US20080045306A1 - Slot machine and playing method thereof - Google Patents

Slot machine and playing method thereof Download PDF

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Publication number
US20080045306A1
US20080045306A1 US11/598,632 US59863206A US2008045306A1 US 20080045306 A1 US20080045306 A1 US 20080045306A1 US 59863206 A US59863206 A US 59863206A US 2008045306 A1 US2008045306 A1 US 2008045306A1
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Prior art keywords
symbols
game
specific symbols
display
prescribed number
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Abandoned
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US11/598,632
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 US11/598,632 priority Critical patent/US20080045306A1/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 JP2007189279A priority patent/JP2008043743A/en
Priority to AU2007203567A priority patent/AU2007203567A1/en
Publication of US20080045306A1 publication Critical patent/US20080045306A1/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
    • 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
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • 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
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3262Player actions which determine the course of the game, e.g. selecting a prize to be won, outcome to be achieved, game to be played
    • 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
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games

Definitions

  • the present invention relates to a slot machine for playing games by using a game medium such as coin or bill, and a playing method thereof.
  • the slot machine is configured to pay out a prize according to the winning state generated in the course of the game.
  • the symbols displayed by the scrolling display are automatically stopped.
  • the first aspect of the present invention is a slot machine comprising: a display for rearranging a plurality of symbols arranged thereon; and a controller operable to make a transition to a second game when a prescribed number of specific symbols are rearranged on this display, and notify to a player a payout amount for a rearrangement of the prescribed number of specific symbols according to behaviors on the display of the prescribed number of specific symbols rearranged.
  • a transition to the second game is made when a prescribed number of specific symbols are rearranged on the display, and in this second game, the payout amount is notified to the player according to the behaviors of the rearranged specific symbols on the display.
  • the second aspect of the present invention is a slot machine comprising: a display for rearranging a plurality of symbols arranged thereon; and a controller operable to make a transition to a second game when a plurality of specific symbols are rearranged on the display while executing a unit game for rearranging a plurality of symbols arranged on this display, select one of a plurality of options displayed on the display according to behaviors on the display of the plurality of symbols rearranged, and notify to a player a payout amount for a rearrangement of the plurality of specific symbols according to this selection result in the second game.
  • a transition to the second game is made when a prescribed number of specific symbols are rearranged on the display on which a plurality of symbols are to be rearranged, and in this second game, the payout amount is notified to the player according to the behaviors of the rearranged specific symbols on the display.
  • the third aspect of the present invention is a slot machine comprising: a display for displaying a symbol matrix formed by a plurality of rows and a plurality of columns; an arrangement controller operable to execute an arrangement control for scrolling a plurality of symbols displayed on the display, and arbitrarily determine symbols to be arranged into the symbol matrix from plural types of symbols and stopping a scrolling state at determined symbols, in order to rearrange symbols as a new symbol matrix; and a controller for making a transition to a second game when a plurality of specific symbols are rearranged within the symbol matrix, select one of a plurality of options according to behaviors of the plurality of specific symbols rearranged, and notify to a player a payout amount for a rearrangement of the plurality of specific symbols according to a displayed content displayed by a selected option in the second game.
  • a transition to the second game is made when a prescribed number of specific symbols are rearranged on the display, and in this second game, the operation for selecting from a plurality of options is carried out according to the behaviors of the rearranged specific symbols on the display, and the payout amount is notified to the player according to this selection operation.
  • the fourth aspect of the present invention is a playing method of a slot machine comprising: making a transition to a second game when a prescribed number of specific symbols are rearranged on a display for rearranging a plurality of symbols arranged thereon; and notifying to a player by a controller a payout amount for a rearrangement of the prescribed number of specific symbols according to behaviors on the display of the prescribed number of specific symbols rearranged.
  • a transition to the second game is made when a prescribed number of specific symbols are rearranged on the display, and in this second game, the payout amount is notified to the player according to the behaviors of the rearranged specific symbols on the display.
  • the fifth aspect of the present invention is a playing method of a slot machine, comprising: arranging a plurality of symbols on a display, and determining a plurality of symbols to be rearranged in a case of rearranging a plurality of symbols arranged on the display, by an arrangement controller prior to a rearrangement; rearranging the plurality of symbols arranged on the display; making a transition to a second game when a prescribed number of specific symbols are rearranged on the display; and notifying to a player a payout amount for a rearrangement of the prescribed number of specific symbols by setting the prescribed number of specific symbols in motion in the second game.
  • a transition to the second game is made when a prescribed number of specific symbols are rearranged on the display, and in this second game, the payout amount for a rearrangement of the prescribed number of specific symbols is notified to the player by setting the prescribed number of specific symbols in motion.
  • the sixth aspect of the present invention is a playing method of a slot machine, comprising: a first step for rearranging a plurality of symbols on a display, by repeating a unit game which is finished by rearranging symbols arranged on the display into symbols determined by an arrangement controller; a second step for judging that a prescribed number of specific symbols exist in symbols rearranged on the display; and a third step for making a transition to a second game which is different from the unit game when the prescribed number of specific symbols exist in symbols rearranged on the display, and carrying out effects for notifying to a player a payout amount for a rearrangement of the prescribed number of specific symbols according to behaviors of the specific symbols in this second game.
  • a plurality of symbols are rearranged on the display by executing a unit game, and at this point, a transition to the second game is made when a prescribed number of specific symbols are rearranged on the display. Then, in this second game, the payout amount for a rearrangement of a prescribed number of specific symbols is notified to the player according to the behaviors of a prescribed number of the rearranged specific symbols on the display.
  • FIG. 1 is a flow chart showing a playing method of a slot machine according to one embodiment of the present invention.
  • FIG. 2 is a flow chart showing a playing method of a slot machine according to one embodiment of the present invention.
  • FIG. 3 is a diagram showing an outward appearance of a slot machine according to one 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 one embodiment of the present invention and a code number of each symbol.
  • FIG. 5 is a diagram showing a payout table that indicates a relationship between a winning combination and a payout amount.
  • FIG. 6 is a block diagram showing a control circuit of a slot machine according to one embodiment of the present invention.
  • FIG. 7 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 one embodiment of the present invention.
  • FIG. 8 is a flow chart showing a procedure of a base game processing to be executed by a slot machine according to one embodiment of the present invention.
  • FIG. 9 is a flow chart showing a procedure of a second game processing to be executed by a slot machine according to one embodiment of the present invention.
  • FIG. 10 is a flow chart showing a first variation of a procedure of a second game processing to be executed by a slot machine according to one embodiment of the present invention.
  • FIG. 11 is a flow chart showing a second variation of a procedure of a second game processing to be executed by a slot machine according to one embodiment of the present invention.
  • FIG. 12 is a flow chart showing a procedure of a symbols to be stopped determination processing to be executed by a slot machine according to one embodiment of the present invention.
  • FIG. 13 is a flow chart showing a procedure of a symbols scrolling display processing to be executed by a slot machine according to one embodiment of the present invention.
  • FIG. 14 is a flow chart showing a procedure of a bonus game processing to be executed by a slot machine according to one embodiment of the present invention.
  • FIG. 15A , FIG. 15B and FIG. 15C are diagrams showing an exemplary display when a second game is executed.
  • FIG. 16A , FIG. 16B and FIG. 16C are diagrams showing an exemplary display when a second game is executed.
  • FIG. 17A , FIG. 17B and FIG. 17C are diagrams showing an exemplary display when a second game is executed.
  • FIG. 18 is a diagram showing a display region of three rows by five columns in a slot machine according to one embodiment of the present invention.
  • FIG. 1 and FIG. 2 are flow charts schematically showing a playing method of a slot machine according to an embodiment of the present invention.
  • the schematic operations in the slot machine and the playing method according to the present invention will be described with references to the flow charts shown in FIG. 1 and FIG. 2 and a diagram shown in FIG. 3 .
  • 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 alteration of a program or not, etc., is carried out.
  • a base game is executed (step S 200 ).
  • a base game (unit game) in which the scrolling of symbols in display regions 28 ( 28 a 1 to 28 e 3 ) of three rows by five columns of a liquid crystal display 17 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 symbols in the display regions 28 are stopped (rearranged) is executed.
  • the suffix “a to e” attached to the display regions 28 indicates columns of the display regions 28 provided in a matrix shape, and the suffix “1 to 5” indicates rows (see FIG. 18 ).
  • step S 300 when the symbols are stopped in the display regions 28 ( 28 a 1 to 28 e 3 ), whether a prescribed number of specific symbols (scatter symbols) such as “CAT” or “ARROW” to be described below, for example, are stopped or not is judged. Then, in the case where a prescribed number of specific symbols are stopped (step S 300 YES), a second game is executed (step S 400 ).
  • step S 300 NO whether symbols constituting a winning combination are stopped on any of paylines L 1 to L 3 that are respectively set on middle, upper and lower levels of the display regions 28 ( 28 a 1 to 28 e 3 ) or not is judged (step S 500 ), and in the case where symbols constituting the winning combination are stopped, a payout corresponding to this winning combination is made (step S 600 ).
  • step 700 a processing for notifying a payout amount according to behaviors of a plurality of displayed specific symbols is carried out.
  • a payout processing for the payout amount notified by the processing of the step S 700 is carried out (step S 800 ).
  • an image Q 1 of a cat obtained by combining five symbols “CAT” is displayed as shown in FIG. 15B , and further three cards P 1 to P 3 are displayed and the image Q 1 of a cat selects one of these three cards P 1 to P 3 as shown in FIG. 15C , so as to notify a player that a number described on the selected card is the payout amount (50 coins in this case).
  • 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 base 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 for scrolling symbols inside the display window 15 is provided, and the liquid crystal display 17 has the display regions 28 ( 28 a 1 to 28 e 3 ; see FIG. 18 ) for displaying symbols of three rows by five columns. Namely, it is made such that, when the base game is executed, the symbols are scrolled in the display regions 28 ( 28 a 1 to 28 e 3 ) of three rows by five columns, and these scrolled symbols are visible to the player through the display window 15 .
  • the present embodiment uses an exemplary case of using the display regions 28 ( 28 a 1 to 28 e 3 ) of three rows and five columns of the liquid crystal display 17 as the display, but the present invention is not limited to the display regions of three rows and five columns.
  • a lower side image display panel 16 On a front side of the liquid crystal display 17 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 stopped on the paylines L 1 to L 3 to be described below is the winning combination is displayed by an image.
  • the display window 15 through which symbols displayed in the display regions 28 ( 28 a 1 to 28 e 3 ) of three rows by five columns of the liquid crystal display 17 provided therein are visible, is provided. Also, a line horizontally across a middle level row of the display regions 28 of three rows by five columns that are visible through the display window 15 is set as a payline L 1 , a line horizontally across an upper level row is set as a payline L 2 , and a line horizontally across a lower level row is set as a payline L 3 .
  • Each of the paylines L 1 to L 3 defines a combination of symbols. In the case where a combination of symbols stopped on each of the paylines L 1 to L 3 is a winning combination, the number of coins according to that winning combination and the number of coins entered (BET number) will be paid.
  • a touch panel 69 (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 coin slot 21 for receiving coins into the cabinet 11 , and a bill validator 22 are provided.
  • the spin button 23 is a button for inputting a command for start scrolling symbols displayed in the display regions 28 ( 28 a 1 to 28 e 3 ).
  • 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 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 which 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 which data read by the card reader 36 , or data inputted by the player through the key pad 38 , for example, will be displayed.
  • the key pad 38 inputs 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 display regions 28 ( 28 a 1 to 28 e 3 ) provided in the liquid crystal display 17 inside the cabinet 11 .
  • FIG. 4 in each of the display regions 28 ( 28 a 1 to 28 e 3 ), altogether ten types of symbols comprising the code numbers “00” to “09” will be scrolled. The order in which these symbols will be scrolled is regardless of the code numbers.
  • the symbols to be displayed in each of the display regions 28 are selected from any of “JACKPOT 7”, “PLUM”, “LOBSTER”, “CRAB”, “CAT”, “CHERRY”, “ORANGE”, “STRAWBERRY”, “APPLE” and “ARROW”. Also, the winning combination associated with a payout is set by a combination of the above described symbols. Also, as a table for determining the payout amount when the winning combination is realized, a payout table is set up.
  • FIG. 5 is a diagram showing the payout table.
  • a bonus game will be executed when a combination of symbols “APPLE” are stopped on any of the paylines L 1 to L 3 shown in FIG. 3 .
  • the payout of 20 coins per one BET will be made when a combination of symbols “CHERRY” are stopped.
  • a symbol “CAT” and a symbol “ARROW” are set as scatter symbols, and the payout of a prescribed number of coins will be generated when a total five or more symbols “CAT” are stopped in the display regions 28 of three rows by five columns, for example.
  • the payout of a prescribed number of coins will be generated when a total three or more symbols “ARROW” are stopped in the display regions 28 .
  • the bonus game that will be executed when a combination of symbols “APPLE” is stopped on any of the paylines L 1 to L 3 is a game mode 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 bonus game is not particularly limited as long as it is a game mode that is advantageous to a player.
  • the bonus game that is advantageous to a player is not particularly limited as long as it is more advantageous than the base game, and can be a state in which a greater amount of game medium than the base game can be obtained, a state in which the game medium can be obtained at a higher probability than the base game, a state in which an amount of game medium to be consumed becomes less than the base game, etc. More specifically, the bonus game can be a free game, a second game, etc.
  • the scrolling of symbols displayed (arranged) in the display regions 28 ( 28 a 1 to 28 e 3 ) of three rows by five columns will start when the 1-BET button 26 or the Max-BET button 27 is pressed and then the spin button 23 is pressed.
  • the scrolling of symbols is started, after a prescribed time has elapsed, the scrolling of symbols is stopped (rearranged). At this point, some of the symbols shown in FIG. 4 are stopped in the display regions 28 ( 28 a 1 to 28 e 3 ) inside the display window 15 .
  • various types of winning combination are predetermined for symbols, and in the case where symbols constituting the winning combination are stopped on any of the paylines L 1 to L 3 , the payout amount of coins according to the winning combination is 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 any of the paylines L 1 to L 3 in the present embodiment, a transition of the game mode from the basic game to the bonus game is made.
  • FIG. 6 is a block diagram showing a control circuit of the slot machine 10 shown in FIG. 3 .
  • the control circuit comprises a mother board 40 , a main body PCB (Printed Circuit Board) 60 , a gaming board 50 , a sub CPU 61 , a door PCB 80 , and various types of switches and sensors.
  • the mother board 40 and the gaming board 50 constitute a controller 48 .
  • 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 paylines L 1 to L 3 in the display regions 28 ( 28 a 1 to 28 e 3 ).
  • 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 display regions 28 ( 28 a 1 to 28 e 3 ) of three rows by five columns.
  • 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 (alteration 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 altered.
  • 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 altered, 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 display regions 28 ( 28 a 1 to 28 e 3 ) of the liquid crystal display 17 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 after symbols are scrolled in the display regions 28 ( 28 a 1 to 28 e 3 ), and a control for stopping determined symbols in the display regions 28 .
  • the main CPU 41 executes the second game when the number of scatter symbols (specific symbols) displayed in the display regions 28 ( 28 a 1 to 28 e 3 ) becomes a prescribed number by the execution of the base game, and in this second game, the main CPU 41 carries out a control for notifying the payout amount of coins for having a prescribed number of scatter symbols stopped to the player, according to the behaviors of images displayed as the scatter symbols.
  • 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 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 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.
  • the main CPU 41 carries out the calculation processing by executing the game program and the game system program stored in the RAM 43 according to the input signals inputted into the main CPU 41 and stores its result into the RAM 43 , and carries out 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 a control for scrolling symbols in the display regions 28 ( 28 a 1 to 28 e 3 ) of three rows by five columns set in the liquid crystal display 17 , and is connected to a VDP (Video Display Processor) 46 .
  • VDP Video Display Processor
  • 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 , and outputs the scrolling images to the liquid crystal display 17 .
  • the image data ROM 47 stores image data of symbols shown in FIG. 4 , as well as image data to be displayed on the liquid crystal display 17 when the second game is executed. More specifically, it stores various types of images such as an image Q 1 of a cat and images P 1 to P 3 of cards as shown in FIG. 15B and FIG. 15C to be described below, an image Q 2 of a cat as shown in FIG. 16B and FIG. 16C to be described below, images r 1 to r 3 of “ARROW” and an image R of a target as shown in FIG. 17B and FIG. 17C to be described below, etc.
  • the sub CPU 61 arbitrarily reads out the desired images from the images showing various types of behavior of the second game described above, and notifies the payout at that time to the player by the image display showing this behavior.
  • the above described “behavior” is images related to symbols, and can be so called movie data.
  • the payout amount is notified to the player by the second game to be executed subsequently, after the number of scatter symbols to be stopped is set to be equal, so that it is possible to adopt various forms of the payout with less number of symbols.
  • 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 other than the symbols displayed in the display regions 28 , according to the control signal outputted from the main CPU 41 .
  • 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.
  • 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. 7 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. 6 .
  • 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 altered 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 altered, 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. 8 is a flow chart showing the concrete processing procedure of the base game execution processing shown at the step S 200 of FIG. 1 .
  • step S 11 the main CPU 41 judges whether the coin BET has been made or not.
  • 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.
  • 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 display symbols by the scrolling display in the display regions 28 ( 28 a 1 to 28 e 3 ).
  • 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 display regions 28 ( 28 a 1 to 28 e 3 ) 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 each of the paylines L 1 to L 3 is determined.
  • This processing is a processing for stopping symbols determined at the step S 14 in the display regions 28 ( 28 a 1 to 28 e 3 ) after the scrolling of symbols in the display regions 28 ( 28 a 1 to 28 e 3 ) is started.
  • the main CPU 41 judges whether a prescribed number of scatter symbols (specific symbols) are stopped in the display regions 28 ( 28 a 1 to 28 e 3 ) or not (step S 16 ). In the present embodiment, it is judged that a prescribed number of scatter symbols are stopped when five symbols “CAT” are stopped or three symbols “ARROW” are stopped.
  • step S 17 the second game is executed (step S 17 ). Details of the second game will be described below.
  • step S 16 NO the main CPU 41 judges whether a combination of symbols “APPLE” is stopped on each of the paylines L 1 to L 3 such that the bonus trigger is realized or not (step S 18 ). Then, in the case where the bonus trigger is realized (step S 18 YES), the main CPU 41 executes the bonus game processing.
  • step S 18 NO the main CPU 41 judges whether the winning combination is realized on each of the paylines L 1 to L 3 or not (step S 20 ).
  • step S 20 YES the main CPU 41 carries out the payout processing corresponding to this winning combination.
  • 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.
  • step S 20 NO In the case where it is judged that the winning combination is not realized (step S 20 NO), that is, in the case of the lost game, the payout of coins will not be made. In this way, the base game is executed.
  • FIG. 9 is a flow chart showing a processing procedure of the second game.
  • a prescribed number of scatter symbols specific symbols
  • the processing of the step S 16 of FIG. 8 such as in the case where five symbols “CAT” are displayed in the display regions 28 ( 28 a 1 to 28 e 3 ) as shown in FIG. 15A , for example, the second game is executed.
  • the main CPU 41 determines the payout amount in this second game (step S 31 ).
  • the payout amount of coins is determined as 50 coins, for example, for having five symbols “CAT” displayed.
  • the fact that the payout of 50 coins is generated is not notified to the player. Namely, at this point, the player is paying attention fully to the second game with the expectation as to how great the payout amount is going to be.
  • the main CPU 41 displays an image Q 1 of a cat as shown in FIG. 15B , by combining displayed five symbols “CAT” (step S 32 ), and further displays images P 1 , P 2 and P 3 of a plurality (three in this example) of cards on a side of this image Q 1 of a cat (step S 33 ).
  • the main CPU 41 sets the image Q 1 of a cat in motion, makes it to select one of the images P 1 , P 2 and P 3 of three cards, and flips the image of the selected card as shown in FIG. 15C .
  • the image P 1 of the card is flipped (step S 34 ).
  • the main CPU 41 displays the number of coins to become the payout amount on the image P 1 of the selected card (step S 35 ). Namely, the payout amount is already determined as 50 coins at the step S 31 described above, so that the number “50” is displayed on the image P 1 of the card. In this way, the payout amount of coins is notified to the player.
  • the main CPU 41 carries out the payout processing to pay the determined number of coins (step S 36 ). In this way, the second game is finished.
  • FIG. 10 is a flow chart showing a processing procedure of the first variation of the second game. Similarly as in the processing shown in FIG. 9 , in the case where five symbols “CAT” are displayed in the display regions 28 ( 28 a 1 to 28 e 3 ) as shown in FIG. 16A , for example, the second game is executed.
  • the main CPU 41 determines the payout amount in this second game (step S 41 ).
  • the payout amount of coins is determined as 50 coins, for example, for having five symbols “CAT” displayed. At this point, the fact that the payout of 50 coins is generated is not notified to the player.
  • the main CPU 41 displays an image Q 2 of a cat as shown in FIG. 16B , by combining displayed five symbols “CAT” (step S 42 ), and further this image Q 2 of a cat is set in a state of having an index q 1 with “50” written thereon and an index q 2 with “20” written thereon (step S 43 ).
  • the main CPU 41 sets the image Q 2 of a cat in motion, makes it to raise up one of the two indexes q 1 and q 2 as shown in FIG. 16C , and displays the payout amount of coins by the number described on the raised up index (step S 44 ).
  • the image Q 2 of a cat raises up the index q 1 with “50” described thereon, so as to notify to the player that the payout amount of coins is 50 coins.
  • the main CPU 41 carries out the payout processing to pay the determined number of coins (step S 45 ). In this way, the second game according to the first variation is finished.
  • FIG. 11 is a flow chart showing a processing procedure of the second variation of the second game.
  • the second game is executed when three symbols “ARROW” are displayed as scatter symbols in the display regions 28 ( 28 a 1 to 28 e 3 ) as shown in FIG. 17A .
  • the main CPU 41 determines the payout amount in this second game (step S 91 ).
  • the payout amount of coins is determined as 50 coins, for example, for having three symbols “ARROW” displayed. At this point, the fact that the payout of 50 coins is generated is not notified to the player.
  • the main CPU 41 displays images r 1 , r 2 and r 3 of “ARROW” corresponding to displayed three symbols “ARROW”, in a left side region of the liquid crystal display 17 , and further displays an image R of a target in a right side region (step S 92 ).
  • the image R of a target has “100” described at a central region, “50” described in a concentric circular region around that, and “30” described in a concentric circular region around that.
  • the main CPU 41 moves the image r 2 of “ARROW” which is one of the three images of “ARROW” to a right direction, and makes it to hit the image R of a target, so as to display the payout amount of coins (step S 93 ).
  • the image r 2 of “ARROW” hits a region with “50” described therein on the image R of a target, so as to notify to the player that the payout amount of coins is 50 coins.
  • the other two images r 1 and r 3 of “ARROW” are sequentially made to hit the image R, the payout amount is notified by the number described in the hit region, such that the total number of coins of these payout amounts will be paid by the payout processing.
  • the main CPU 41 carries out the payout processing to pay the determined number of coins (step S 94 ). In this way, the second game according to the second variation is finished.
  • the payout amount of coins is notified by the behaviors of displayed specific symbols (scatter symbols), and the payout of the notified amount is made.
  • FIG. 12 is a flow chart showing a procedure of the symbols to be stopped determination processing shown at the step S 14 of FIG. 8 .
  • 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 display region 28 ( 28 a 1 to 28 e 3 ) 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 display regions 28 ( 28 a 1 to 28 e 3 ) according to the selected random number values (step S 52 ).
  • FIG. 13 is a flow chart showing a procedure of the symbols scrolling display processing shown at the step S 15 of FIG. 8 .
  • 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 display will be started in the display regions 28 of the liquid crystal display 17 , to the sub CPU 61 (step S 61 ).
  • the sub CPU 61 Upon receiving the start signal from the main CPU 41 , the sub CPU 61 outputs the symbols scrolling display command to the VDP 46 , and the VDP 46 reads out the image data of symbols stored in the image data ROM 47 , and carries out the scrolling of symbols in the display regions 28 ( 28 a 1 to 28 e 3 ) of three rows and five columns of the liquid crystal display 17 (step S 71 ).
  • the scrolling of symbols is started in the display regions 28 ( 28 a 1 to 28 e 3 ).
  • 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. 8 ), 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. 13 ).
  • 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 display regions 28 ( 28 a 1 to 28 e 3 ) 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. 14 is a flow chart showing a procedure of the bonus game processing shown at the step S 18 of FIG. 8 .
  • 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 scrolling display processing (step S 83 ).
  • the processing of the step S 82 is similar to the processing described above with reference to FIG. 12 .
  • the processing of the step S 83 is similar to the processing described above with reference to 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 paylines L 1 to L 3 formed in the display regions 28 ( 28 a 1 to 28 e 3 ) 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 payout table shown in FIG. 5 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. 15A to FIG. 15C are exemplary displays of the second game according to the present embodiment, where FIG. 15A shows an exemplary display at a time when a total five symbols “CAT” are stopped in the display regions 28 ( 28 a 1 to 28 e 3 ) and the second game is to be executed.
  • FIG. 15B the image Q 1 of a cat obtained by combining five symbols “CAT” and the images P 1 to P 3 of three cards are displayed.
  • FIG. 15C the image Q 1 of a cat is set in motion to select one of the images P 1 to P 3 of three cards, the number “50” is displayed on the image P 1 of the selected card, so as to notify that the payout amount of coins is 50 coins.
  • FIG. 16A to FIG. 16C are exemplary displays of the second game according to the first variation, where FIG. 16A shows an exemplary display at a time when a total five symbols “CAT” are stopped in the display regions 28 ( 28 a 1 to 28 e 3 ) and the second game is to be executed.
  • FIG. 16B the image Q 2 of a cat obtained by combining five symbols “CAT” is displayed, and this image Q 2 of a cat holds the image q 1 of an index with “50” written thereon and the image q 2 of an index with “20” written thereon.
  • FIG. 16C the image q 1 of the index with “50” written thereon among them is raised up, so as to notify that the payout amount of coins is 50 coins.
  • FIG. 17A to FIG. 17C are exemplary displays of the second game according to the second variation, where FIG. 17A shows an exemplary display at a time when a total three symbols “ARROW” are stopped in the display regions 28 ( 28 a 1 to 28 e 3 ) and the second game is to be executed.
  • FIG. 17B the three images r 1 to r 3 of “ARROW” and the image R of a target having three concentric circles are displayed. In these three concentric circles, numbers “100”, “50” and “30” are displayed sequentially from the central one.
  • the image r 2 of “ARROW” is made to hit the region displayed with “50” on the image R of a target, so as to notify that the payout amount of coins is 50 coins.
  • the second game when a prescribed number of scatter symbols are displayed in the display regions 28 ( 28 a 1 to 28 e 3 ), the second game is executed, and in this second game, the payout amount of coins is notified to the player by the behaviors of the image displayed as scatter symbols.
  • the image Q 1 of a cat obtained by combining five symbols “CAT” is displayed and further this image Q 1 of a cat is made to select one of the images P 1 to P 3 of three cards, as shown in FIG. 15A to FIG. 15C , so as to notify the payout amount of coins to the player by the number described on the image of the selected card.
  • the controller 48 carries out a control for making the payout amount different according to the subsequent behaviors of the symbols for a single prize, so that there are various types of the payout amount for a single prize.
  • the payout amount of coins is notified to the player by making the image Q 2 of a cat to raise up one of the images q 1 and q 2 of two indexes as shown in FIG. 16A to FIG. 16C , or the payout amount of coins is notified to the player by making the images r 1 to r 3 of “ARROW” to hit the image R of a target as shown in FIG. 17A to FIG. 17C , so that it is possible to notify the payout amount of coins to the player in various display forms, and it is possible to make it even less likely to make the player to lose interest.

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Abstract

A transition to a second game is made when a prescribed number of scatter symbols such as “CAT” for example are stopped in a plurality of display regions while executing a base game for stopping symbols in display regions of a display. Then, in this second game, a plurality of symbols “CAT” that are stopped as the scatter symbols are combined into one cat image, and this cat image selects one of a plurality of cards. A number is described on the selected card, and the payout amount of coins is notified to the player by this number.

Description

    CROSS-REFERENCE TO RELATED APPLICATION
  • This application is based upon and claims the benefit of U.S. Provisional Application No. 60/838,362, filed on Aug. 18, 2006; the entire contents of which are incorporated herein by reference.
  • 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 the Related Art
  • In the conventional slot machines such as those disclosed in U.S. Pat. No. 6,960,133 and U.S. Pat. No. 6,012,983, 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 displayed as a scrolling display at a display unit provided on a front side of a cabinet, and then each symbol is automatically stopped.
  • At this point, by generating random numbers at a time of starting the scrolling display of each symbol which is triggered by the input of the spin button, a payout of coins or credit associated with a prize such as the mystery bonus is made, or a transition from a base game to a bonus game is made and a bonus game is executed when a transition to a bonus game such a second game is determined, arbitrarily.
  • Then, the slot machine is configured to pay out a prize according to the winning state generated in the course of the game. In such a conventional slot machine, the symbols displayed by the scrolling display are automatically stopped.
  • SUMMARY OF THE INVENTION
  • The first aspect of the present invention is a slot machine comprising: a display for rearranging a plurality of symbols arranged thereon; and a controller operable to make a transition to a second game when a prescribed number of specific symbols are rearranged on this display, and notify to a player a payout amount for a rearrangement of the prescribed number of specific symbols according to behaviors on the display of the prescribed number of specific symbols rearranged.
  • According to the slot machine of the first aspect of the present invention, a transition to the second game is made when a prescribed number of specific symbols are rearranged on the display, and in this second game, the payout amount is notified to the player according to the behaviors of the rearranged specific symbols on the display.
  • The second aspect of the present invention is a slot machine comprising: a display for rearranging a plurality of symbols arranged thereon; and a controller operable to make a transition to a second game when a plurality of specific symbols are rearranged on the display while executing a unit game for rearranging a plurality of symbols arranged on this display, select one of a plurality of options displayed on the display according to behaviors on the display of the plurality of symbols rearranged, and notify to a player a payout amount for a rearrangement of the plurality of specific symbols according to this selection result in the second game.
  • According to the slot machine of the second aspect of the present invention, a transition to the second game is made when a prescribed number of specific symbols are rearranged on the display on which a plurality of symbols are to be rearranged, and in this second game, the payout amount is notified to the player according to the behaviors of the rearranged specific symbols on the display.
  • The third aspect of the present invention is a slot machine comprising: a display for displaying a symbol matrix formed by a plurality of rows and a plurality of columns; an arrangement controller operable to execute an arrangement control for scrolling a plurality of symbols displayed on the display, and arbitrarily determine symbols to be arranged into the symbol matrix from plural types of symbols and stopping a scrolling state at determined symbols, in order to rearrange symbols as a new symbol matrix; and a controller for making a transition to a second game when a plurality of specific symbols are rearranged within the symbol matrix, select one of a plurality of options according to behaviors of the plurality of specific symbols rearranged, and notify to a player a payout amount for a rearrangement of the plurality of specific symbols according to a displayed content displayed by a selected option in the second game.
  • According to the slot machine of the third aspect of the present invention, a transition to the second game is made when a prescribed number of specific symbols are rearranged on the display, and in this second game, the operation for selecting from a plurality of options is carried out according to the behaviors of the rearranged specific symbols on the display, and the payout amount is notified to the player according to this selection operation.
  • The fourth aspect of the present invention is a playing method of a slot machine comprising: making a transition to a second game when a prescribed number of specific symbols are rearranged on a display for rearranging a plurality of symbols arranged thereon; and notifying to a player by a controller a payout amount for a rearrangement of the prescribed number of specific symbols according to behaviors on the display of the prescribed number of specific symbols rearranged.
  • In the playing method using a slot machine of the fourth aspect of the present invention, a transition to the second game is made when a prescribed number of specific symbols are rearranged on the display, and in this second game, the payout amount is notified to the player according to the behaviors of the rearranged specific symbols on the display.
  • The fifth aspect of the present invention is a playing method of a slot machine, comprising: arranging a plurality of symbols on a display, and determining a plurality of symbols to be rearranged in a case of rearranging a plurality of symbols arranged on the display, by an arrangement controller prior to a rearrangement; rearranging the plurality of symbols arranged on the display; making a transition to a second game when a prescribed number of specific symbols are rearranged on the display; and notifying to a player a payout amount for a rearrangement of the prescribed number of specific symbols by setting the prescribed number of specific symbols in motion in the second game.
  • In the playing method using a slot machine of the fifth aspect of the present invention, a transition to the second game is made when a prescribed number of specific symbols are rearranged on the display, and in this second game, the payout amount for a rearrangement of the prescribed number of specific symbols is notified to the player by setting the prescribed number of specific symbols in motion.
  • The sixth aspect of the present invention is a playing method of a slot machine, comprising: a first step for rearranging a plurality of symbols on a display, by repeating a unit game which is finished by rearranging symbols arranged on the display into symbols determined by an arrangement controller; a second step for judging that a prescribed number of specific symbols exist in symbols rearranged on the display; and a third step for making a transition to a second game which is different from the unit game when the prescribed number of specific symbols exist in symbols rearranged on the display, and carrying out effects for notifying to a player a payout amount for a rearrangement of the prescribed number of specific symbols according to behaviors of the specific symbols in this second game.
  • In the playing method using a slot machine of the sixth aspect of the present invention, a plurality of symbols are rearranged on the display by executing a unit game, and at this point, a transition to the second game is made when a prescribed number of specific symbols are rearranged on the display. Then, in this second game, the payout amount for a rearrangement of a prescribed number of specific symbols is notified to the player according to the behaviors of a prescribed number of the rearranged specific symbols on the display.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a flow chart showing a playing method of a slot machine according to one embodiment of the present invention.
  • FIG. 2 is a flow chart showing a playing method of a slot machine according to one embodiment of the present invention.
  • FIG. 3 is a diagram showing an outward appearance of a slot machine according to one 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 one embodiment of the present invention and a code number of each symbol.
  • FIG. 5 is a diagram showing a payout table that indicates a relationship between a winning combination and a payout amount.
  • FIG. 6 is a block diagram showing a control circuit of a slot machine according to one embodiment of the present invention.
  • FIG. 7 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 one embodiment of the present invention.
  • FIG. 8 is a flow chart showing a procedure of a base game processing to be executed by a slot machine according to one embodiment of the present invention.
  • FIG. 9 is a flow chart showing a procedure of a second game processing to be executed by a slot machine according to one embodiment of the present invention.
  • FIG. 10 is a flow chart showing a first variation of a procedure of a second game processing to be executed by a slot machine according to one embodiment of the present invention.
  • FIG. 11 is a flow chart showing a second variation of a procedure of a second game processing to be executed by a slot machine according to one embodiment of the present invention.
  • FIG. 12 is a flow chart showing a procedure of a symbols to be stopped determination processing to be executed by a slot machine according to one embodiment of the present invention.
  • FIG. 13 is a flow chart showing a procedure of a symbols scrolling display processing to be executed by a slot machine according to one embodiment of the present invention.
  • FIG. 14 is a flow chart showing a procedure of a bonus game processing to be executed by a slot machine according to one embodiment of the present invention.
  • FIG. 15A, FIG. 15B and FIG. 15C are diagrams showing an exemplary display when a second game is executed.
  • FIG. 16A, FIG. 16B and FIG. 16C are diagrams showing an exemplary display when a second game is executed.
  • FIG. 17A, FIG. 17B and FIG. 17C are diagrams showing an exemplary display when a second game is executed.
  • FIG. 18 is a diagram showing a display region of three rows by five columns in a slot machine according to one embodiment of the present invention.
  • DETAILED DESCRIPTION OF THE EMBODIMENT
  • FIG. 1 and FIG. 2 are flow charts schematically showing a playing method of a slot machine according to an embodiment of the present invention. In the following, the schematic operations in the slot machine and the playing method according to the present invention will be described with references to the flow charts shown in FIG. 1 and FIG. 2 and a diagram shown in FIG. 3.
  • In the slot machine according to the 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 alteration 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 base game (unit game) in which the scrolling of symbols in display regions 28 (28 a 1 to 28 e 3) of three rows by five columns of a liquid crystal display 17 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 symbols in the display regions 28 are stopped (rearranged) is executed. Note that the suffix “a to e” attached to the display regions 28 indicates columns of the display regions 28 provided in a matrix shape, and the suffix “1 to 5” indicates rows (see FIG. 18).
  • Then, when the symbols are stopped in the display regions 28 (28 a 1 to 28 e 3), whether a prescribed number of specific symbols (scatter symbols) such as “CAT” or “ARROW” to be described below, for example, are stopped or not is judged (step S300). Then, in the case where a prescribed number of specific symbols are stopped (step S300 YES), a second game is executed (step S400).
  • Also, in the case where a prescribed number of specific symbols are not stopped (step S300 NO), whether symbols constituting a winning combination are stopped on any of paylines L1 to L3 that are respectively set on middle, upper and lower levels of the display regions 28 (28 a 1 to 28 e 3) or not is judged (step S500), and in the case where symbols constituting the winning combination are stopped, a payout corresponding to this winning combination is made (step S600).
  • Also, as shown in FIG. 2, in the case where the second game is executed, a processing for notifying a payout amount according to behaviors of a plurality of displayed specific symbols is carried out (step 700), and after that, a payout processing for the payout amount notified by the processing of the step S700 is carried out (step S800).
  • For example, in the case where five scatter symbols “CAT” are stopped as the specific symbols as shown in FIG. 15A and the second game is started, an image Q1 of a cat obtained by combining five symbols “CAT” is displayed as shown in FIG. 15B, and further three cards P1 to P3 are displayed and the image Q1 of a cat selects one of these three cards P1 to P3 as shown in FIG. 15C, so as to notify a player that a number described on the selected card is the payout amount (50 coins in this case).
  • Next, a configuration of the slot machine 10 according to one embodiment of the present invention will be described with reference to a diagram 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 base 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. 3, 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 for scrolling symbols inside the display window 15 is provided, and the liquid crystal display 17 has the display regions 28 (28 a 1 to 28 e 3; see FIG. 18) for displaying symbols of three rows by five columns. Namely, it is made such that, when the base game is executed, the symbols are scrolled in the display regions 28 (28 a 1 to 28 e 3) of three rows by five columns, and these scrolled symbols are visible to the player through the display window 15.
  • Note that, the present embodiment uses an exemplary case of using the display regions 28 (28 a 1 to 28 e 3) of three rows and five columns of the liquid crystal display 17 as the display, but the present invention is not limited to the display regions of three rows and five columns.
  • On a front side of the liquid crystal display 17 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 stopped on the paylines L1 to L3 to be described below is the winning combination is displayed by an image.
  • On the lower side image display panel 16, the display window 15, through which symbols displayed in the display regions 28 (28 a 1 to 28 e 3) of three rows by five columns of the liquid crystal display 17 provided therein are visible, is provided. Also, a line horizontally across a middle level row of the display regions 28 of three rows by five columns that are visible through the display window 15 is set as a payline L1, a line horizontally across an upper level row is set as a payline L2, and a line horizontally across a lower level row is set as a payline L3. Each of the paylines L1 to L3 defines a combination of symbols. In the case where a combination of symbols stopped on each of the paylines L1 to L3 is a winning combination, the number of coins according to that winning combination and the number of coins entered (BET number) will be paid.
  • Note that, in the present embodiment, an exemplary case of setting three paylines L1 to L3 will be described, but it may be made such that paylines that run obliquely (V-shaped, inverted V-shaped, etc.) over the display regions 28 of three rows and five columns are formed, the number of paylines according to the number of coins entered are set active, and in the case where a combination of symbols stopped on the active payline is a winning combination, the number of coins according to that winning combination will be paid, for example.
  • In addition, on a front face of the lower side image display panel 16, a touch panel 69 (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 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 display regions 28 (28 a 1 to 28 e 3). 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. Note that 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 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 which the effect image or the image for introducing the game content or explaining game rules, for example, will be displayed.
  • Also, 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 which data read by the card reader 36, or data inputted by the player through the key pad 38, for example, will be displayed. The key pad 38 inputs 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 display regions 28 (28 a 1 to 28 e 3) provided in the liquid crystal display 17 inside the cabinet 11. As shown in FIG. 4, in each of the display regions 28 (28 a 1 to 28 e 3), altogether ten types of symbols comprising the code numbers “00” to “09” will be scrolled. The order in which these symbols will be scrolled is regardless of the code numbers.
  • The symbols to be displayed in each of the display regions 28 (28 a 1 to 28 e 3) are selected from any of “JACKPOT 7”, “PLUM”, “LOBSTER”, “CRAB”, “CAT”, “CHERRY”, “ORANGE”, “STRAWBERRY”, “APPLE” and “ARROW”. Also, the winning combination associated with a payout is set by a combination of the above described symbols. Also, as a table for determining the payout amount when the winning combination is realized, a payout table is set up.
  • FIG. 5 is a diagram showing the payout table. As shown in FIG. 5, a bonus game will be executed when a combination of symbols “APPLE” are stopped on any of the paylines L1 to L3 shown in FIG. 3. Also, the payout of 20 coins per one BET will be made when a combination of symbols “CHERRY” are stopped. In addition, a symbol “CAT” and a symbol “ARROW” are set as scatter symbols, and the payout of a prescribed number of coins will be generated when a total five or more symbols “CAT” are stopped in the display regions 28 of three rows by five columns, for example. Similarly, the payout of a prescribed number of coins will be generated when a total three or more symbols “ARROW” are stopped in the display regions 28.
  • The bonus game that will be executed when a combination of symbols “APPLE” is stopped on any of the paylines L1 to L3 is a game mode more advantageous than the base game. In the present embodiment, the bonus game is a free game (a game that can be played for a prescribed number of times without betting any coins). In the present invention, the bonus game is not particularly limited as long as it is a game mode that is advantageous to a player. Also, the bonus game that is advantageous to a player is not particularly limited as long as it is more advantageous than the base game, and can be a state in which a greater amount of game medium than the base game can be obtained, a state in which the game medium can be obtained at a higher probability than the base game, a state in which an amount of game medium to be consumed becomes less than the base game, etc. More specifically, the bonus game can be a free game, a second game, etc.
  • The scrolling of symbols displayed (arranged) in the display regions 28 (28 a 1 to 28 e 3) of three rows by five columns will start when the 1-BET button 26 or the Max-BET button 27 is pressed and then the spin button 23 is pressed. When the scrolling of symbols is started, after a prescribed time has elapsed, the scrolling of symbols is stopped (rearranged). At this point, some of the symbols shown in FIG. 4 are stopped in the display regions 28 (28 a 1 to 28 e 3) inside the display window 15.
  • In addition, various types of winning combination (see FIG. 5) are predetermined for symbols, and in the case where symbols constituting the winning combination are stopped on any of the paylines L1 to L3, the payout amount of coins according to the winning combination is added to the credit owned by the player. Also, when the bonus game trigger is realized, that is, when a combination of five symbols “APPLE” is stopped on any of the paylines L1 to L3 in the present embodiment, a transition of the game mode from the basic game to the bonus game is made.
  • FIG. 6 is a block diagram showing a control circuit of the slot machine 10 shown in FIG. 3. As shown in FIG. 6, the control circuit comprises a mother board 40, a main body PCB (Printed Circuit Board) 60, a gaming board 50, a sub CPU 61, a door PCB 80, and various types of switches and sensors. The mother board 40 and the gaming board 50 constitute a controller 48.
  • 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 paylines L1 to L3 in the display regions 28 (28 a 1 to 28 e 3). 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 display regions 28 (28 a 1 to 28 e 3) of three rows by five columns.
  • 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.
  • Also, 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.
  • Also, 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 (alteration 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 altered. 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 altered, 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 display regions 28 (28 a 1 to 28 e 3) of the liquid crystal display 17 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 after symbols are scrolled in the display regions 28 (28 a 1 to 28 e 3), and a control for stopping determined symbols in the display regions 28.
  • Also, the main CPU 41 executes the second game when the number of scatter symbols (specific symbols) displayed in the display regions 28 (28 a 1 to 28 e 3) becomes a prescribed number by the execution of the base game, and in this second game, the main CPU 41 carries out a control for notifying the payout amount of coins for having a prescribed number of scatter symbols stopped to the player, according to the behaviors of images displayed as the scatter symbols.
  • 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 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.
  • Also, 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). IN addition, 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 carries out the calculation processing by executing the game program and the game system program stored in the RAM 43 according to the input signals inputted into the main CPU 41 and stores its result into the RAM 43, and carries out 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 a control for scrolling symbols in the display regions 28 (28 a 1 to 28 e 3) of three rows by five columns set in the liquid crystal display 17, and 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, and outputs the scrolling images to the liquid crystal display 17.
  • The image data ROM 47 stores image data of symbols shown in FIG. 4, as well as image data to be displayed on the liquid crystal display 17 when the second game is executed. More specifically, it stores various types of images such as an image Q1 of a cat and images P1 to P3 of cards as shown in FIG. 15B and FIG. 15C to be described below, an image Q2 of a cat as shown in FIG. 16B and FIG. 16C to be described below, images r1 to r3 of “ARROW” and an image R of a target as shown in FIG. 17B and FIG. 17C to be described below, etc. Then, in the case of making the payout by stopping a prescribed number of scatter symbols, the sub CPU 61 arbitrarily reads out the desired images from the images showing various types of behavior of the second game described above, and notifies the payout at that time to the player by the image display showing this behavior. Here, the above described “behavior” is images related to symbols, and can be so called movie data. The payout amount is notified to the player by the second game to be executed subsequently, after the number of scatter symbols to be stopped is set to be equal, so that it is possible to adopt various forms of the payout with less number of symbols.
  • 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 other than the symbols displayed in the display regions 28, according to the control signal outputted from the main CPU 41. 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. 7 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. 6. 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 altered 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 altered, 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. 7 is carried out, the main CPU 41 carries out the base game execution processing. FIG. 8 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 display symbols by the scrolling display in the display regions 28 (28 a 1 to 28 e 3).
  • 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 present 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. 8, 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 display regions 28 (28 a 1 to 28 e 3) 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 each of the paylines L1 to L3 is determined.
  • Next, the main CPU 41 carries out the symbols scrolling display processing (step S15). This processing is a processing for stopping symbols determined at the step S14 in the display regions 28 (28 a 1 to 28 e 3) after the scrolling of symbols in the display regions 28 (28 a 1 to 28 e 3) is started.
  • Next, the main CPU 41 judges whether a prescribed number of scatter symbols (specific symbols) are stopped in the display regions 28 (28 a 1 to 28 e 3) or not (step S16). In the present embodiment, it is judged that a prescribed number of scatter symbols are stopped when five symbols “CAT” are stopped or three symbols “ARROW” are stopped.
  • Then, in the case where it is judged that a prescribed number of scatter symbols are stopped, the second game is executed (step S17). Details of the second game will be described below.
  • On the other hand, in the case where it is judged that a prescribed number of scatter symbols are not stopped (step S16 NO), the main CPU 41 judges whether a combination of symbols “APPLE” is stopped on each of the paylines L1 to L3 such that the bonus trigger is realized or not (step S18). Then, in the case where the bonus trigger is realized (step S18 YES), the main CPU 41 executes the bonus game processing.
  • In the case where it is judged that the bonus trigger is not realized (step S18 NO), the main CPU 41 judges whether the winning combination is realized on each of the paylines L1 to L3 or not (step S20). Here, in the case where it is judged that the winning combination is realized (step S20 YES), the main CPU 41 carries out the payout processing corresponding to this winning combination (step S21).
  • 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.
  • In the case where it is judged that the winning combination is not realized (step S20 NO), that is, in the case of the lost game, the payout of coins will not be made. In this way, the base game is executed.
  • FIG. 9 is a flow chart showing a processing procedure of the second game. In the case where it is judged that a prescribed number of scatter symbols (specific symbols) are stopped by the processing of the step S16 of FIG. 8, such as in the case where five symbols “CAT” are displayed in the display regions 28 (28 a 1 to 28 e 3) as shown in FIG. 15A, for example, the second game is executed.
  • When the second game is executed, the main CPU 41 determines the payout amount in this second game (step S31). In this processing, the payout amount of coins is determined as 50 coins, for example, for having five symbols “CAT” displayed. At this point, the fact that the payout of 50 coins is generated is not notified to the player. Namely, at this point, the player is paying attention fully to the second game with the expectation as to how great the payout amount is going to be.
  • Next, the main CPU 41 displays an image Q1 of a cat as shown in FIG. 15B, by combining displayed five symbols “CAT” (step S32), and further displays images P1, P2 and P3 of a plurality (three in this example) of cards on a side of this image Q1 of a cat (step S33).
  • Then, the main CPU 41 sets the image Q1 of a cat in motion, makes it to select one of the images P1, P2 and P3 of three cards, and flips the image of the selected card as shown in FIG. 15C. In this example, the image P1 of the card is flipped (step S34).
  • The main CPU 41 displays the number of coins to become the payout amount on the image P1 of the selected card (step S35). Namely, the payout amount is already determined as 50 coins at the step S31 described above, so that the number “50” is displayed on the image P1 of the card. In this way, the payout amount of coins is notified to the player.
  • After that, the main CPU 41 carries out the payout processing to pay the determined number of coins (step S36). In this way, the second game is finished.
  • FIG. 10 is a flow chart showing a processing procedure of the first variation of the second game. Similarly as in the processing shown in FIG. 9, in the case where five symbols “CAT” are displayed in the display regions 28 (28 a 1 to 28 e 3) as shown in FIG. 16A, for example, the second game is executed.
  • When the second game is executed, the main CPU 41 determines the payout amount in this second game (step S41). In this processing, the payout amount of coins is determined as 50 coins, for example, for having five symbols “CAT” displayed. At this point, the fact that the payout of 50 coins is generated is not notified to the player.
  • Next, the main CPU 41 displays an image Q2 of a cat as shown in FIG. 16B, by combining displayed five symbols “CAT” (step S42), and further this image Q2 of a cat is set in a state of having an index q1 with “50” written thereon and an index q2 with “20” written thereon (step S43).
  • Then, the main CPU 41 sets the image Q2 of a cat in motion, makes it to raise up one of the two indexes q1 and q2 as shown in FIG. 16C, and displays the payout amount of coins by the number described on the raised up index (step S44). In this example, the image Q2 of a cat raises up the index q1 with “50” described thereon, so as to notify to the player that the payout amount of coins is 50 coins.
  • After that, the main CPU 41 carries out the payout processing to pay the determined number of coins (step S45). In this way, the second game according to the first variation is finished.
  • FIG. 11 is a flow chart showing a processing procedure of the second variation of the second game. In this variation, the second game is executed when three symbols “ARROW” are displayed as scatter symbols in the display regions 28 (28 a 1 to 28 e 3) as shown in FIG. 17A.
  • When the second game is executed, the main CPU 41 determines the payout amount in this second game (step S91). In this processing, the payout amount of coins is determined as 50 coins, for example, for having three symbols “ARROW” displayed. At this point, the fact that the payout of 50 coins is generated is not notified to the player.
  • Next, the main CPU 41 displays images r1, r2 and r3 of “ARROW” corresponding to displayed three symbols “ARROW”, in a left side region of the liquid crystal display 17, and further displays an image R of a target in a right side region (step S92). The image R of a target has “100” described at a central region, “50” described in a concentric circular region around that, and “30” described in a concentric circular region around that.
  • Then, the main CPU 41 moves the image r2 of “ARROW” which is one of the three images of “ARROW” to a right direction, and makes it to hit the image R of a target, so as to display the payout amount of coins (step S93). In this example, the image r2 of “ARROW” hits a region with “50” described therein on the image R of a target, so as to notify to the player that the payout amount of coins is 50 coins.
  • Also, the other two images r1 and r3 of “ARROW” are sequentially made to hit the image R, the payout amount is notified by the number described in the hit region, such that the total number of coins of these payout amounts will be paid by the payout processing.
  • After that, the main CPU 41 carries out the payout processing to pay the determined number of coins (step S94). In this way, the second game according to the second variation is finished.
  • As shown in the flow charts of FIG. 9 to FIG. 11 described above, in the present embodiment, when the second game is executed, the payout amount of coins is notified by the behaviors of displayed specific symbols (scatter symbols), and the payout of the notified amount is made.
  • Next, the symbols to be stopped determination processing shown at the step S14 of FIG. 8 will be described with reference to a flow chart shown in FIG. 12.
  • FIG. 12 is a flow chart showing a procedure of the symbols to be stopped determination processing shown at the step S14 of FIG. 8. 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 display region 28 (28 a 1 to 28 e 3) 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 display regions 28 (28 a 1 to 28 e 3) according to the selected random number values (step S52).
  • FIG. 13 is a flow chart showing a procedure of the symbols scrolling display processing shown at the step S15 of FIG. 8. 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 display will be started in the display regions 28 of the liquid crystal display 17, to the sub CPU 61 (step S61). Upon receiving the start signal from the main CPU 41, the sub CPU 61 outputs the symbols scrolling display command to the VDP 46, and the VDP 46 reads out the image data of symbols stored in the image data ROM 47, and carries out the scrolling of symbols in the display regions 28 (28 a 1 to 28 e 3) of three rows and five columns of the liquid crystal display 17 (step S71). As a result, the scrolling of symbols is started in the display regions 28 (28 a 1 to 28 e 3).
  • After transmitting the start signal to the sub CPU 61 at the step S61 shown in FIG. 13, 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. 8), 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. 13).
  • 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 display regions 28 (28 a 1 to 28 e 3) 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. 14 is a flow chart showing a procedure of the bonus game processing shown at the step S18 of FIG. 8. 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 scrolling display processing (step S83). The processing of the step S82 is similar to the processing described above with reference to FIG. 12. The processing of the step S83 is similar to the processing described above with reference to FIG. 13. These processings have already been described above, so that their description will be omitted here.
  • Next, in FIG. 14, 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 paylines L1 to L3 formed in the display regions 28 (28 a 1 to 28 e 3) 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 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 payout table shown in FIG. 5 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 exemplary display at a time of executing the second game will be described with references to FIG. 15 to FIG. 17.
  • FIG. 15A to FIG. 15C are exemplary displays of the second game according to the present embodiment, where FIG. 15A shows an exemplary display at a time when a total five symbols “CAT” are stopped in the display regions 28 (28 a 1 to 28 e 3) and the second game is to be executed. In FIG. 15B, the image Q1 of a cat obtained by combining five symbols “CAT” and the images P1 to P3 of three cards are displayed. In FIG. 15C, the image Q1 of a cat is set in motion to select one of the images P1 to P3 of three cards, the number “50” is displayed on the image P1 of the selected card, so as to notify that the payout amount of coins is 50 coins.
  • FIG. 16A to FIG. 16C are exemplary displays of the second game according to the first variation, where FIG. 16A shows an exemplary display at a time when a total five symbols “CAT” are stopped in the display regions 28 (28 a 1 to 28 e 3) and the second game is to be executed. In FIG. 16B, the image Q2 of a cat obtained by combining five symbols “CAT” is displayed, and this image Q2 of a cat holds the image q1 of an index with “50” written thereon and the image q2 of an index with “20” written thereon. In FIG. 16C, the image q1 of the index with “50” written thereon among them is raised up, so as to notify that the payout amount of coins is 50 coins.
  • FIG. 17A to FIG. 17C are exemplary displays of the second game according to the second variation, where FIG. 17A shows an exemplary display at a time when a total three symbols “ARROW” are stopped in the display regions 28 (28 a 1 to 28 e 3) and the second game is to be executed. In FIG. 17B, the three images r1 to r3 of “ARROW” and the image R of a target having three concentric circles are displayed. In these three concentric circles, numbers “100”, “50” and “30” are displayed sequentially from the central one. In FIG. 17C, the image r2 of “ARROW” is made to hit the region displayed with “50” on the image R of a target, so as to notify that the payout amount of coins is 50 coins.
  • In this way, in the slot machine according to the present embodiment, when a prescribed number of scatter symbols are displayed in the display regions 28 (28 a 1 to 28 e 3), the second game is executed, and in this second game, the payout amount of coins is notified to the player by the behaviors of the image displayed as scatter symbols. For example, the image Q1 of a cat obtained by combining five symbols “CAT” is displayed and further this image Q1 of a cat is made to select one of the images P1 to P3 of three cards, as shown in FIG. 15A to FIG. 15C, so as to notify the payout amount of coins to the player by the number described on the image of the selected card.
  • Consequently, it is possible to notify the payout amount for the fact that a prescribed number of scatter symbols are displayed and the second game is executed, in an innovative display form, and it is possible to provide the gaming features which are less likely to make the player to lose interest.
  • Also, in the case of making the payout due to the scatter symbols, a mode of stopping a prescribed number of identical scatter symbols is used, and the payout amount is notified to the player by the subsequently executed second game, so that in the base game it is possible to adopt various forms of the payout with less number of symbols. In other words, unlike the conventional slot machine in which a prize due to the number of scatter symbols always becomes the same payout amount, the controller 48 carries out a control for making the payout amount different according to the subsequent behaviors of the symbols for a single prize, so that there are various types of the payout amount for a single prize.
  • Also, the payout amount of coins is notified to the player by making the image Q2 of a cat to raise up one of the images q1 and q2 of two indexes as shown in FIG. 16A to FIG. 16C, or the payout amount of coins is notified to the player by making the images r1 to r3 of “ARROW” to hit the image R of a target as shown in FIG. 17A to FIG. 17C, so that it is possible to notify the payout amount of coins to the player in various display forms, and it is possible to make it even less likely to make the player to lose interest.
  • In the above, the embodiment of the slot machine according to the present invention has been described, but it is only showing a concrete example which should not limit the present invention in any particular way, and the concrete configuration of each means or the like can be appropriately changed by design. Also, the effects described in the embodiment 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 embodiment of the present invention.

Claims (19)

1. A slot machine comprising:
a display for rearranging a plurality of symbols arranged thereon; and
a controller operable to make a transition to a second game when a prescribed number of specific symbols are rearranged on this display, and notify to a player a payout amount for a rearrangement of the prescribed number of specific symbols according to behaviors on the display of the prescribed number of specific symbols rearranged.
2. The slot machine of claim 1, wherein when a transition to the second game is made, the controller is operable to combine and change the prescribed number of specific symbols into one combined symbol, and notify to the player the payout amount for the rearrangement of the prescribed number of specific symbols by selecting one of a plurality of cards on which this combined symbol is displayed as an option.
3. The slot machine of claim 1, wherein when a transition to the second game is made, the controller is operable to combine and change the prescribed number of specific symbols into one combined symbol, and notify to the player the payout amount for the rearrangement of the prescribed number of specific symbols by using an index presented by this combined symbol.
4. The slot machine of claim 1, wherein when a transition to the second game is made, the controller is operable to notify to the player the payout amount for the rearrangement of the prescribed number of specific symbols by setting the prescribed number of specific symbols in motion and making the specific symbols to hit a target on which the payout amount is displayed.
5. A slot machine comprising:
a display for rearranging a plurality of symbols arranged thereon; and
a controller operable to make a transition to a second game when a plurality of specific symbols are rearranged on the display while executing a unit game for rearranging a plurality of symbols arranged on this display, select one of a plurality of options displayed on the display according to behaviors on the display of the plurality of symbols rearranged, and notify to a player a payout amount for a rearrangement of the plurality of specific symbols according to this selection result in the second game.
6. The slot machine of claim 5, wherein when a transition to the second game is made, the controller is operable to combine and change the plurality of specific symbols into one combined symbol, select one of a plurality of cards on which this combined symbol is displayed as an option, and notify to the player the payout amount for the rearrangement of the plurality of specific symbols by a numerical value displayed on the selected card.
7. The slot machine of claim 5, wherein when a transition to the second game is made, the controller is operable to combine and change the plurality of specific symbols into one combined symbol, and notify to the player the payout amount for the rearrangement of the plurality of specific symbols by using an index with a numerical value described therein which is presented by this combined symbol.
8. The slot machine of claim 5, wherein when a transition to the second game is made, the controller is operable to notify to the player the payout amount for the rearrangement of the plurality number of specific symbols by setting the plurality of specific symbols in motion and making the specific symbols to hit a target on which a numerical value of the payout amount is displayed.
9. A slot machine comprising:
a display for displaying a symbol matrix formed by a plurality of rows and a plurality of columns;
an arrangement controller operable to execute an arrangement control for scrolling a plurality of symbols displayed on the display, and arbitrarily determine symbols to be arranged into the symbol matrix from plural types of symbols and stopping a scrolling state at determined symbols, in order to rearrange symbols as a new symbol matrix; and
a controller operable to make a transition to a second game when a plurality of specific symbols are rearranged within the symbol matrix, select one of a plurality of options according to behaviors of the plurality of specific symbols rearranged, and notify to a player a payout amount for a rearrangement of the plurality of specific symbols according to a displayed content displayed by a selected option in the second game.
10. The slot machine of claim 9, wherein when a transition to the second game is made, the controller operable to combine and change the plurality of specific symbols into one combined symbol, select one of a plurality of cards on which this combined symbol is moved and displayed as an option, and notify to the player the payout amount for the rearrangement of the plurality of specific symbols by a numerical value displayed on the selected card.
11. The slot machine of claim 9, wherein when a transition to the second game is made, the controller is operable to combine and change the plurality of specific symbols into one combined symbol, and notify to the player the payout amount for the rearrangement of the plurality of specific symbols by using a numerical value displayed by a presented index by presenting one of a plurality of indices by this combined symbol.
12. The slot machine of claim 9, wherein when a transition to the second game is made, the controller is operable to notify to the player the payout amount for the rearrangement of the plurality number of specific symbols by setting the plurality of specific symbols in motion and making the specific symbols to hit a target on which a numerical value of the payout amount is displayed.
13. A playing method of a slot machine comprising:
making a transition to a second game when a prescribed number of specific symbols are rearranged on a display for rearranging a plurality of symbols arranged thereon; and
notifying to a player by a controller a payout amount for a rearrangement of the prescribed number of specific symbols according to behaviors on the display of the prescribed number of specific symbols rearranged.
14. The playing method of a slot machine of claim 13, wherein when a transition to the second game is made, the controller combines and changes the prescribed number of specific symbols into one combined symbol, and notifies to the player the payout amount for the rearrangement of the prescribed number of specific symbols by selecting one of a plurality of cards on which this combined symbol is displayed as an option.
15. The playing method of a slot machine of claim 13, wherein when a transition to the second game is made, the controller combines and changes the prescribed number of specific symbols into one combined symbol, and notifies to the player the payout amount for the rearrangement of the prescribed number of specific symbols by using an index presented by this combined symbol.
16. The playing method of a slot machine of claim 13, wherein when a transition to the second game is made, the controller notifies to the player the payout amount for the rearrangement of the prescribed number of specific symbols by setting the prescribed number of specific symbols in motion and making the specific symbols to hit a target on which the payout amount is displayed.
17. A playing method of a slot machine, comprising:
arranging a plurality of symbols on a display, and determining a plurality of symbols to be rearranged in a case of rearranging a plurality of symbols arranged on the display, by an arrangement controller prior to a rearrangement;
rearranging the plurality of symbols arranged on the display;
making a transition to a second game when a prescribed number of specific symbols are rearranged on the display; and
notifying to a player a payout amount for a rearrangement of the prescribed number of specific symbols by setting the prescribed number of specific symbols in motion in the second game.
18. The playing method of a slot machine of claim 17, further comprising combining the prescribed number of specific symbols, before setting the specific symbols rearranged on the display in motion.
19. A playing method of a slot machine, comprising:
a first step for rearranging a plurality of symbols on a display, by repeating a unit game which is finished by rearranging symbols arranged on the display into symbols determined by an arrangement controller;
a second step for judging that a prescribed number of specific symbols exist in symbols rearranged on the display; and
a third step for making a transition to a second game which is different from the unit game when the prescribed number of specific symbols exist in symbols rearranged on the display, and carrying out effects for notifying to a player a payout amount for a rearrangement of the prescribed number of specific symbols according to behaviors of the specific symbols in this second game.
US11/598,632 2006-08-18 2006-11-14 Slot machine and playing method thereof Abandoned US20080045306A1 (en)

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