by this processing for determining symbols to be stopped, a payout of coins or credit associated with a prize such as the mystery bonus is made, or a transition from the base game to the bonus game is made and the bonus game is executed. Then, the slot machine is configured to pay out a prescribed prize when the winning combination occurs in the course of the game.
  • In such a conventional slot machine, the game comprises only the automatic stopping of the scrolled symbols.
  • SUMMARY OF THE INVENTION
  • The first aspect of the present invention is a slot machine comprising: a display having a plurality of display regions and adapted to display symbols in the display regions, the symbols arranged and rearranged in each unit game; and a controller operable to make a prescribed payout when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for randomly rearranging a plurality of symbols arranged on the display and a second game for rearranging the plurality of symbols rearranged by the first game according to prescribed rules.
  • According to the slot machine of the first aspect of the present invention, the controller controls such that a prize is set in the case where the winning combination is realized, in each of the first game and the second game.
  • The slot machine of the first aspect of the present invention has a case where the respective game results of the first game and the second game are displayed simultaneously and a case where the game results of the first game and the second game are displayed with a time difference. Namely, in the slot machine of the first aspect, even in the case where the winning combination associated with a payout is not realized in the first game, when the controller judges that the winning combination is realized in the second game at the same array of the plurality of symbols that are rearranged on the display, a prize for making the payout according to that winning combination is set. In further detail, assuming that the conventional concept of a valid line is taken into consideration in order for the controller to judge the winning combination in the first game, even in the case where the winning combination does not exist on the valid line in the first game, if the winning combination is realized on another valid line in the second game, the controller controls such that the payout is made.
  • The second aspect of the present invention is a slot machine comprising: a display having a plurality of display regions and adapted to display symbols in the display regions, the symbols arranged and rearranged in each unit game; and a controller operable to make a prescribed payout is made when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for randomly rearranging a plurality of symbols arranged on the display and a second game for rearranging the plurality of symbols rearranged in the first game according to a tag information set in correspondence to each symbol and a predetermined tag arrangement.
  • According to the slot machine of the second aspect of the present invention, the controller controls such that a prize is set when the winning combination is realized in each of the first game and the second game. The controller controls such that the symbols are rearranged according to the tag information and the tag arrangement.
  • The third aspect of the present invention is a slot machine comprising: a display having a plurality of display regions and adapted to display symbols in the display regions, the symbols arranged and rearranged in each unit game; and a controller operable to make a prescribed payout is made when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for randomly rearranging a plurality of symbols arranged in a first display region of the display and a second game for rearranging the plurality of symbols rearranged in the first game according to a tag information set in correspondence to each symbol and a predetermined tag arrangement while displaying the tag information set in correspondence to each symbol in a vicinity of each symbol.
  • According to the slot machine of the third aspect of the present invention, the controller controls such that a prize is set when the winning combination is realized in each of the first game and the second game. The controller controls such that the symbols are rearranged according to the tag information and the tag arrangement. The controller controls such that the player can compare how the symbols are rearranged by the second game, with the symbol arrangement of the first game. The controller controls such that the player can verify that the rearrangement of the symbols by the second game was made properly according to the tag information.
  • The fourth aspect of the present invention is a playing method of a slot machine comprising: making a prescribed payout by a controller when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for randomly rearranging a plurality of symbols arranged on a display and a second game for rearranging the plurality of symbols rearranged in the first game according to prescribed rules.
  • In the playing method using a slot machine of the fourth aspect of the present invention, the controller controls such that a prize is set when the winning combination is realized in each of the first game and the second game.
  • The fifth aspect of the present invention is a playing method of a slot machine comprising: making a prescribed payout by a controller when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for randomly rearranging a plurality of symbols arranged on a display and a second game for rearranging the plurality of symbols rearranged in the first game according to a tag information set in correspondence to each symbol and a predetermined tag arrangement.
  • In the playing method using a slot machine of the fifth aspect of the present invention, the controller controls such that a prize is set when the winning combination is realized in each of the first game and the second game. The controller controls such that the symbols are rearranged according to the tag information and the tag arrangement.
  • The sixth aspect of the present invention is a playing method of a slot machine comprising: making a prescribed payout by a controller when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for randomly rearranging a plurality of symbols arranged in a first display region of a display and a second game for rearranging the plurality of symbols rearranged in the first game according to a tag information set in correspondence to each symbol and a predetermined tag arrangement while displaying the tag information set in correspondence to each symbol in a vicinity of each symbol.
  • In the playing method using a slot machine of the sixth aspect of the present invention, the controller controls such that a prize is set when the winning combination is realized in each of the first game and the second game. The controller controls such that the symbols are rearranged according to the tag information and the tag arrangement. The controller controls such that the player can compare how the symbols are rearranged by the second game, with the symbol arrangement of the first game. The controller controls such that the player can verify that the rearrangement of the symbols by the second game was made properly according to the tag information.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a flow chart showing a playing method of a slot machine according to the first embodiment of the present invention.
  • FIG. 2 is a diagram showing an outward appearance of a slot machine according to the first embodiment of the present invention.
  • FIG. 3 is a diagram showing a second display region of a slot machine according to the first embodiment of the present invention.
  • FIG. 4 is a diagram showing a series of symbols displayed in each display region of a slot machine according to the first embodiment of the present invention and a code number of each symbol.
  • FIG. 5 is a diagram showing an array of a tag information set in correspondence to each symbol displayed in each display region of a slot machine according to the first embodiment of the present invention.
  • FIG. 6 is a diagram showing an arrangement of tag information in a slot machine according to the first embodiment of the present invention.
  • FIG. 7A is a diagram showing a first payout table indicating a relationship between a winning combination and a payout amount, and FIG. 7B is a diagram showing a second payout table indicating a relationship between a winning combination and a payout amount.
  • FIG. 8 is a block diagram showing a control circuit of a slot machine according to the first embodiment of the present invention.
  • FIG. 9 is a flow chart showing a procedure of an authentication and reading processing of a game program and a game system program by a mother board and a gaming board of a slot machine according to the first embodiment of the present invention.
  • FIG. 10 is a flow chart showing a procedure of a base game processing to be executed by a slot machine according to the first embodiment of the present invention.
  • FIG. 11 is a flow chart showing a procedure of a symbols to be stopped determination processing to be executed by a slot machine according to the first embodiment of the present invention.
  • FIG. 12 is a flow chart showing a procedure of a symbols scroll processing to be executed by a slot machine according to the first embodiment of the present invention.
  • FIG. 13 is a flow chart showing a procedure of a bonus game processing to be executed by a slot machine according to the first embodiment of the present invention.
  • FIG. 14 is a flow chart showing a procedure of a sub game processing to be executed by a slot machine according to the first embodiment of the present invention.
  • FIG. 15A is a diagram showing an exemplary display at a first display region when a base game is executed and FIG. 15B is a diagram showing an exemplary display at a second display region when a sub game is executed, in a slot machine according to the first embodiment of the present invention.
  • FIG. 16 is a flow chart showing a procedure of a sub game processing to be executed by a slot machine according to the second embodiment of the present invention.
  • FIG. 17A is a diagram showing an exemplary display at a first display region when a base game is executed and FIG. 17B is a diagram showing an exemplary display at a second display region when a sub game is executed, in a slot machine according to the second embodiment of the present invention.
  • FIG. 18 is a flow chart showing a procedure of a sub game processing to be executed by a slot machine according to the third embodiment of the present invention.
  • FIG. 19 is a flow chart showing a procedure of a block sliding processing to be executed by a slot machine according to the third embodiment of the present invention.
  • FIGS. 20A to 20E are diagrams showing a manner by which block are moved by a block sliding processing in a slot machine according to the third embodiment of the present invention.
  • DETAILED DESCRIPTION OF THE EMBODIMENT First Embodiment
  • FIG. 1 is a flow chart schematically showing a playing method of a slot machine according to the first embodiment of the present invention. In the following, the schematic operations in the slot machine and the playing method according to the first embodiment of the present invention will be described with references to the flow chart shown in FIG. 1 and a diagram shown in FIG. 2.
  • In the slot machine according to the first embodiment of the present invention, when the power is turned on and the slot machine is activated, an authentication processing is carried out first (step S100). In this authentication processing, the initial checking processing at a preliminary stage before starting a unit game, such as whether a program for operating the system is operating normally or not, whether there is any falsification of a program or not, etc., is carried out.
  • Next, a base game is executed (step S200). In this base game, when a spin button 23 is pressed in a state where a desired credit amount is bet by entering coins into a coin slot 21 or the like, a unit game in which the scrolling of a symbol in each first display region 28 (28 a to 28 e) of a liquid crystal display 17 a provided inside a display window 15 which is provided on a front face of a cabinet 11 is started and then the scrolling is stopped and the symbol in each first display region 28 is stopped (rearranged) is executed. Namely, in the base game, the unit games for five columns will be executed.
  • In each unit game, a processing for determining a symbol to be stopped in each first display region 28 (28 a to 28 e) is carried out, and whether a winning combination associated with a payout is stopped on a payline L1 that is set as a horizontal line at a middle level of each first display region 28 or not, that is, whether the winning combination is realized or not, is judged (step S300). Here, in the case where the winning combination is realized, a transition to another game or a payout is made according to a first payout table (step S400). For example, in the case where symbols “APPLE” are stopped on the payline L1, a transition to a bonus game is made according to the first payout table. In the case where symbols “CHERRY” are stopped on the payline L1, a payout of 20 coins is made according to the first payout table.
  • In the case where a predetermined condition is realized, such as the case where the winning combination is not realized, at the step S200, a sub game for rearranging symbols according to prescribed rules is executed (step S500). When the sub game is started, the symbols are rearranged according to a tag information set in correspondence to each symbol and a predetermined tag arrangement at the first display regions 28 (28 a to 28 e). The symbols rearranged by this sub game are displayed in second display regions 48 (48 a to 48 e) of the liquid crystal display 17 b provided inside a display window 14 which is provided on a front face of the cabinet 11. Then, whether a winning combination associated with a payout is stopped on a payline L2 that is set as a horizontal line at a middle level of each second display region 48 (48 a to 48 e) or not, that is, whether the winning combination is realized or not, is judged (step S600). Here, in the case where the winning combination is realized, a payout is made according to a second payout table (step S700). For example, in the case where symbols “PLUM” are stopped on the payline L2, a payout of 5 coins is made according to the second payout table. In the sub game, the scrolling of the symbols is not carried out, but the rearranged symbols will be described as “stopped” for the sake of convenience in this first embodiment.
  • As such, in the case where the winning combination is not realized at the step S200, the sub game for rearranging symbols according to prescribed rules is executed. Then, in the case where the winning combination is realized, a payout is made. In this way, the player is given a chance to obtain a prize in a subsequent sub game even when a prize cannot be obtained by the initial base game, so that it is possible to make the player to continually maintain interest in the game.
  • In the above described example, an exemplary case of stopping and displaying symbols in the first display regions 28 (28 a to 28 e) has been described, but the present invention is not limited to the first display regions 28 of three rows by five columns. Similarly, an exemplary case of rearranging and displaying symbols in the second display regions 48 (48 a to 48 e) has been described, but the present invention is not limited to the second display regions 48 of three rows and five columns.
  • In the above described example, an exemplary case of displaying symbols in the first display regions 28 by using the liquid crystal display 17 a has been described, but it is also possible to use a configuration using mechanical rotation reels in cylindrical shapes having a plurality of symbols displayed on their side faces, in which the rotation reels are rotated and then stopped such that the symbols are stopped inside the display window 15. Similarly, an exemplary case of displaying symbols in the second display regions 48 by using the liquid crystal display 17 b has been described, but it is also possible to use a configuration using mechanical rotation reels in cylindrical shapes having a plurality of symbols displayed on their side faces, in which the rotation reels are rotated and then stopped such that the symbols are rearranged inside the display window 14.
  • In the above described example, an exemplary case of executing the sub game in the case where the winning combination is not realized in the base game has been described, but it is also possible to execute the sub game only in the case where the winning combination is realized in the base game. It is also possible to execute the sub game regardless of whether the winning combination is realized in the base game or not, and it is also possible to determine whether a transition to the sub game is to be made or not, randomly, after the symbols are rearranged by the base game.
  • Next, a configuration of the slot machine 10 according to the first embodiment of the present invention will be described with reference to a diagram shown in FIG. 2 and a diagram of the second display regions shown in FIG. 3. The slot machine 10 is provided within a gaming facility.
  • In the slot machine 10, the coins, bills or electronic value information corresponding to these will be used as the game medium for executing the unit game. However, the game medium that can be used in the present invention is not limited to these, and can be medals, tokens, electronic money, or tickets, for example. The tickets are not limited to any particular tickets and can be tickets with bar codes, for example, as will be described below.
  • As shown in FIG. 2, the slot machine 10 has a cabinet 11, a top box 12 provided on an upper side of the cabinet 11, and a main door 13 provided on a front side of the cabinet 11.
  • Inside the cabinet 11, a liquid crystal display 17 a for scrolling symbols of three rows by five columns inside the display window 15 and a liquid crystal display 17 b for scrolling symbols of three rows by five columns inside the display window 14 are provided as a display. The liquid crystal display 17 a has the first display regions 28 (28 a to 28 e) for displaying symbols of three rows by five columns. The liquid crystal display 17 a has the second display regions 48 (48 a to 48 e) for displaying symbols of three rows by five columns.
  • When the base game is executed, the symbol sequence is scrolled in each of the first display regions 28 (28 a to 28 e) of three rows by five columns. As a result, it becomes possible for the player to see the scrolled symbols through the display window 15.
  • On the upper right side of the first display regions 28, the second display regions 48 (48 a to 48 e) for displaying symbols rearranged by the sub game to be described below are provided. FIG. 3 shows the second display regions 48. When the sub game is executed, the symbols are rearranged in the second display regions 48 (48 a to 48 e) of three rows by five columns. As a result, it becomes possible for the player to see the rearranged symbols through the display window 14, as shown in FIG. 3. In the second display regions 48 (48 a to 48 e), the symbols of the same design as the symbols displayed in the first display regions 28 (28 a to 28 e) are displayed.
  • The display is not limited to an example of the first embodiment. For example, it is also possible to display symbols through the display windows 14 and 15 by rotating and then stopping mechanical reels displaying symbols on their side faces. The first display regions 28 and the second display regions 48 are not limited to be those of three rows by five columns.
  • On a front side of the liquid crystal displays 17 a and 17 b in the main door 13, a lower side image display panel 16 is provided. The lower side image display panel 16 has a transparent liquid crystal panel, on which various information regarding the game and the effect images will be displayed during the game.
  • On the lower side image display panel 16, a credit amount display unit 31 and a payout amount display unit 32 are provided. On the credit amount display unit 31, the number of coins credited is displayed by an image. On the payout amount display unit 32, the number of coins to be paid in the case where a combination of symbols that are stopped on the payline L1 or L2 is the winning combination as will be described below is displayed by an image.
  • On the lower side image display panel 16, the display window 15 through which symbols displayed in the first display regions 28 (28 a to 28 e) of the liquid crystal display 17 a provided inside the cabinet 11 are visible and the display window 14 through which symbols displayed in the second display regions 48 (48 a to 48 e) of the liquid crystal display 17 b provided inside the cabinet 11 are provided.
  • On a horizontal line at a middle level of the first display regions 28 (28 a to 28 e), a single payline L1 is set horizontally across the first display regions 28 (28 a to 28 e). Similarly, on a horizontal line at a middle level of the second display regions 48 (48 a to 48 e), a single payline L2 is set horizontally across the second display regions 48 (48 a to 48 e) (see FIG. 3). The paylines L1 and L2 indicate the valid range for judging whether a combination of symbols is the winning combination associated with a payout or not. Namely, in the case where a combination of symbols that are stopped on the payline L1 or L2 is the winning combination, the number of coins according to that winning combination and the number of coins entered (BET number) will be paid.
  • In the first embodiment, an exemplary case of setting one payline L1 or L2 on a horizontal line at a middle level of each display region will be described, but the present invention is not limited to this example. For example, three lines that run horizontally across the display regions at upper, middle and lower levels, or two lines among them, maybe set as the paylines. It is also possible to set a payline that runs obliquely (V-shaped, inverted V-shaped, etc.). The paylines L1 and L2 may be set at the same position or at different positions.
  • It is also possible to set as many paylines as the number according to the number of coins entered. In this case, if a combination of symbols that are stopped on the set paylines is the winning combination, the payout of as many coins as according to that winning combination may be made, for example.
  • On a front face of the lower side image display panel 16, a touch panel 69 (not shown in FIG. 2, see FIG. 6) is provided, such that the player can input various types of commands by operating the touch panel 69.
  • On a lower side of the lower side image display panel 16, a control panel 20 having a plurality of buttons 23-27 through which commands regarding the progress of the game will be inputted by the player, the stop switch 82, the coin slot 21 for receiving coins into the cabinet 11, and a bill validator 22 are provided.
  • On the control panel 20, a spin button 23, a change button 24, a cashout button 25, a 1-BET button 26, and a Max-BET button 27 are provided.
  • The spin button 23 is a button for inputting a command for start scrolling symbols displayed in the first display regions 28. The change button 24 is a button to be used at a time of requesting changes to an attendant of the gaming facility. The cashout button 25 is a button for inputting a command for paying the credited coins to a coin tray 18.
  • The 1-BET button 26 is a button for inputting a command for betting one coin among the credited coins to the game. The Max-BET button 27 is a button for inputting a command for betting maximum number (50, for example) of coins that can be bet per game among the credited coins to the game.
  • The bill validator 22 validates whether a bill is the legitimate one or not and accepts a legitimate bill into the cabinet 11. The bill validator 22 may have a configuration capable of reading a bar code attached ticket 39 to be described below. On the lower front surface of the main door 13, that is on the lower part of the control panel 20, there is provided a berry glass 34 on which characters of the slot machine 10 and the like are depicted.
  • On the other hand, on a front surface of the top box 12, an upper side image display panel 33 is provided. The upper side image display panel 33 has a liquid crystal panel. On this liquid crystal panel, the effect image or the image for introducing the game content or explaining game rules, for example, will be displayed.
  • On the top box 12, a speaker 29 for outputting speech is provided. On the lower side of the upper side image display panel 33, a ticket printer 35, a card reader 36, a data display 37, and a key pad 38 are provided. The ticket printer 35 prints a bar code which encodes data such as the credit amount, the date and time, the identification number of the slot machine 10, etc., on the ticket, and outputs it as the bar code attached ticket 39. The player can use the bar code attached ticket 39 to play the game on another slot machine or exchange the bar code attached ticket 39 with the bills or the like at the cashier or the like of the gaming facility.
  • The card reader 36 carries out reading of data from a smart card and writing of data into a smart card. The smart card is a card to be owned by the player, which stores data for identifying the player or data regarding log of games played by the player, for example.
  • The data display 37 comprises a fluorescent display or the like. On this data display 37, data read by the card reader 36, or data inputted by the player through the key pad 38, for example, will be displayed. The keypad 38 is an input device for inputting data and commands regarding the ticket issuance or the like.
  • FIG. 4 is a diagram showing a series of symbols to be scrolled in the first display regions 28 (28 a to 28 e) of the liquid crystal display 17 a and the code number of each symbol. As shown in FIG. 4, in each of the first display regions 28 (28 a to 28 e), a series of 22 symbols comprising the code numbers “00” to “21” will be scrolled. The arrangement of symbols is different in different ones of the first display regions 28 (28 a to 28 e).
  • The symbols to be displayed in each of the first display regions 28 (28 a to 28 e) include ten types of “JACKPOT 7”, “BLUE 7”, “BELL”, “CHERRY”, “STRAWBERRY”, “PLUM”, “ORANGE”, “APPLE”, “LOBSTER” and “CRAB”. Then, the winning combination associated with a payout is determined by a combination of the above described symbols. As a table for determining the payout amount when this winning combination is realized, a first payout table and a second payout table to be described below are set up.
  • FIG. 5 is a diagram showing an arrangement of tag information which is set in correspondence to each symbol displayed in the first display regions 28 (28 a to 28 e) of FIG. 4. For example, in the case of the symbol “PLUM” of the code number 01 in the first display region 28 a, the corresponding tag information is “A-2”. This tag information is randomly assigned to each symbol in the first display regions 28 (28 a to 28 e). In the first embodiment, each tag information shown in FIG. 5 will be displayed in a vicinity of each symbol displayed in the first display regions 28 (28 a to 28 e), as well as in a vicinity of each symbol displayed in the second display regions 48 (48 a to 48 e) (see FIGS. 15A and 15B). However, it may be made such that the tag information will not be displayed in a vicinity of the symbol.
  • FIG. 6 is a tag arrangement table showing an arrangement of the tag information (tag arrangement). As shown in FIG. 6, in each block (a rectangular frame for displaying one symbol) of the second display regions 48 (48 a to 48 e), the tag information such as A-1, A-2, E-2, E-3 is set up. As will be described below, when the base game is executed and the symbols are rearranged in the first display regions 28 (28 a to 28 e), whether to make a transition to the sub game or not is judged. At this point, when it is determined to make a transition to the sub game, the code number and the tag information for each symbol of each block displayed in the first display regions 28 (28 a to 28 e) are referred, and the rearrangement is made according to the tag arrangement table shown in FIG. 6. The tag information is randomly assigned to each symbol of the first display regions 28 (28 a to 28 e), so that the rearranged positions will be different even for the same symbols.
  • FIG. 7A is a diagram showing the first payout table, which shows combinations of symbols to be aligned on the payline L1. This first payout table will be selected when the usual base game is executed.
  • As shown in FIG. 7A, in the case where a combination of symbols “APPLE” is stopped on the payline L1 in the five first display regions 28 (28 a to 28 e), it becomes the bonus trigger and a transition of the game mode from the base game to the bonus game is made.
  • The bonus game which is executed when a combination of symbols “APPLE” is stopped on the payline L1 in this way is a game mode which is more advantageous than the base game. In the first embodiment, the bonus game is a free game (a game that can be played for a prescribed number of times without betting any coins). Here, however, the content of the bonus game that is more advantageous to the player is not particularly limited as long as it is more advantageous than the base game. For example, it is possible to consider a mode in which more numerous gaming medium than the base game can be obtained, a mode in which the gaming medium can be obtained at a higher probability than the base game, a mode in which the amount of gaming medium to be consumed is less than the base game, etc. More specifically, a free game, a second game, etc. can be considered as the bonus game.
  • In the case where a combination of symbols “LOBSTER” that are prescribed symbols is stopped on the payline L1, the payout of 25 coins will be made. In the case where a combination of symbols “CHERRY” is stopped on the payline L1, the payout of 20 coins will be made. In the case where a combination of symbols “PLUM” is stopped on the payline L1, the payout of 15 coins will be made.
  • On the other hand, FIG. 7B is a diagram showing the second payout table, which shows combinations of symbols to be aligned on the payline L2. This second payout table will be selected when the sub game is executed. As shown in FIG. 7B, in the case where a combination of symbols “APPLE” is stopped on the payline L2, the payout of 20 coins will be made. In the case where a combination of symbols “LOBSTER” is stopped on the payline L2, the payout of 15 coins will be made. In the case where a combination of symbols “CHERRY” is stopped on the payline L2, the payout of 10 coins will be made. In the case where a combination of symbols “PLUM” is stopped on the payline L2, the payout of 5 coins will be made.
  • As will be described below, in the base game, the amount of payout is determined as the first payout table is selected. The, the sub game is executed, and when a combination of specific symbols such as a combination of symbols “CRAB”, for example, is stopped on the payline L2, the second payout table is selected.
  • The symbols displayed (arranged) in the first display regions 28 (28 a to 28 e) are started to be scrolled when the 1-BET button 26 or the Max-BET button 27 is pressed and then the spin button 23 is pressed after that. When the scrolling of the symbols is started, the scrolling of the symbols will be stopped (rearranged) after a prescribed period of time has elapsed. At this point, some of the symbols among the series of symbols in the first display regions 28 (28 a to 28 e) shown in FIG. 4 will be stopped in the first display regions 28 (28 a to 28 e) inside the display window 15.
  • In addition, various types of winning combinations are predetermined for each symbol (see FIG. 7A). Then, in the case where the symbols that constitute the winning combination are stopped on the payline L1, the amount of coins to be paid according to the winning combination will be added to the credit owned by the player. When the bonus game trigger is realized, that is, when a combination of five symbols “APPLE” is stopped on the payline L1 in the first embodiment, a transition of the game mode from the base game to the bonus game will be made.
  • FIG. 8 is a block diagram showing a control circuit of the slot machine 10 shown in FIG. 2. As shown in FIG. 8, the control circuit comprises a controller 70, a main body PCB (Printed Circuit Board) 60, a sub CPU 61, a door PCB 80, and various types of switches and sensors. The controller 70 comprises a mother board 40 and a gaming board 50.
  • The gaming board 50 has a CPU (Central Processing Unit) 51, a ROM 55 and a boot ROM 52 which are mutually connected through an internal bus, a card slot 53S corresponding to a memory card 53, and an IC socket 54S corresponding to a GAL (Generic Array Logic) 54.
  • The memory card 53 stores a game program and a game system program. The game program includes a symbols to be stopped determination program. The symbols to be stopped determination program is a program for determining symbols (code numbers corresponding to symbols) to be stopped on the payline L1 in the first display regions 28 (28 a to 28 e). This symbols to be stopped determination program contains symbol weighing data respectively corresponding to plural types of payout rates (80%, 84%, 88%, for example). The symbol weighing data are data indicating the correspondence relationship between the code number of each symbol (see FIG. 4), and one or a plurality of random number values belonging to a prescribed numerical value range (0 to 256), for each of the five columns of the first display regions 28 (28 a to 28 e).
  • The payout rate is determined according to the payout rate setting data outputted from the GAL 54. The symbols to be stopped are determined according to the symbol weighing data corresponding to this payout rate.
  • The card slot 53S is formed such that the memory card 53 can be inserted or extracted, and connected to the mother board 40 through the IDE bus. Consequently, by extracting the memory card 53 from the card slot 53S, writing the other game program and game system program into the memory card 53, and inserting that memory card 53 into the card slot 53S, it is possible to change a type and a content of the game to be played on the slot machine 10.
  • The game program includes a program related to the game progress and a program for making a transition to the bonus game. The game program also contains the image data and sound data to be outputted during the game.
  • The GAL 54 has a plurality of input ports and output ports, and when data are inputted into the input ports, data corresponding to these data are outputted from the output ports. The data outputted from the output ports are the payout rate setting data mentioned above.
  • The IC socket 54S is formed such that the GAL 54 can be attached or detached, and connected to the mother board 40 through the PCI bus. Consequently, by detaching the GAL 54 from the IC socket 54S, rewriting the program stored in the GAL 54, and attaching that GAL 54 to the IC socket 54S, it is possible to change the payout rate setting data to be outputted from the GAL 54.
  • The CPU 51, the ROM 55 and the boot ROM 52 that are mutually connected through the internal bus are connected to the mother board 40 through the PCI bus. The PCI bus carries out the signal transmission between the mother board 40 and the gaming board 509, as well as the power supply from the mother board 40 to the gaming board 50. The ROM 55 stores a country identification information and an authentication program. The boot ROM 52 stores a spare authentication program and a program (boot codes) for the CPU 51 to activate the spare authentication program.
  • The authentication program is a program (falsification checking program) for authenticating the game program and the game system program. Namely, the authentication program is a program for carrying out the checking and the verification of the fact that the game program and the game system program are not falsified. The authentication program is described along a procedure for carrying the authentication of the game program and the game system program. The spare authentication program is a program for authenticating the above described authentication program. The spare authentication program is described along a procedure for carrying out the verification that the authentication program that is a target of the authentication processing is not falsified, that is, the authentication of the authentication program.
  • The mother board 40 has a main CPU 41, a ROM (Read Only Memory) 42, a RAM (Random Access Memory) 43, and a communication interface 44.
  • The main CPU 41 has a function for controlling the entire slot machine 10. In particular, the main CPU 41 carries out a control for outputting a command signal for scrolling symbols in the first display regions 28 (28 a to 28 e) of the liquid crystal display 17 a with respect to the sub CPU 61 when the credit is bet and the spin button 23 is pressed, a control for determining symbols to be stopped at a middle level position (on the payline L1) after the symbols in the first display regions 28 (28 a to 28 e) are scrolled, and a control for displaying symbols such that the determined symbols are stopped on the payline L1.
  • Namely, the controller 70 containing the main CPU 41 has a function for executing an arrangement control which, after a plurality of symbols displayed in the first display regions 28 (28 a to 28 e) of the liquid crystal display 17 a are scrolled, selects and determines symbols to be arranged into a symbol matrix from plural types of symbols randomly, and stops the scrolling state at the determined symbols, in order to rearrange them into a new symbol matrix (an arrangement of three rows by five columns).
  • The controller 70 has a function of a payout table selection controller which selects the first payout table and determines the amount of payout according to this first payout table when a prescribed combination of symbols is rearranged on the payline L1 that is set with respect to the symbol matrix, that is when the winning combination is realized, by the execution of the base game. This payout table selection controller also has a function for selecting the second payout table and determining the amount of payout according to this second payout table when a prescribed combination of symbols is rearranged on the payline L2 that is set with respect to the symbol matrix, that is when the winning combination is realized, by the execution of the sub game.
  • The controller 70 also has a function for rearranging a plurality of symbols rearranged as the symbol matrix by the execution of the base game, according to prescribed rules.
  • The controller 70 also has a function for rearranging a plurality of symbols rearranged by the execution of the base game, according to the tag information that is set in correspondence to each symbol and the predetermined tag arrangement.
  • The controller 70 also has a function for rearranging a plurality of symbols rearranged by the execution of the base game into the second display regions 48 (48 a to 48 e) of the liquid crystal display 17 b, according to the tag information that is set in correspondence to each symbol and the predetermined tag arrangement, while also displaying the tag information that is set in correspondence to each symbol in a vicinity of each symbol.
  • The ROM 42 stores programs such as BIOS (Basic Input/Output System) to be executed by the main CPU 41, as well as data to be used permanently. When the BIOS is executed by the main CPU 41, the processing for initializing each peripheral device is carried out and the processing for reading the game program and the game system program stored in the memory card 53 through the gaming board 50 is started. The ROM 42 also stores the tag arrangement table shown in FIG. 6, the first payout table shown in FIG. 7A, and the second payout table shown in FIG. 7B.
  • The RAM 43 stores data and programs to be used when the main CPU 41 carries out the processing.
  • The communication interface 44 carries out communications with the host computer or the like that is provided inside the gaming facility through a communication channel.
  • To the Mother board 40, a main body PCB (Printed Circuit Board) 60 and a door PCB 80 to be described below are connected through the respective USB (Universal Serial Bus). Also, a power source unit 45 is connected to the mother board 40. When the power is supplied from the power source unit 45 to the mother board 40, the main CPU 41 of the mother board 40 is activated, and the power is supplied to the gaming board 50 through the PCI bus and the CPU 51 is activated.
  • To the main body PCB 60 and the door PCB 80, devices for generating input signals to be inputted into the main CPU 41 and devices whose operations are to be controlled by control signals outputted from the main CPU 41 are connected. The main CPU 41 executes the game program and the game system program stored in the RAM 43 according to the input signals inputted into the main CPU 41. Then, the main CPU 41 carries out the calculation processing according to these programs and stores the result into the RAM 43, and the processing for transmitting control signals to each device as the control processing with respect to each device.
  • To the main body PCB 60, a lamp 30, a sub CPU 61, a hopper 66, a coin detection unit 67, a graphic board 68, a speaker 29, a touch panel 69, a bill validator 22, a ticket printer 35, a card reader 36, a key switch 38S, and a data display 37 are connected.
  • The lamp 30 is controlled to be turned on or off according to the control signal outputted from the main CPU 41.
  • The sub CPU 61 carries out the control for randomly rearranging symbols by scrolling symbols in the five columns of the first display regions 28 (28 a to 28 e) that are set in the liquid crystal display 17 a, and the control for rearranging symbols in the five columns of the second display regions 48 (48 a to 48 e) that are set in the liquid crystal display 17 b according to the prescribed rules. The sub CPU 61 is connected to a VDP (Video Display Processor) 46.
  • The VDP 46 reads out the image data of symbols stored in the image data ROM 47, generates the scrolling images to be displayed at the liquid crystal display 17 a, and outputs the scrolling images to the liquid crystal display 17 a. The VDP 46 also reads out the image data of symbols stored in the image data ROM 47, generates the rearranged images to be displayed at the liquid crystal display 17 b, and outputs the rearranged images to the liquid crystal display 17 b. The image data ROM 47 stores data indicating the series of symbols to be scrolled in the first display regions 28 (28 a to 28 e) (see FIG. 4).
  • The hopper 66 is provided inside the cabinet 11, and pays the prescribed number of coins according to the control signal outputted from the main CPU 41, from a coin payout opening 19 to a coin tray 18. The coin detection unit 67 is provided inside the coin payout opening 19, and outputs an input signal with respect to the main CPU 41 when it is detected that the prescribed number of coins are paid from the coin payout opening 19.
  • The graphic board 68 controls the image display on the upper side image display panel 33 and the lower side image display panel 16 according to the control signal outputted from the main CPU 41 (except for symbols to be displayed in the first display regions 28 and the second display regions 48). On the credit amount display unit 31 of the lower side image display panel 16, the credit amount stored in the RAM 43 is displayed. On the payout amount display unit 32 on the lower side image display panel 16, the number of coins to be paid is displayed. The graphic board 68 has a VDP for generating image data according to the control signal outputted from the main CPU 41 and a video RAM for temporarily storing the image data generated by the VDP.
  • The bill validator 22 reads an image of the bill and accepts the legitimate bill into the cabinet 11. The bill validator 22 outputs an input signal with respect to the main CPU 41 according to the amount of that bull when the legitimate bill is accepted. The main CPU 41 stores the credit amount according to the amount of the bill notified by that input signal into the RAM 43.
  • The ticket printer 35 prints the bar code which encodes data such as the credit amount stored in the RAM 43, the date and time, and the identification number of the slot machine 10, etc., on the ticket, according to the control signal outputted from the main CPU 41, and outputs it as the bar code attached ticket 39.
  • The card reader 36 reads data from the smart card and transmit it to the main CPU 41, or writes data into the smart card according to the control signal outputted from the main CPU 41. The key switch 38S is provided on the key pad 38, and outputs an input signal to the main CPU 41 when the key pad 38 is operated by the player.
  • The data display 37 displays the data read by the card reader 36 or the data inputted by the player through the key pad 38, according to the control signal outputted from the main CPU 41.
  • To the door PCB 80, a control panel 20, a reverter 21S, a coin counter 21C and a cold cathode tube 81 are connected. On the control panel 20, a spin switch 23S corresponding to a spin button 23, a change switch 24S corresponding to a change button 24, a cashout switch 25S corresponding to a cashout button 25, a 1-BET switch 26S corresponding to a 1-BET button 26, and a Max-BET switch 27S corresponding to a Max-BET button 27 are provided. Each one of the switches 23S to 27S outputs an input signal with respect to the main CPU 41 when the corresponding one of the buttons 23-27 is operated by the player.
  • The coin counter 21C is provided inside the coin slot 21, and validates whether coins entered at the coin slot 21 are legitimate ones or not. Those coins that are not the legitimate ones will be ejected from the coin payout opening 19. The coin counter 21C outputs an input signal with respect to the main CPU 41 when the legitimate coins are detected.
  • The reverter 21S is operated according to a control signal outputted from the main CPU 41, to distribute the coins recognized as the legitimate coins by the coin counter 21C to the cash box (not shown) provided inside the slot machine 10 or the hopper 66. Namely, when the hopper 66 is filled with coins, the legitimate coins are distributed to the cash box by the reverter 21S. On the other hand, when the hopper 66 is not filled with coins, the legitimate coins are distributed to the hopper 66.
  • The cold cathode tube 81 functions as the background light provided on the back side of the lower side image display panel 16 and the upper side image display panel 33, and it is turned on according to a control signal outputted from the main CPU 41.
  • Next, the concrete processing to be carried out at the slot machine 10 will be described. FIG. 9 is a flow chart showing a procedure of the authentication and reading processing for the game program and the game system program (processing at the step S100 shown in FIG. 1), by the mother board 40 and the gaming board 50 shown in FIG. 8. Here it is assumed that the memory card 53 is attached to the card slot 53S and the GAL 54 is attached to the IC socket 54S on the gaming board 50.
  • First, when the power switch is turned on at the power source unit 45, the mother board 40 and the gaming board 50 are activated (steps S1-1, S2-1). When the mother board 40 and the gaming board 50 are activated, the respective independent processings will be carried out in parallel. Namely, at the gaming board 50, the CPU 51 carries out the reading of the spare authentication program stored in the boot ROM 52, and the spare authentication for checking and verifying that the authentication program is not falsified in advance, according to the read out spare authentication program, before it is taken into the mother board 40 (step S2-2).
  • On the other hand, at the mother board 40, the main CPU 41 executes the BIOS stored in the ROM 42 and expands the compressed data incorporated in the BIOS over the RAM 43 (step S1-2). Then, the main CPU 41 executes the BIOS expanded on the RAM 43 to carry out the diagnosis and initialization of various types of peripheral devices (step S1-3).
  • Then, as the ROM 55 of the gaming board 50 is connected to the main CPU 41 through the PCI bus, the main CPU 41 carries out the reading of the authentication program stored in the ROM 55. In addition, the main CPU 41 carries out the processing for storing the read out authentication program into the RAM 43 (step S1-4).
  • Next, the main CPU 41 makes an access to the memory card 53 that is attached to the card slot 53S through the IDE bus. Then, the main CPU 41 carries out the reading of the game program and the game system program stored in the memory card 53.
  • Next, the main CPU 41 carries out the authentication for checking and verifying that the read out game program and game system program are not falsified, according to the authentication program stored in the RAM 43 (step S1-5).
  • When this authentication processing is finished normally, the main CPU 41 stores the authenticated game program and game system program into the RAM 43 (step S1-6). Next, the main CPU 41 makes an access to the GAL 54 that is attached to the IC socket 54S through the PCI bus, reads out the payout rate setting data from the GAL 54, and stores it into the RAM 43 (step S1-7). Next, the main CPU 41 carries out the reading of the country identification information stored in the ROM 55 of the gaming board 50, and stores the read out country identification information into the RAM 43 (step S1-8).
  • After carrying out the above described processing, the main CPU 41 sequentially reads out and executes the game program and the game system program, to proceed with the base game as described below.
  • After the authentication and reading processing shown in FIG. 9 is carried out, the main CPU 41 carries out the base game execution processing. FIG. 10 is a flow chart showing the concrete processing procedure of the base game execution processing shown at the step S200 of FIG. 1.
  • In the base game execution processing, first. the main CPU 41 judges whether the coin BET has been made or not (step S11). In this processing, the main CPU 41 judges whether the input signal outputted from the 1-BET switch 26S when the 1-BET button 26 is pressed or the input signal outputted from the Max-BET switch 27S when the Max-BET button 27 is pressed has been received or not. When it is judged that the coin BET has not been made, the processing returns to the step S11.
  • On the other hand, at the step S11, when it is judged that the coin BET has been made, the main CPU 41 carries out the processing for subtracting the credit amount stored in the RAM 43 according to the number of coins to be bet (step S12). When the number of coins to be bet is greater than the credit amount stored in the RAM 43, the processing is returned to the step S11, without carrying out the processing for subtracting the credit amount stored in the RAM 43. When the number of coins to be bet exceeds the upper limit value (50 in the first embodiment) that can be bet per one game, the processing proceeds to the step S13, without carrying out the processing for subtracting the credit amount stored in the RAM 43. In this state, it becomes a state where it is possible to scroll symbols in the first display regions 28 (28 a to 28 e).
  • Next, the main CPU 41 judges whether the spin button 23 is turned ON or not (step S13). In this processing, the main CPU 41 judges whether the input signal outputted from the spin switch 23S when the spin button 23 is turned ON is received or not.
  • When it is judged that the spin button 23 is not turned ON, the processing is returned to the step S11. In the case where the spin button 23 is not turned ON (the case where a command indicating the finishing of the game is inputted without turning the spin button 23 ON, for example), the main CPU 41 cancels the subtraction result at the step S12.
  • In the first embodiment, the exemplary case of carrying out the processing for subtracting the credit amount (step S12) after the coin BET is made (step S11), before making the judgment as to whether the spin button 23 is turned ON or not (step S13) will be described. However, the present invention is not limited to this exemplary case. For example, it is also possible to make the judgment as to whether the spin button 23 is turned ON or not (step S13) after the coin BET is made (step S11), and carry out the processing for subtracting the credit amount (step S12) when it is judged that the spin button 23 is turned ON (step S13 YES).
  • Then, at the step S13 of FIG. 10, when it is judged that the spin button 23 is turned ON, the main CPU 41 carries out the symbols to be stopped determination processing (step S14). In this symbols to be stopped determination processing, the main CPU 41 determines symbols to be displayed through the display window 15 at a time of stopping symbols in the first display regions 28 (28 a to 28 e) by executing the symbols to be stopped determination program stored in the RAM 43. In this way, the combination of symbols to be stopped on the payline L1 is determined.
  • Next, the main CPU 41 carries out the symbols scroll processing (step S15). This processing is a processing for stopping symbols in the first display regions 28 (28 a to 28 e) after the scrolling of symbols in the first display regions 28 (28 a to 28 e) is started, such that symbols determined at the step S14 will be stopped on the payline L1.
  • Next, the main CPU 41 judges whether the bonus trigger is realized or not, that is, whether the combination of symbols stopped on the payline L1 is the combination of symbols “APPLE” or not (step S16). When it is judged that the bonus trigger is realized, the main CPU 41 executes the bonus game processing to be described below (step S17).
  • When it is judged that the bonus trigger is not realized, the main CPU 41 judges whether the winning combination is realized or not, that is, whether the combination of symbols “LOBSTER” is stopped on the payline L1 or not, for example (step S18). Here, when it is judged that the winning combination is realized, the main CPU 41 carries out the payout processing corresponding to this winning combination, according to the first payout table (step S19). On the other hand, when it is judged that the winning combination is not realized, that is, in the case where any of the bonus trigger and the winning combinations is realized, the main CPU 41 executes the sub game processing to be described below (step S20).
  • In the case of depositing the paid coins, the main CPU 41 adds the prescribed amount of credit to the credit amount stored in the RAM 43. In the case of paying the coins, the main CPU 41 makes the payout of a prescribed number of coins by transmitting the control signal to the hopper 66. At this point, the coin detection unit 67 counts the number of coins paid from the hopper 66, and transmits a payout completion signal to the main CPU 41 when the count value reached the specified number. As a result, the main CPU 41 stops the driving of the hopper 66 and finishes the coin payout processing.
  • Next, the symbols to be stopped determination processing shown at the step S14 of FIG. 10 will be described with reference to a flow chart shown in FIG. 11.
  • FIG. 11 is a flow chart showing a procedure of the symbols to be stopped determination processing shown at the step S14 of FIG. 10. This processing is a processing to be carried out as the main CPU 41 executes the symbols to be stopped determination program stored in the RAM 43.
  • First, the main CPU 41 selects a random number value corresponding to each column of the first display regions 28 (28 a to 28 e) from a numerical value range of 0 to 255, by executing the random number generation program contained in the symbols to be stopped determination program (step S51).
  • Next, the main CPU 41 refers to the symbol weighing data according to the payout rate setting data outputted from the GAL 54 and stored in the RAM 43, and determines the code numbers (see FIG. 4) for the first display regions 28 (28 a to 28 e) according to the selected five random number values (step S52).
  • The code numbers of the first display regions 28 (28 a to 28 e) correspond to the code numbers of symbols to be stopped and displayed on the payline L1. Symbols are scrolled in the arrangement as shown in FIG. 4, so that when the code numbers of symbols to be stopped and displayed on the payline L1 are determined, the code numbers of symbols to be stopped and displayed on upper and lower level horizontal lines of the payline L1 are also determined. The main CPU 41 determines the winning combination by determining the code numbers of the first display regions 28 (28 a to 28 e). For example, when the code numbers of the first display regions 28 (28 a to 28 e) are determined as “00”, “00”, “00”, “00” and “00”, the main CPU 41 has determined the combination of symbols “JACKPOT 7” as the winning combination.
  • FIG. 12 is a flow chart showing a procedure of the symbols scroll processing shown at the step S15 of FIG. 10. This processing is a processing carried out between the main CPU 41 and the sub CPU 61.
  • First, the main CPU 41 transmits a start signal indicating that the symbols scrolling will be started in the first display regions 28 of the liquid crystal display 17 a, to the sub CPU 61 (step S61). Upon receiving the start signal from the main CPU 41, the sub CPU 61 reads out the image data of symbols stored in the image data ROM 47, and carries out the scrolling of symbols in the five columns of the first display regions 28 (28 a to 28 e) of the liquid crystal display 17 a (step S71). As a result, the scrolling of symbols is started in the five columns of the first display regions 28 (28 a to 28 e).
  • After transmitting the start signal to the sub CPU 61 at the step S61 shown in FIG. 12, the main CPU 41 executes the effects at a time of the symbol scrolling (step S62). This processing is a processing for displaying the images on the lower side image display panel 16 and outputting sounds from the speaker 29, etc., during a period (three seconds, for example) determined according to the result of the symbols to be stopped determination processing (step S14 of FIG. 10), etc.
  • Next, the main CPU 41 judges whether it is a timing for commanding the stopping of the scrolling or not (step S63 of FIG. 12).
  • When it is judged that it is not a timing for commanding the stopping of the scrolling at the step S63, the processing is returned to the step S63 and the effects at a time of the scrolling are continued. When it is judged that it is a timing for commanding the stopping of the scrolling at the step S63, the main CPU 41 transmits the code numbers of symbols stored in the RAM 43 to the sub CPU 61 (step S64). Upon receiving the code numbers of symbols from the main CPU 41, the sub CPU 61 determines the scrolling stopping position such that it corresponds to these code numbers (step S72).
  • After that, the scrolling stopping processing is carried out, and symbols are stopped and displayed in the first display regions 28 (28 a to 28 e) that are inside the display window 15 (step S73). Also, the display processing of the effect images by the main CPU 41 is finished (step S65).
  • FIG. 13 is a flow chart showing a procedure of the bonus game processing shown at the step S19 of FIG. 10. In the bonus game processing, first, the main CPU 41 determines the number of times for executing the bonus game T from a range of 10 to 25 games, according to the random number value obtained by executing the random number generation program contained in the symbols to be stopped determination program stored in the RAM 43 (step S81). The main CPU 41 stores the determined data on the number of games T of the bonus game into the RAM 43.
  • Next, the main CPU 41 carries out the symbols to be stopped determination processing (step S82) and the symbols scroll processing (step S83). The processing of the step S82 is similar to the processing described above with reference to FIG. 11. The processing of the step S83 is similar to the processing described above with reference to FIG. 12. These processings have already been described above, so that their description will be omitted here.
  • Next, in FIG. 13, the main CPU 41 judges whether the bonus game trigger is realized or not, that is, whether the combination of symbols “APPLE” is stopped on the payline L formed in the first display regions. 28 (28 a to 28 e) inside the display windows 15 or not (step S84). When it is judged that the bonus game trigger is realized (step S84 YES), the number t of repetitions of the bonus game is newly determined (step S85), and the determined number t of repetitions is added to the current number of games T of the bonus game (step S86). In this way, when the bonus game is won again during the bonus game, the remaining number of the bonus games will be increased.
  • When the bonus game trigger is not realized, the main CPU 41 judges whether the winning combination is realized or not (step S87). When it is judged that the winning combination is realized, the main CPU 41 makes the payout of coins according to the number of coins entered and the winning combination (step S88). At this point, the payout according to the first payout table shown in FIG. 7A is made.
  • When the processing of the steps S86 or S88 is executed, or when it is judged that any of the winning combinations is not realized at the step S87 (it is judged as a lost game), the main CPU 41 reads out the number of games T of the bonus game stored in the RAM 43, subtracts one from the read out value of the number of games T, and stores the number of games T after the subtraction into the RAM 43 again (step S89).
  • Next, the main CPU 41 judges whether the number of games T of the bonus game has reached the number of times determined at the step S81 or not (step S90). More specifically, it is judged by judging whether the number of games T stored in the RAM 43 has become zero or not, and when the number of games T is not zero, that is, when it is judged that the number of executed bonus games has not reached the number of times determined at the step S81, the processing is returned to the step S82 and the above described processing is repeated.
  • On the other hand, when the number of games T is zero, that is, when it is judged that the number of executed bonus games has reached the number of games T determined at the step S81, the processing is finished. The bonus game is carried out in this way.
  • Next, the sub game processing will be described. FIG. 14 is a flow chart showing a procedure of the sub game processing shown at the step S20 of FIG. 10.
  • First, the main CPU 41 acquires the code number of each symbol rearranged in the first display regions 28 (28 a to 28 e), and the tag information (see FIG. 5) corresponding to each code number (step S101).
  • Next, the main CPU 41 rearranges the code numbers of the symbols according to the tag information and the tag arrangement table (see FIG. 6) (step S102). For example, when symbols rearranged in the first display region 28 a (the left most column) are “ORANGE”, “PLUM” and “LOBSTER” sequentially from top to bottom, the code numbers of these symbols are “02”, “03” and “04” sequentially from top to bottom, and the corresponding tag informations are “A-3”, “A-1” and “A-2” sequentially from top to bottom. Then, when these code numbers are rearranged according to the tag information and the tag arrangement table (FIG. 6), the code numbers will be “03”, “04” and “02” sequentially from top to bottom.
  • Next, the main CPU 41 rearranges symbols in correspondence to the arrangement of these code numbers (step S103). For example, symbols rearranged in block of the second display region 48 a (the left most column) will be “PLUM”, “LOBSTER” and “ORANGE” sequentially from top to bottom. The main CPU 41 rearranges the code numbers of symbols in the other first display regions 28 b to 28 e by the similar processing, and determines symbols to be displayed in blocks of the second display regions 48 (48 a to 48 e).
  • Next, the main CPU 41 judges whether the winning combination associated with a payout is stopped on the payline L2 that is set as a middle level horizontal line in the second display regions 48 or not, that is, whether the winning combination is realized or not (step S104). Here, when the winning combination is realized, the payout processing corresponding to the winning combination is carried out according to the second payout table (step S105).
  • FIG. 15A is a diagram showing an exemplary display at the first display regions 28 when the base game is executed, and FIG. 15B is a diagram showing an exemplary display at the second display regions 48 when the sub game is executed.
  • In the exemplary display shown in FIG. 15A, the winning combination associated with a payout is not stopped on the payline L1 of the first display regions 28 (28 a to 28 e), so that the sub game will be executed subsequently. In this sub game, the rearrangement of symbols is carried out according to the procedure described above, and the rearranged symbols are displayed in the second display regions 48 (48 a to 48 e). In the exemplary display shown in FIG. 15B, the combination of symbols “LOBSTER” which is the winning combination is stopped on the payline L2 of the second display regions 48 (48 a to 48 e), so that the payout of 15 coins will be made according to the second payout table.
  • As described above, in the slot machine and the playing method according to the first embodiment, a base game for randomly rearranging a plurality of symbols, and a sub game for rearranging a plurality of symbols rearranged by this base game according to prescribed rules are executed, and a prescribed payout is made when a winning combination associated with a payout is included in the combinations of rearranged symbols, so that even if the winning combination is not realized in the base game that is initially executed, the player can obtain a prize if the winning combination is realized in the subsequent sub game. Consequently, it is possible to make the player to continually maintain the interest in the game.
  • In the first embodiment, the symbols are rearranged according to the tag information that is set in correspondence to each symbol and the predetermined tag arrangement (tag arrangement table), so that a complicated program for rearranging symbols becomes unnecessary, and it is possible to simply the processing of the main CPU 41.
  • In addition, in the first embodiment, the rearranged symbols of the base game are displayed in the first display regions 28 and the rearranged symbols of the sub game are displayed in the second display regions 48, so that the player can enjoy how symbols are rearranged by the sub game in comparison with the symbol arrangement of the base game. The tag information is displayed in a vicinity of the symbol, so that the player can confirm that the rearrangement of symbols by the sub game is carried out properly according to the tag information, and it is possible to improve the reliability of the game.
  • Second Embodiment
  • Next, the second embodiment of the present invention will be described. In the following, the configuration characteristic to the second embodiment and its effects will be described. The description of the configuration and functions common to the first embodiment will be omitted.
  • The main CPU 41 in the second embodiment has a function of a symbol rearrangement controller for making symbols appear to be rearranged by randomly assigning a background color to each symbol rearranged by the base game and carrying out a color by color display based on each background color. Namely, in the second embodiment, randomly assigning a background color to each symbol is used as a prescribed rule for rearranging a plurality of symbols. In other words, randomly assigning a background color to each symbol without changing a position of each symbol is regarded as the rearrangement of symbols. In the second embodiment, by carrying out such an assignment of a background color, even if the combination of identical symbols is seemingly not on the payline, it is virtually regarded that the combination of identical symbols is on the payline and the payout is made as long as at least two or more of identical symbols with the identical background color are arranged. Which background color is to be regarded as the virtual payline may be set in advance, or may be selected randomly every time the sub game is executed.
  • The base game execution processing and the other related processing in the second embodiment are the same as the first embodiment so that their description will be omitted. In the following, the sub game processing in the second embodiment will be described. FIG. 16 is a flow chart showing a procedure of the sub game processing shown at the step S20 of FIG. 10.
  • First, the main CPU 41 randomly assigns a background color to each symbol rearranged in the first display regions 28 (28 a to 28 e) (step S201). For example, a background color can be randomly assigned to each symbol by executing a random number generation program and extracting one background color randomly from a plurality of background colors set in advance. Next, the main CPU 41 displays the assigned background color on a background of each symbol rearranged in the second display regions 48 (48 a to 48 e)(step S202).
  • At this point, in order to making it easier to recognize the realization of the winning combination in the sub game, it is preferable to make it such that two or more of the identical background color will not be assigned in each column. When a transition to the sub game is made, symbols in the same arrangement as in the first display regions 28 (28 a to 28 e) and a plain (white, for example) background color are displayed in the second display regions 48 (48 a to 48 e). Then, when the sub game is executed, the respective background colors are assigned to the second display regions 48 (48 a to 48 e).
  • Next, the main CPU 41 judges whether at least two or more of identical symbols with a background color “red”, for example, are arranged or not, that is, whether the winning combination is realized on the virtual payline or not (step S203). Here, when the winning combination is realized, the payout processing corresponding to the winning combination is carried out according to the second payout table (step S204).
  • FIG. 17A is a diagram showing an exemplary display at the first display regions 28 when the base game is executed, and FIG. 17B is a diagram showing an exemplary display at the second display regions 48 when the sub game is executed.
  • In the exemplary display shown in FIG. 17A, the winning combination associated with a payout is not stopped on the payline L1 of the first display regions 28 (28 a to 28 e), that is, the winning combination is not realized, so that the payout and the like will not be made. In this case, the sub game will be executed subsequently. In this sub game, the arrangement of symbols is unchanged but the randomly assigned background colors are displayed. As a result, the assignment of background colors as shown in FIG. 17B, for example, is made. In FIG. 17B, even if the payline is set as a horizontal line at a middle level, the winning combination will not be realized. However, in the second display regions 48 (48 a to 48 e), five symbols “LOBSTER”with the red background color are arranged, so that they are virtually regarded as located on the payline, and it is judged that the winning combination is realized. Consequently, the payout processing is carried out according to the second payout table.
  • In the second embodiment, it may be made such that it is virtually regarded as located on the payline and the payout is made as long as at least two or more of identical symbols with the identical background color are arranged. In this case, it may be made such that the payout amount is different according to the number of identical symbols with the identical background color that are arranged. It may be made such that the payout amount is different for different background colors, or such that the payout amount is changed according to a combination of the background color and the symbol.
  • As described above, in the slot machine and the playing method according to the second embodiment, a background color is randomly assigned to each symbol rearranged by the base game, and each symbol is made to appear to be rearranged by carrying out a color by color display based on each background color, so that it can be expected that the player has an interest regarding which background color is going to be assigned to each symbol. The player can enjoy the change of images in the display regions. Consequently, it is possible to increase the player's interest in the game.
  • In the second embodiment, the respective background colors of the symbols rearranged in the second display regions 48 (48 a to 48 e) may be displayed simultaneously, or may be displayed sequentially in the horizontal direction or the vertical direction. It may be made such that the background colors are displayed with one column or one row interval, or the background colors are displayed sequentially one color after another. It may be made such that, without using the second display regions 48 (48 a to 48 e), only the background colors are displayed in the first display regions 28 (28 a to 28 e) in a state where symbols are displayed (with a plain background), when the sub game is executed.
  • Third Embodiment
  • Next, the third embodiment of the present invention will be described. In the following, the configuration characteristic to the third embodiment and its effects will be described. The description of the configuration and functions common to the first embodiment will be omitted.
  • The main CPU 41 in the third embodiment has a function of a symbol rearrangement controller for rearranging a plurality of symbols rearranged by the base game while displaying a manner by which each symbol sequentially moves in the first display regions 28, at a time of rearranging symbols according to prescribed rules in the sub game.
  • In the third embodiment, a block sliding processing to be described below is executed as a prescribed rule for rearranging a plurality of symbols in the sub game processing. In the slot machine of the third embodiment, the rearrangement of symbols by the sub game is displayed in the same first display regions 28 used by the base game.
  • The base game execution processing and the other related processing in the third embodiment are the same as the first embodiment so that their description will be omitted. In the following, the sub game processing in the third embodiment will be described. FIG. 18 is a flow chart showing a procedure of the sub game processing shown at the step S20 of FIG. 10.
  • First, the main CPU 41 acquires the code number of each symbol rearranged in the first display regions 28 (28 a to 28 e), and the tag information that is set in correspondence to that symbol (step S301). Next, the main CPU 41 determines the code number and the tag information of the symbol to be rearranged in each block of the symbol matrix by executing a block sliding processing to be described below (step S302). As shown in FIG. 4 and FIG. 5, the symbol can be identified when the code number and the tag information are ascertained. For example, if the code number is “08” and the tag information is “B-2”, the symbol is “BELL”. Next, the main CPU 41 rearranges the symbol corresponding to the determined code number and tag information in each block of the symbol matrix (step S303).
  • Next, the main CPU 41 judges whether the winning combination associated with a payout is stopped on the payline L1 that is set as a middle level horizontal line in the first display regions 28 (28 a to 28 e) or not, that is, whether the winning combination is realized or not (step S304). Here, when the winning combination is realized, the payout processing corresponding to the winning combination is carried out according to the second payout table (step S305).
  • FIG. 19 is a flow chart showing a procedure of the block sliding processing shown at the step S302 of FIG. 18. In this block sliding processing, the main CPU 41 secures a plurality of memory areas corresponding to the symbol matrix (three rows by five columns) on the RAM 43, and stores the code number and the tag information of a moved block into the memory area corresponding to a moving target block.
  • First, the main CPU 41 sets a count number n to 0 (step S401), and sets a central block in the symbol matrix to be a vacant block (step S402). Here, a vacant block is a block in which the symbol is deleted and only the background is displayed. At this point, the code number and the tag information of the deleted symbol are stored into the RAM 43. Next, the main CPU 41 judges whether there are two or more movable blocks at upper, lower, right and left neighbors of the vacant block or not (step S403). Here, the block that had been moved immediately previously is removed from targets. When there are two or more movable blocks at the step S403, one movable block is determined by executing a random number generation program, for example (step S404). Then, the determined block is moved to the vacant block, and the symbol is deleted from the block before moving such that it becomes a vacant block (step S405). When two or more movable blocks are not there at the step S403, that is when there is only one movable block, the main CPU 41 moves the symbol of the movable block to the vacant block, and the symbol is deleted from the block before moving such that it becomes a vacant block (step S406).
  • Next, the main CPU 41 sets the counter number n to n+1 (step S407), and further judges whether n=N or not (step S408). Here, N indicates a number of times for moving blocks that is set in advance. When it is not n=N at the step S408, the main CPU 41 returns the processing to the step S403, and the moving to a vacant block is repeated until it becomes n=N. Then, when it becomes n=N at the step S408, the code number and the tag information of a first deleted symbol are stored into the memory area corresponding to the vacant block (step S409). As a result, the code number and the tag information of the symbols rearranged by the block moving are stored in a plurality of memory areas that correspond to the symbol matrix.
  • In this block sliding processing, the main CPU 41 moves a symbol of a block to be moved, into a vacant block in the first display regions 28 (28 a to 28 e) whenever one block is moved, and displays a manner by which a symbol is deleted from a block before moving such that it becomes a vacant block on the display. More specifically, the main CPU 41 transmits the code number and the tag information of every one of three rows and five columns stored in the memory areas of the RAM 43 to the sub CPU 61. Upon receiving the code number and the tag information from the main CPU 41, the sub CPU 61 reads out all the image data corresponding to these code number and tag information, and displays them in the first display regions 28 (28 a to 28 e).
  • The method of the block sliding processing is not limited to that of the third embodiment. Namely, any other method can be used as long as it can randomly rearrange a plurality of symbols.
  • FIG. 20A to FIG. 20E show a manner by which blocks are moved by the block sliding processing. Here, for the same of simplifying the explanation, an exemplary case of the symbol matrix of three rows by three columns will be described. The left side of the figures show the symbol matrix, and the right side of the figures show a plurality of memory areas corresponding to the symbol matrix.
  • First, the main CPU 41 sets a center block of the symbol matrix to be a vacant block. In FIG. 20A, “LOBSTER” becomes a vacant block, and this symbol is deleted. At the same time, the main CPU 41 stores the code number “05” and the tag information “B-2” of the deleted symbol “LOBSTER” into another memory area. Next, the main CPU 41 determines one movable block. Here, there are four movable blocks at upper, lower, right and left neighbors of the vacant block, so that one movable block is determined by executing the random number generation program. Here, it is assumed that it is determined as “PLUM” at the lower neighbor of the vacant block. Next, the main CPU 41 moves the symbol “PLUM” into the vacant block, while deleting the symbol “PLUM” from a block before moving, as shown in FIG. 20B. At the same time, the main CPU 41 stores the code number “06” and the tag information “B-3” of the moved symbol “PLUM” into a memory area corresponding to a moving target block.
  • Then, the main CPU 41 determines one movable block. Here, there are two movable blocks at right and left neighbors of the vacant block, so that one movable block is determined by executing the random number generation program. Here, it is assumed that it is determined as “PLUM” at the right neighbor of the vacant block. Next, the main CPU 41 moves the symbol “PLUM” into the vacant block, while deleting the symbol “PLUM” from a block before moving, as shown in FIG. 20C. At the same time, the main CPU 41 stores the code number “05” and the tag information “B-3” of the moved symbol “PLUM” into a memory area corresponding to a moving target block.
  • Then, the main CPU 41 determines one movable block. Here, there is only one movable block, so that it is determined as “ORANGE” at the upper neighbor of the vacant block. Next, the main CPU 41 moves the symbol “ORANGE” into the vacant block, while deleting the symbol “ORANGE” from a block before moving, as shown in FIG. 20D. At the same time, the main CPU 41 stores the code number “04” and the tag information “C-2” of the moved symbol “ORANGE” into a memory area corresponding to a moving target block.
  • Assuming that the number N of times for moving blocks is reached at this stage, the main CPU 41 stores the code number “05” and the tag information “B-2” of the symbol “LOBSTER” that had been stored in another memory area, into a memory area corresponding to the vacant block. As a result, the code number and the tag information of each symbol are stored in a plurality of memory areas corresponding to the symbol matrix, as shown in FIG. 20E. Then, images in which the symbols are rearranged will be displayed in the first display regions 28 (28 a to 28 e), according to the code number and the tag information of each symbol. In the third embodiment, a manner by which the symbols are sequentially moved and rearranged will be displayed in the first display regions 28 (28 a to 28 e) in conjunction with the start of the sub game.
  • As described above, in the slot machine and the playing method according to the third embodiment, at a time of rearranging a plurality of symbols rearranged by the base game, according to prescribed rules in the sub game, they are rearranged while displaying a manner by which each symbol is sequentially moved in the first display regions 28, so that the player can enjoy a manner by which symbols are moved as if they are slide puzzles. It can be expected that the player has an interest regarding to which position the symbol is going to be moved. Consequently, it is possible to increase the player's interest in the game.
  • The effects that can be obtained by the configuration and functions equivalent to those of the first embodiment can also be commonly obtained in the third embodiment as well.
  • In the first to third embodiments described above, the sub game is executed when the winning combination is not realized in the base game, so that the player is given a chance to obtain a prize in a subsequent sub game even when a prize cannot be obtained by the initial base game. Consequently, the player can enjoy at least two games even in the case where a prize cannot be obtained in both games.
  • As another embodiment, it may be made such that the sub game is executed only in the case where the winning combination is realized in the base game. In this case, the payout obtained by summing the payout amount due to the winning combination realized in the sub game and the payout amount due to the winning combination realized in the base game may be made, or the payout in the payout amount more advantageous to the player may be made. According to this embodiment, the player can obtain the payout due to the sub game or the more advantageous payout in addition to the payout due to the base game, so that it is possible to increase the player's interest in the game.
  • As still another embodiment, it may be made such that whether the sub game is to be executed or not is determined randomly after the symbols are rearranged by the base game. In this case, whether the sub game is to be executed or not can be determined randomly by executing the random number generation program similarly as in the symbols to be stopped determination processing. In this case, the player cannot ascertain whether a transition to the sub game is going to be made or not until the base game is finished, so that it becomes possible to arouse an expectation for a next game in the player, so that it is possible to increase the player's interest in the game. As an embodiment other than those described above, it may be made to execute the sub game regardless of whether the winning combination is realized in the base game or not.
  • In the above, the embodiments of the slot machine and the playing method according to the present invention have been described, but they are only showing concrete examples. Namely, the above described embodiments are not intended to limit the present invention, and the concrete configuration of each means or the like can be appropriately changed by design. Also, the concrete configuration of each means or the like can be replaced by other means having an equivalent functions, or a combination of a plurality of means each having a part of functions, and can also be realized by a part of functions of the other means having expanded functions. Also, the effects described in the embodiments of the present invention are only listing the most preferable effects arising from the present invention, and the effects of the present invention are not limited to those described in the embodiments of the present invention.

Claims (16)

1. A slot machine comprising:
a display having a plurality of display regions and adapted to display symbols in the display regions, the symbols arranged and rearranged in each unit game; and
a controller operable to make a prescribed payout when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for randomly rearranging a plurality of symbols arranged on the display and a second game for rearranging the plurality of symbols rearranged by the first game according to prescribed rules.
2. The slot machine of claim 1, wherein the controller is operable to rearrange the plurality of symbols rearranged in the first game according to a tag information set in correspondence to each symbol and a predetermined tag arrangement, in the second game.
3. The slot machine of claim 1, wherein the controller is operable to randomly rearrange the plurality of symbols in a first display region of the display in the first game, and rearrange the plurality of symbols rearranged in the first game in a second display region of the display according to a tag information set in correspondence to each symbol and a predetermined tag arrangement while displaying the tag information set in correspondence to each symbol in a vicinity of each symbol in the second game.
4. A slot machine comprising:
a display having a plurality of display regions and adapted to display symbols in the display regions, the symbols arranged and rearranged in each unit game; and
a controller operable to make a prescribed payout when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for randomly rearranging a plurality of symbols arranged on the display and a second game for rearranging the plurality of symbols rearranged in the first game according to a tag information set in correspondence to each symbol and a predetermined tag arrangement.
5. The slot machine of claim 4, wherein the controller is operable to randomly rearrange the plurality of symbols in a first display region of the display in the first game, and rearrange the plurality of symbols rearranged in the first game in a second display region of the display according to a tag information set in correspondence to each symbol and a predetermined tag arrangement while displaying the tag information set in correspondence to each symbol in a vicinity of each symbol in the second game.
6. A slot machine comprising:
a display having a plurality of display regions and adapted to display symbols in the display regions, the symbols arranged and rearranged in each unit game; and
a controller operable to make a prescribed payout when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for arbitrarily rearranging a plurality of symbols arranged in a first display region of the display and a second game for rearranging the plurality of symbols rearranged in the first game according to a tag information set in correspondence to each symbol and a predetermined tag arrangement while displaying the tag information set in correspondence to each symbol in a vicinity of each symbol.
7. The slot machine of claim 1, wherein the controller is operable to rearrange the plurality of symbols rearranged in the first game according to the prescribed rules while displaying a manner by which each symbol sequentially moves on the display.
8. The slot machine of claim 1, wherein the controller is operable to randomly assign a background color to each symbol rearranged in the first game, make the each symbol appear to be rearranged by carrying out a color by color display based on each background color, and make the prescribed payout when the winning combination associated with a payout is included in combinations of rearranged symbols, in the second game.
9. A playing method of a slot machine comprising:
making a prescribed payout by a controller when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for randomly rearranging a plurality of symbols arranged on a display and a second game for rearranging the plurality of symbols rearranged in the first game according to prescribed rules.
10. The playing method of a slot machine of claim 9, wherein the controller rearranges the plurality of symbols rearranged in the first game according to a tag information set in correspondence to each symbol and a predetermined tag arrangement, in the second game.
11. The playing method of a slot machine of claim 9, wherein the controller randomly rearranges the plurality of symbols in a first display region of the display in the first game, and rearranges the plurality of symbols rearranged in the first game in a second display region of the display according to a tag information set in correspondence to each symbol and a predetermined tag arrangement while displaying the tag information set in correspondence to each symbol in a vicinity of each symbol in the second game.
12. A playing method of a slot machine comprising:
making a prescribed payout by a controller when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for randomly rearranging a plurality of symbols arranged on a display and a second game for rearranging the plurality of symbols rearranged in the first game according to a tag information set in correspondence to each symbol and a predetermined tag arrangement.
13. The playing method of a slot machine of claim 12, wherein the controller randomly rearranges the plurality of symbols in a first display region of the display in the first game, and rearranges the plurality of symbols rearranged in the first game in a second display region of the display according to a tag information set in correspondence to each symbol and a predetermined tag arrangement while displaying the tag information set in correspondence to each symbol in a vicinity of each symbol in the second game.
14. A playing method of a slot machine comprising:
making a prescribed payout by a controller when a winning combination associated with a payout is included in combinations of rearranged symbols in at least one of a first game for arbitrarily rearranging a plurality of symbols arranged in a first display region of a display and a second game for rearranging the plurality of symbols rearranged in the first game according to a tag information set in correspondence to each symbol and a predetermined tag arrangement while displaying the tag information set in correspondence to each symbol in a vicinity of each symbol.
15. The playing method of a slot machine of claim 9, wherein the controller rearranges the plurality of symbols rearranged in the first game according to the prescribed rules while displaying a manner by which each symbol sequentially moves on the display.
16. The playing method of a slot machine of claim 9, wherein the controller randomly assigns a background color to each symbol rearranged in the first game, makes the each symbol appear to be rearranged by carrying out a color by color display based on each background color, and makes the prescribed payout when the winning combination associated with a payout is included in combinations of rearranged symbols, in the second game.
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US20080242394A1 (en) * 2007-01-10 2008-10-02 Aruze Corp. Gaming machine determining a symbol to be rearranged in every game
US20090203419A1 (en) * 2008-02-11 2009-08-13 Aruze Corp. Gaming system providing return to players and method for controlling gaming machine
US20090253489A1 (en) * 2008-04-03 2009-10-08 Aruze Corp. Slot machine having feature in which sequence of rearranging symbols on respective defined areas becomes random, and control method of the slot machine

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