US20080176649A1 - Gaming machine allowing a player to defer receiving a predetermined award and providing an award corresponding to the number of times deferred - Google Patents

Gaming machine allowing a player to defer receiving a predetermined award and providing an award corresponding to the number of times deferred Download PDF

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Publication number
US20080176649A1
US20080176649A1 US11/970,955 US97095508A US2008176649A1 US 20080176649 A1 US20080176649 A1 US 20080176649A1 US 97095508 A US97095508 A US 97095508A US 2008176649 A1 US2008176649 A1 US 2008176649A1
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Prior art keywords
award
selection
player
cpu
game
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Abandoned
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US11/970,955
Inventor
Hiro Sakuma
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Universal Entertainment Corp
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Aruze Corp
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Assigned to ARUZE CORP. reassignment ARUZE CORP. ASSIGNMENT OF ASSIGNORS INTEREST (SEE DOCUMENT FOR DETAILS). Assignors: SAKUMA, HIRO
Publication of US20080176649A1 publication Critical patent/US20080176649A1/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
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • 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
    • G07F17/3244Payment aspects of a gaming system, e.g. payment schemes, setting payout ratio, bonus or consolation prizes
    • G07F17/3258Cumulative reward schemes, e.g. jackpots
    • 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

Definitions

  • the present invention relates to a gaming machine which allows a player to defer the right to receive a predetermined award and provides an award corresponding to the number of times deferred.
  • a game is generally started by inserting a game medium such as coins into the gaming machine. Then, the slot machine displays an image of a symbol line which is rotated in a predetermined area of the gaming machine. After a predetermined amount of time elapses, the slot machine displays an image of the stationary symbols. Finally, the slot machine provides an award to a player based on the combination of the stationary symbols. Whether the combination for which an award is provided has been formed or not is generally determined based on whether or not a predetermined number of the same type of symbols (for example, “Cherry”, “7”, etc.) is arranged along a predetermined active pay line. In addition, the technique disclosed in U.S.
  • Application Publication No. 2003/0069073 determines to provide special award so called jackpot randomly only for the same slot machine, when the credit amount bet has reached the certain amount.
  • a player may receive higher award by winning a jackpot in addition to the award provided in a basic game and a player's motivation to play a game can be enhanced.
  • the award which a player receives by winning a jackpot is the accumulation of the portion of the credit amount bet by at least one person, and the technique of providing a jackpot award improves entertainment properties.
  • the entertainment property has already become well known and there is a problem in that it lacks novelty in recent days.
  • the present invention has an object of providing a gaming machine which can further improve entertainment properties.
  • a gaming machine which includes a memory, an input device, a counter and a controller.
  • the memory stores a plurality of levels of awards.
  • the input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection.
  • the counter stores a number of times that the input device has accepted the selection of reservation of the award.
  • the controller is configured with logic to: (a) start a game; (b) randomly determine whether to provide the player a specific award; (c) when the specific award has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
  • the gaming machine described above allows the player to have selection between reception and reservation of the award.
  • the number of reservation stored in the counter increases.
  • the player selects the reception the player can be paid in accordance with the level of award correlated with the number of times.
  • the gaming machine can provide more fun to the player.
  • a gaming machine which includes a memory, an input device, a counter and a controller.
  • the memory stores a portion of credits bet in a game and a plurality of levels of awards.
  • the input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection.
  • the counter stores a number of times that the input device has accepted the selection of reservation of the award.
  • the controller is configured with logic to: (a) start a game; (b) when the portion of credits has reached a predetermined threshold, randomly determine whether to provide the player a jackpot award; (c) when the jackpot award has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
  • a gaming machine which includes a memory, an input device, a counter and a controller.
  • the memory stores a portion of credits bet in a game and a plurality of levels of awards.
  • the input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection.
  • the counter stores a number of times that the input device has accepted the selection of reservation of the award.
  • the controller is configured with logic to: (a) start a game; (b) when the portion of credits has reached a predetermined threshold, determine whether to provide the player a jackpot award in accordance with the number of times stored in the counter; (c) when the jackpot award has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
  • a gaming machine which includes a memory, an input device, a counter and a controller.
  • the memory stores a plurality of levels of awards.
  • the input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection.
  • the counter stores a number of times that the input device has accepted the selection of reservation of the award.
  • the controller is configured with logic to: (a) start a game; (b) randomly determine whether to provide the player a specific award of a predetermined game state; (c) when the specific award of the predetermined game state has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, switch the game to the predetermined game state and pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
  • a gaming machine which includes a memory, an input device, a counter and a controller.
  • the memory stores a plurality of levels of awards.
  • the input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection.
  • the counter stores a number of times that the input device has accepted the selection of reservation of the award.
  • the controller is configured with logic to: (a) start a basic game; (b) randomly determine whether to provide the player a specific award of a free game; (c) when the specific award of the free game has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, switch the basic game to a free game and pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
  • the player can select whether to receive or to defer the predetermined award and with more awards being deferred, the higher the award becomes.
  • the player can enjoy the game with further entertainment properties.
  • FIG. 1 is a flowchart showing the flow of a game which is executed in a slot machine according to a preferred embodiment of the present invention
  • FIG. 2 is an external perspective view showing a slot machine according to the preferred embodiment of the present invention.
  • FIG. 3 is an enlarged front view showing an enlarged view of a display region of the slot machine according to the preferred embodiment of the present invention
  • FIG. 4 is a block diagram showing a controller of the slot machine according to the preferred embodiment of the present invention.
  • FIG. 5 is a block diagram showing a display/input controller of the slot machine according to the preferred embodiment of the present invention.
  • FIG. 6 is a diagram showing a symbol line represented on each video reel according to the preferred embodiment of the present invention.
  • FIG. 7 is a diagram showing a symbol arrangement table according to the preferred embodiment of the present invention.
  • FIG. 8 is a flow chart showing a flow for processing a basic game executed by the slot machine according to the preferred embodiment of the present invention.
  • FIG. 9 is a diagram showing a random number table for a basic game according to the preferred embodiment of the present invention.
  • FIG. 10 is a diagram showing a payout table for a basic game according to the preferred embodiment of the present invention.
  • FIG. 11 is a flow chart showing jackpot processing executed by the slot machine according to the preferred embodiment of the present invention.
  • FIG. 12 is a diagram showing a random number table for determining a jackpot award (deferred once) according to the preferred embodiment of the present invention.
  • FIG. 13 is a diagram showing a random number table for determining a jackpot award (deferred twice) according to the preferred embodiment of the present invention.
  • FIG. 14 is a diagram showing a random number table for determining a jackpot award (deferred 3 times) according to the preferred embodiment of the present invention.
  • FIG. 15 is a diagram showing a payout table for a jackpot according to the preferred embodiment of the present invention.
  • FIGS. 16 to 17 are examples of display images according to the preferred embodiment of the present invention.
  • FIG. 18 is a flow chart showing jackpot processing executed by a slot machine according to the preferred embodiment of the present invention.
  • FIGS. 19 to 20 are a diagram showing a random number table for a free game according to the preferred embodiment of the present invention.
  • FIG. 21 is a diagram showing a multiplication factor/number of times table for a free game according to the preferred embodiment of the present invention.
  • FIGS. 22 to 23 are examples of display images according to the preferred embodiment of the present invention.
  • a slot machine 13 is provided with ROM 108 for storing a plurality of levels of the awards, a touch panel 32 for receiving a signal of the input for selecting of whether or not a player receives the award and transmitting the signal of the input for selecting, and the RAM 110 for storing the number of received signals of input for selecting to defer the award.
  • the CPU 106 starts the game, determines randomly whether or not to provide the predetermined award, and receives a signal of the input for selecting via the touch panel 32 in a case where the CPU 106 determines to provide the predetermined award.
  • the CPU 106 In a case where the CPU 106 receives the signal of input for selecting to defer the award, the CPU 106 increases the number stored in the RAM 110 by a predetermined number, and in a case where the CPU 106 receives the signal of input for selecting to receive the award, the CPU 106 provides the award according to the levels of awards which are corresponding to the numbers, among a plurality of levels of awards stored in the ROM 108 .
  • the CPU 106 starts the game, determines randomly whether or not to provide the predetermined award, and receives a signal of the input for selecting via the touch panel 32 in a case where the CPU 106 determines to provide the predetermined award. In a case where the CPU 106 receives the signal of input for selecting to defer the award, the CPU 106 increases the number stored in the RAM 110 by a predetermined number, and in a case where the CPU 106 receives the signal of input for selecting to receive the award, among a plurality of levels of awards stored in the ROM 108 , the CPU 106 provides the award according to the levels of awards which are corresponding to the numbers.
  • FIG. 2 is a perspective diagram illustrating the slot machine 13 according to the embodiment of the present invention.
  • the slot machine 13 includes a cabinet 20 and a main door 42 .
  • the cabinet 20 has a structure in which the face facing the player is open.
  • the cabinet 20 includes various kinds of components. Such components include: a controller 100 (see FIG. 4 ) for electrically controlling the slot machine 13 ; a hopper 44 for controlling insertion, retaining, and paying out of coins (game medium) (see FIG. 4 ); etc.
  • the game medium is not restricted to coins.
  • examples of such game media include medals, tokens, electronic money, or electronic value information (credit) having the same value.
  • the main door 42 is a member that serves as a cover of the cabinet 20 , which protects the internal components stored in the cabinet 20 from being exposed to the outside.
  • the main door 42 includes the liquid crystal display 30 at substantially the center thereof.
  • the liquid crystal display 30 is provided for displaying various kinds of images with respect to the game such as images for visual effects. Such a configuration allows the player to advance the game while visually confirming various kinds of images displayed on the liquid crystal display 30 .
  • the liquid crystal display 30 includes a transparent liquid crystal panel 34 .
  • the transparent liquid crystal panel 34 has a function of switching a portion or the entire area of the liquid crystal panel 34 between a transparent mode and an opaque mode, and a function of displaying various kinds of images.
  • the term “video reel” as used here represents a mechanism for displaying a reel on the liquid crystal display 30 in the form of an image instead of mechanical reel.
  • a plurality of types of symbols necessary for the basic game include “BONUS”, “WILD”, “TREASURE BOX”, “GOLDEN MASK”, “HOLY CUP”, “COMPASS & MAP”, “SNAKE”, “A”, “K”, “Q”, “J”, and “10”. With such an arrangement, the liquid crystal display 30 displays these symbols with an image as if the reel were rotating.
  • the slot machine 13 includes a substantially horizontal operation unit 21 below the liquid crystal display 30 . Furthermore, a coin insertion opening 22 is provided on the right side of the operation unit 21 , which allows the player to insert coins.
  • the components provided to the left side of the operation unit 21 include: a bet switch 23 that allows the player to determine which lines are to be set to active pay lines among the nine lines L 1 , L 2 , L 3 , L 4 , L 5 , L 6 , L 7 , L 8 , and L 9 , for providing an award described later (which will simply be referred to as “active pay lines” hereafter), and which allows the player to select the amount of coins as game media to be bet on the active pay lines; and a spin repeat bet switch 24 that allows the player to play the game again without changing the amount of coins bet on the active pay lines from that in the immediately prior game.
  • Such an arrangement allows the player to set the amount of coins bet on the active pay line by performing a pushing operation on either the bet switch 23 or the spin repeat be
  • a start switch 25 is provided on the left side of the bet switch 23 , which allows the player to input a start operation instruction for the basic game in increments of games.
  • the start switch 25 or the spin repeat bet switch 24 which serves as a trigger to start the game, the five mechanical reels 3 A to 3 E start to rotate.
  • a cash out switch 26 is provided near the coin insertion opening 22 on the operation unit 21 .
  • the inserted coins are paid out from a coin payout opening 27 provided at a lower portion of the front face of the main door 42 .
  • the coins thus paid out are retained in a coin tray 28 .
  • the coin payout opening 27 is provided on the upper side of the coin tray 28 , with sound transmission openings 29 provided to both the left and right thereof.
  • the sound transmission openings 29 are provided for transmitting sound effects generated by a speaker 41 (see FIG. 4 ) stored within the cabinet 20 .
  • FIG. 3 is an enlarged view illustrating the display region of the slot machine 13 .
  • the liquid crystal display 30 of the slot machine 13 includes a front panel 31 and the transparent liquid crystal panel 34 provided to the rear face of the front panel 31 .
  • the front panel 31 includes a transparent display screen 31 a and a design formation area 31 b where designs have been formed. Such an arrangement allows the player to visually confirm the image information displayed on the transparent liquid crystal panel 34 provided at the rear face of the front panel 31 through the display screen 31 a of the front panel 31 .
  • the transparent liquid crystal panel 34 in an opaque state may display the reels in the form of an image.
  • an ordinary liquid crystal panel may be employed instead of the transparent liquid crystal panel 34 .
  • various kinds of display units i.e. a payout display unit 48 , a credit amount display unit 49 , and a bet amount display unit 50 , are provided on the left side of the rear face of the liquid crystal display 30 .
  • the design formation area 31 b of the front panel 31 is formed having a transparent portion that covers the top faces of these display units 48 through 50 , thereby allowing the player to visually confirm the contents displayed on the display units 48 through 50 .
  • the slot machine 13 has the nine lines L 1 through L 9 for providing an award as shown in FIG. 3 .
  • Each of the lines L 1 through L 9 for providing an award is formed such that it extends so as to pass through one of the symbols for each of the mechanical reels 3 A to 3 E when the five video reels have stopped.
  • the line L 3 for providing a third award, the line L 5 for providing a fifth award, and the line L 7 for providing a seventh award are set to be active pay lines, and one coin is input as a credit medal, for example.
  • the line L 1 for providing a first award, the line L 4 for providing a fourth award, and the line L 8 for providing an eighth award are set to be active pay lines, in addition to the three lines, and two coins are input as credit medals, for example.
  • the line L 2 for providing a second award, the line L 6 for providing a sixth award, and the line L 9 for providing a ninth award are set to be active pay lines, in addition to the six lines, and three coins are input as credit medals, for example.
  • the payout display unit 48 is a component for displaying the amount of coins paid out when a combination of the symbols has been established along any one of the active lines for providing an award.
  • the credit amount display unit 49 is a component for displaying the amount of coins retained in the slot machine 13 in the form of credits.
  • the bet amount display unit 50 is a component for displaying the bet amount, which is the amount of coins bet on the active pay lines.
  • Each of the display units 48 through 50 includes a seven-segment display device. Alternatively, each of the display devices 48 through 50 may be displayed on the transparent liquid crystal panel 34 in the form of an image.
  • FIG. 4 is a block diagram illustrating an electronic constitution of the controller 100 of the slot machine 13 having video reels.
  • the controller 100 of the slot machine 13 is a micro computer, and includes an interface circuit group 102 , an input/output bus 104 , a CPU 106 , ROM 108 , RAM 110 , a communication interface circuit 111 , a random number generator 112 , a speaker driving circuit 122 , a hopper driving circuit 124 , a display unit driving circuit 128 , and a display/input controller 140 .
  • the interface circuit group 102 is electrically connected with the input/output bus 104 , which carries out the input and output of data signals or address signals for the CPU 106 .
  • the start switch 25 is electrically connected with the interface circuit group 102 .
  • a start signal generated by the start switch 25 is converted into a predetermined form of signal to be supplied to the input/output bus 104 .
  • the bet switch 23 the spin repeat bet switch 24 , and the cash out switch 26 are connected to the interface circuit group 102 .
  • Each of the switching signals output from these switches 23 , 24 , and 26 is also supplied to the interface circuit group 102 , and is converted into a predetermined signal by the interface circuit group 102 .
  • the switching signals thus converted are supplied to the input/output bus 104 .
  • a coin sensor 43 is also electrically connected with the interface circuit group 102 .
  • the coin sensor 43 detects coins inserted into the coin insertion slot 22 , and is disposed at an appropriate position relative to the coin insertion slot 22 .
  • the sensing signal output from the coin sensor 43 is also supplied to the interface circuit group 102 , and is converted into a predetermined signal by the interface circuit group 102 .
  • the sensing signal thus converted is supplied to the input/output bus 104 .
  • the ROM 108 and the RAM 110 are connected to the input/output bus 104 .
  • the CPU 106 When the start switch 25 accepts an instruction for starting a basic game, the CPU 106 reads a basic game program and executes the basic game.
  • the basic game program has been programmed so as to instruct the CPU 106 to perform the following operations of displaying an image of the five video reels commencing to scroll the symbols on the five video reels on the liquid crystal display 30 via the display/input controller 140 ; then displaying an image of the five video reels stopping such that the combination of the symbols on these five video reels is rearranged, upon which a new combination of the symbols is made along the active pay lines.
  • the CPU 106 pays out a predetermined amount of coins corresponding to the particular combination for providing the award.
  • the ROM 108 stores: a control program for central control of the slot machine 13 ; a program for executing a routine shown in FIG. 8 , FIG. 11 and FIG. 17 (which is referred to as the “routine execution program” hereafter); initial data for executing the control program; and various data tables used for determination processing. It should be noted that the routine execution program includes the basic game program and the like.
  • the RAM 110 temporarily stores flags, variables, etc. used for the control program.
  • a communication interface circuit 111 is connected to the input/output bus 104 .
  • the communication interface circuit 111 is a circuit for communicating with a server, etc. via various kinds of communication networks including a public telephone line network, LAN, etc.
  • the random number generator 112 for generating a random number is connected to the input/output bus 104 .
  • the random number generator 112 generates random numbers in a predetermined range of “0” to “65535” (two to the sixteenth power minus one), for example.
  • an arrangement may be made in which the CPU 106 generates a random number by computation.
  • the display unit driving circuit 128 for driving each of the display units 48 through 50 is connected to the input/output bus 104 .
  • the CPU 106 controls the operation of each of the display units 48 through 50 via the display unit driving circuit 128 according to an occurrence of a predetermined event.
  • the speaker drive circuit 122 for the speakers 41 is also electrically connected with the input/output bus 104 .
  • the CPU 106 reads the sound data stored in the ROM 108 , and transmits the sound data thus read to the speaker driving circuit 122 via the input/output bus 104 . In this way, the speakers 41 generate predetermined sound effects.
  • the hopper drive circuit 124 for driving the hopper 44 is also electrically connected with the input/output bus 104 .
  • the CPU 106 Upon reception of a cash out signal input from the cash out switch 26 , the CPU 106 transmits a driving signal to the hopper driving circuit 124 via the input/output bus 104 . Accordingly, the hopper 44 pays out coins such that the amount thereof is equivalent to the current number of coins remaining as credits, which is stored in a predetermined memory area of the RAM 110 .
  • the display/input controller 140 is connected to the input/output controller 140 .
  • the CPU 106 creates an image display command corresponding to the state and results of the game, and outputs the image display command thus created to the display/input controller 140 via the input/output bus 104 .
  • the display/input controller 140 Upon reception of the image display command input from the CPU 106 , the display/input controller 140 creates a driving signal for driving the liquid crystal display 30 according to the image display command thus input, and outputs the driving signal thus created to the liquid crystal display 30 .
  • a predetermined image is displayed on the transparent liquid crystal panel 34 of the liquid crystal display 30 .
  • the display/input controller 140 transmits the signal input through the touch panel 32 provided on the liquid crystal display 30 to the CPU 106 via the input/output bus 104 in the form of an input signal.
  • FIG. 5 is a block diagram illustrating the electronic constitution of display/input controller 140 of the slot machine 13 .
  • the display/input controller 140 of the slot machine 13 is a sub-microcomputer for performing image display processing and input control for the touch panel 32 .
  • the display/input controller 140 includes an interface circuit 142 , an input/output bus 144 , a CPU 146 , ROM 148 , RAM 150 , a VDP 152 , video RAM 154 , image data ROM 156 , a driving circuit 158 , and a touch panel control circuit 160 .
  • the interface circuit 142 is connected to the input/output bus 144 .
  • the image display command output from the CPU 106 of the controller 100 is supplied to the input/output bus 144 via the interface circuit 142 .
  • the input/output bus 144 performs input/output of data signals or address signals to and from the CPU 146 .
  • the ROM 148 and the RAM 150 are connected to the input/output bus 144 .
  • the ROM 148 stores a display control program for generating a driving signal, which is to be supplied to the liquid crystal display 30 , according to an image display command received from the CPU 106 of the controller 100 .
  • the RAM 150 stores flags and variables used in the display control program.
  • the VDP 152 is connected to the input/output bus 144 .
  • the VDP 152 includes a so-called sprite circuit, a screen circuit, a palette circuit, etc., and can perform various kinds of processing for displaying images on the liquid crystal display 30 .
  • the components connected to the VDP 152 include: the video RAM 154 for storing image data according to the image display command received from the CPU 106 of the controller 100 ; and the image data ROM 156 for storing various kinds of image data including the image data for visual effects, etc.
  • the driving circuit 158 for outputting a driving signal for driving the liquid crystal display 30 is connected to the VDP 152 .
  • the CPU 146 instructs the video RAM 154 to store the image data which is to be displayed on the liquid crystal display 30 according to the image display command received from the CPU 106 of the controller 100 by reading out the display control program stored in the ROM 148 and by executing the program thus read.
  • Examples of the image display commands include various kinds of image display commands including the image display commands for visual effects, etc.
  • the image data ROM 156 stores various kinds of image data including the image data for visual effects, etc.
  • the touch panel control circuit 160 transmits the signals input via the touch panel 32 provided on the liquid crystal display 30 to the CPU 106 via the input/output bus 144 in the form of an input signal.
  • FIG. 6 shows symbol lines on which 21 symbols arranged on each video reel 3 A to 3 E are represented.
  • the symbol line for the first video reel corresponds to the video reel 3 A.
  • the symbol line for the second video reel corresponds to the video reel 3 B.
  • the symbol line for the third video reel corresponds to the video reel 3 C.
  • the symbol line for the fourth video reel corresponds to the video reel 3 D.
  • the symbol line for the fifth video reel corresponds to the video reel 3 E.
  • code numbers of “00” to “20” are referred to for each symbol of video reels 3 A to 3 E. These code numbers are converted to data in a data table so as to be stored in the ROM 108 ( FIG. 4 ).
  • a symbol line is represented with symbols as follows: “Bonus” symbol (symbol 61 ) (hereafter, “Bonus”), “Wild” symbol (symbol 62 ) (hereafter, “Wild”), “Treasure Chest” symbol (symbol 63 ) (hereafter, “treasure chest”), “Golden Mask” symbol (symbol 64 ) (hereafter, “Golden Mask”)”, “Holy Grail” symbol (symbol 65 ) (hereafter, “Holy Grail”), “Compass and Map” symbol (symbol 66 ) (hereafter, “Compasses and Map”), “Snake” symbol (symbol 67 ) (hereafter, “Snake”), “Ace” symbol (symbol 68 ) (hereafter, “Ace”), “King” symbol (symbol 69 ) (hereafter,
  • each combination of “Bonus”, “Wild”, “Snake”, “Treasure Chest”, “Golden Mask”, “Holy Grail”, “Compass and Map”, “Ace”, “King”, “Queen”, “Jack” and “10” is set as an award combination.
  • a combination (combination data) is control information which relates credits awarded to a player (the amount of payout of coins) to a combination of an award combination, and which is used for stop control of each video reel 3 A through 3 E, change (shift) of a game state, awarding of coins, and the like.
  • FIG. 7 shows a symbol arrangement table.
  • the symbol arrangement table relates the code number indicating the position of each symbol which constitutes the symbol lines to each symbol of the respective video reels 3 A to 3 E, and then registers them.
  • the first video reel through the fifth video reel correspond to the video reels 3 A to 3 E, respectively.
  • the symbol arrangement table includes symbol information corresponding to the symbol position (the code number) of video reels 3 A to 3 E.
  • FIG. 8 is a flow chart illustrating a flow of the processing operation in the game machine 13 executed by the controller 100 of the game machine 13 .
  • the processing operation is called from a main program for the slot machine 13 at a predetermined timing, and is then executed.
  • the CPU 106 included in the controller 100 determines whether or not any coins inserted by the player are remaining (Step S 1 ). More specifically, the CPU 106 reads a credit amount C stored in the RAM 110 , and executes processing according to the credit amount C. When the credit amount C equals “0” (NO in Step S 1 ), the CPU 106 terminates the routine without executing any processing, since it cannot start a game. When the credit amount C is not less than “1” (YES in Step S 1 ), the CPU 106 determines that coins remain as credits, and the CPU 106 moves the processing to Step S 2 .
  • Step S 2 the CPU 106 determines whether or not a pushing operation has been executed on the spin bet repeat switch 24 .
  • the CPU 106 receives an operation signal from the switch 24 (YES in Step S 2 )
  • the CPU 106 moves the processing to Step S 14 .
  • the CPU 106 determines that the switch 24 has not been pushed and moves the processing to Step S 3 .
  • Step S 3 the CPU 106 sets the game conditions. Specifically, the CPU 106 determines the amount of coins bet on the active pay lines in this game based on the operation of the bet switch 23 . Then, the CPU 106 determines the bet amount to be bet on the active pay lines based upon the number of signals that indicate operation of the bet switch 23 have been received, and stores the bet amount thus determined in a predetermined memory area of the RAM 110 . The CPU 106 reads the credit amount C stored in a predetermined memory area of the RAM 110 , and subtracts the total bet amount, which is the sum of the bet amounts, from the credit amount C thus read. Then, the CPU 106 stores the subtracted value in a predetermined memory area of the RAM 110 . Subsequently, the CPU 106 moves the processing to Step S 4 .
  • Step S 4 the CPU 106 determines whether the start switch 25 has been activated, and then waits for the start switch 35 to be operated. Upon the start switch 25 being operated, and accordingly, upon the operation signal being input from the start switch 25 (in a case of “YES” in the determination processing in Step S 4 ), the CPU 106 determines that the start switch 25 has been operated, and the flow proceeds to Step S 5 .
  • Step S 14 the CPU 106 determines whether the credit amount C is at least the total bet amount in a previous game. In other words, the CPU 106 determines whether it can start a game in response to a pushing operation executed on the spin repeat bet switch 24 . Specifically, in a case where the spin repeat bet switch 24 has been pushed, and accordingly, in a case where the operation signal has been input from the switch 24 , the CPU 106 reads the credit amount C and the bet amount bet to each of the active pay lines L 1 to L 9 in the previous game stored in the predetermined memory areas of the RAM 110 .
  • the CPU 106 determines whether the credit amount C is at least the total bet amount bet in the previous game based upon the relation between the credit amount C and the bet amount thus read.
  • the CPU 106 determines that the credit amount C is less than the total bet amount (NO in Step S 14 )
  • the CPU 106 terminates the routine without any processing, since it cannot start a game.
  • the CPU 106 subtracts the total bet amount bet in the previous game from the credit amount C, and stores the subtracted value in a predetermined area of the RAM 110 . Subsequently, the CPU 106 moves the processing to Step S 5 .
  • Step S 5 the CPU 106 performs processing for jackpot and moves the processing to Step S 6 .
  • Step S 6 the CPU 106 performs processing for determining a combination of symbols. A specific description is provided below regarding the combination determination processing.
  • the CPU 106 first determines the combinations of the symbols along the active pay lines when they are stationary. Specifically, the CPU 106 issues a command for the random number generator 112 to generate a random number, thereby extracting a random number in a predetermined range (in a range of “0” to “65535” in the present embodiment) generated by the random number generator 112 . The CPU 106 stores the random number thus extracted in a predetermined memory area of the RAM 110 . It should be noted that a description is provided in the present embodiment regarding an arrangement in which the random number is generated by the random number generator 112 , which is a separate component from the CPU 106 .
  • the random number is generated by computation processing by the CPU 106 without involving the random number generator 112 .
  • the CPU 106 reads a random number table for a basic game (see FIG. 9 ), and a payout table (see FIG. 10 ) for a basic game, each of which is stored in the ROM 108 . Then, the CPU 106 stores the random number table for a basic game and the payout table for a basic game, thus read in a predetermined memory area of the RAM 110 . It should be noted that the CPU 106 controls display of the symbols when they are stationary for each reel based upon the random number table for a basic game.
  • the CPU 106 reads the random number table for a basic game and the payout table for a basic game stored in the predetermined area of the RAM 110 . Then, the CPU 106 determines the combination of the symbols when they are stationary with respect to the active pay lines with reference to the random number table for a basic game, using the random number stored in the predetermined memory region of the RAM 110 as a parameter. Upon determination of specified combinations for providing an award, the CPU 106 stores the specified combination data for providing an award thus determined in a predetermined memory area of the RAM 110 .
  • the CPU 106 reads the random number and the specified combination data for providing an award stored in the predetermined memory area of the RAM 110 , and determines the combination of the symbols displayed to be stationary based upon the random number and the specified combination data for providing an award thus read.
  • a symbol arrangement table (see FIG. 7 ) stored in the ROM 108 is read by the CPU 106 .
  • the symbol arrangement table thus read is stored in a predetermined memory area of the RAM 110 , and used as reference data.
  • the CPU 106 stores the data for the stationary symbols thus determined in a predetermined memory area of the RAM 110 .
  • an arrangement may be made in which the stationary symbols are determined for each reel using the random number table for a basic game.
  • the CPU 106 determines whether the combination of the symbols when they are stationary with respect to the active pay lines matches any one of the specified combinations for providing an award. In a case where the combination of the symbols when they are stationary with respect to the active pay lines matches any one of the specified combinations for providing an award, the CPU 106 activates a flag, which indicates that the player has won the award that corresponds to the kind of specified combination for providing an award, in order to provide the award that corresponds with the specified combination of symbols with respect to the active pay lines for providing the award.
  • the activated flag which indicates the player has won an award, is stored in a predetermined area of the RAM 110 according to the instruction from the CPU 106 .
  • the CPU 106 does not activate the flag which indicates that the player has won an award. Subsequently, the CPU 106 moves the processing to Step S 7 .
  • a random number table for basic games shown in FIG. 9 is explained.
  • a range of random numbers and the probability of winning are registered in association with each of the specified winning combinations.
  • the slot machine 13 In processing for determining a symbol combination, for example, in a case where a random number lying in a range of 0 to 299 is extracted from a range of numbers of 0 to 65535, the slot machine 13 internally determines to generate a bonus combination as the final results of the basic game. In other words, the probability is “300/65536” that the combination of the stationary symbols matches any one of the bonus combinations.
  • the slot machine 13 internally determines to generate other combinations, i.e. losing combinations, as the final results of the basic game.
  • the probability is “55536/65536” that the combination of the stationary symbols matches any one of the losing combinations.
  • FIG. 10 shows a payout table for a basic game.
  • the coin amount to be paid out is registered in association with each specified combination for providing an award for each credit amount bet on one game. Therefore, let us consider a stage in which a determination is made whether the combination thus generated matches any one of the specified combinations for providing an award. In this stage, let us consider a case in which the combination thus generated matches the combination “Wild”. In this case, in a case where the credit amount bet is “1”, 50 coins are paid out. In a case where the credit amount bet is “2”, 100 coins are paid out. In a case where the credit amount bet is “3”, 150 coins are paid out.
  • Step S 6 the CPU 106 instructs the video reels 3 A to 3 E to start to rotate. Specifically, the CPU 106 displays an image which shows the video reels 3 A to 3 E rotating, in sequence or simultaneously, based upon the symbol arrangement table stored in the RAM 110 .
  • Step S 8 Upon displaying the image which shows the video reels 3 A to 3 E starting to rotate, the CPU 106 waits for a predetermined period of time to elapse (Step S 8 ) After the predetermined period of time has elapsed (in a case of “YES” in the determination processing in Step S 7 ), the CPU 106 instructs the video reels 3 A to 3 E to automatically stop rotating (Step S 8 ) Specifically, the CPU 106 displays an image which shows the video reels 3 A to 3 E stopping rotation sequentially or simultaneously such that the stationary symbols, which correspond to the specified combinations for providing an award determined in Step S 6 , are displayed within a display region that has a visually interactive relationship with the player. Subsequently, the flow proceeds to Step S 10 according to the instruction from the CPU 106 .
  • Step S 10 the CPU 106 determines whether a predetermined symbol combination has been formed based upon the results of the combination determination processing performed in Step S 6 . Specifically, the CPU 106 makes this determination based upon the state of the flag that indicates whether the player has won an award with respect to the active pay lines stored in the predetermined memory area of the RAM 110 . In a case where the flag, which indicates that the player has won an award, has not been activated, i.e. in a case where the symbol combination matches any one of the “other” combinations, which are combinations other than the specified combinations for providing an award (in a case of “NO” in the determination processing in Step S 10 ), the CPU 106 determines that the specified combination for providing an award has not been formed, and ends this routine.
  • Step S 9 the processing proceeds to Step S 10 according to the instruction from the CPU 106 .
  • Step S 10 the CPU 106 determines whether the symbol combination thus formed based upon the combination determination processing performed in Step S 5 is a bonus combination. Specifically, the CPU 106 makes this determination based upon the state of the flag that indicates whether the player has won an award with respect to the active pay lines stored in the predetermined memory area of the RAM 110 . In a case where the flag indicating winning of an award by the player has been activated and the specified combination for providing an award is a “bonus” combination, the processing proceeds to Step S 12 according to the instruction from the CPU 106 . If not, the flow proceeds to Step S 13 .
  • Step S 12 the CPU 106 executes free game receive/defer select processing. Upon finishing the processing in Step S 12 , the CPU 106 terminates the routine.
  • the CPU 106 pays out an amount of coins corresponding to the specified combination for providing an award. Specifically, the CPU 106 calculates the amount of coins to be paid out for the specified combination for providing an award, with reference to the payout table for a basic game ( FIG. 10 ). The CPU 106 reads the credit amount stored in the predetermined memory area of the RAM 110 . Then, the CPU 106 calculates the sum total amount of coins to be paid out thus calculated and the credit amount thus read, and stores the sum thus calculated in a predetermined memory area of the RAM 110 . The CPU 106 displays the sum thus stored on the credit amount display unit 49 . Subsequently, the CPU 106 terminates the routine.
  • jackpot processing is explained.
  • Step S 21 the CPU 106 determines whether or not the portion of the credit amount bet has reached the predetermined amount. In a case where the CPU 106 determines that the portion of the credit amount bet has reached the predetermined amount, the CPU 106 moves the processing to Step S 22 , and in a case where the CPU 106 determines that it has not reached the predetermined amount, the CPU 106 terminates the routine. Specifically, the CPU 106 compares the portion of the credit amount bet stored in the predetermined area with the predetermined amount.
  • Step S 22 the CPU 106 executes the read processing of the number of times jackpot awards deferred, and moves the processing to Step S 23 . Specifically, the CPU 106 reads the number on the counter for counting the number of times the jackpot has been deferred in the predetermined memory area in RAM 110 .
  • Step S 23 the CPU 106 determines whether or not the player receives the jackpot award, and moves the processing to Step S 24 . Specifically, the CPU 106 determines whether or not the player receives the jackpot award with reference to a random number table for determining a jackpot award, which is described below in FIG. 12 through FIG. 14 .
  • the random number table for determining the jackpot award (not deferred) is referred to when the CPU 106 determines whether or not to provide the jackpot award in a case where the number of times deferred jackpot is 0. For example, in a case where the random number generated by the random number generator 112 is “8000”, the number belongs to a range of random numbers “0 to 9999”, and thus the CPU 106 determines to provide the jackpot award.
  • the random number table for determining the jackpot award (deferred once) shown in FIG. 13 is similar to the random number table for determining the jackpot award (not deferred) shown in FIG. 12 , the random number table for determining the jackpot award (deferred once) shown in FIG. 13 has a higher probability of providing a jackpot award than the random number table for determining the jackpot award (not deferred) shown in FIG. 12 , since the number of times jackpot awards have been deferred is higher.
  • the random number table for determining the jackpot award (deferred twice) shown in FIG. 14 is similar to the random number table for determining the jackpot award (deferred once) shown in FIG. 13 , the random number table for determining the jackpot award (deferred twice) shown in FIG. 14 has higher a probability of providing a jackpot award than the random number table for determining the jackpot award (deferred once) shown in FIG. 13 , since the number of times jackpot awards have been deferred is higher.
  • Step S 24 the CPU 106 determines whether or not to provide the jackpot award. In a case where the CPU 106 determines to provide the award, the CPU 106 moves the processing to Step S 25 , and in a case where the CPU 106 determines not to provide the award, the CPU 106 terminates the routine.
  • Step S 25 the CPU 106 receives a input for selecting of whether a player receives or defers the award, and moves processing to Step S 26 . Specifically, the CPU 106 receives a signal of the input for selecting via the touch panel 32 .
  • Step S 26 the CPU determines whether the CPU has received the input for selecting to defer the award. In a case where the CPU receives the input for selecting to defer the award, the processing is moved to Step S 27 , and in a case where the CPU receives the input for selecting of receiving the award, the processing is moved to Step S 28 . Specifically, the CPU 106 determines whether a player receives or defers the free game according to a signal of the input for selecting received via the touch panel 32 .
  • Step S 27 the CPU 106 adds one to the number of times the jackpot has been deferred. Specifically, the CPU 106 adds one to the read number of times the jackpot has been deferred, and stores the number in the predetermined memory area in the RAM 110 . Upon finishing the processing in Step S 27 , the CPU 106 terminates the routine.
  • Step S 28 the CPU 106 provides the award according to the levels of awards which are corresponding to the number of times the jackpot has been deferred. Specifically, the CPU determines the amount of credits corresponding to the number of times the jackpot has been deferred with reference to the payout table for the jackpot, which is described below in FIG. 15 .
  • the payout table for a jackpot in FIG. 15 is explained.
  • This payout table for a jackpot is referred to when the CPU 106 provides an award according to the level of awards which are corresponding to the number of times the jackpot has been deferred. For example, in a case where jackpot has been deferred once, the CPU 106 pays out 200 credits.
  • FIG. 16 illustrates an example of the rendered image.
  • the number of times the jackpot has been deferred at the current state is displayed within a display region 81 and the credit amount corresponding to the number of times the jackpot has been deferred is displayed within a display region 82 .
  • the CPU 106 displays the image on the liquid crystal display 30 via the display/input controller 140 .
  • FIG. 17 illustrates the example of the rendered image.
  • the CPU 106 determines to provide the jackpot award in Step S 24 in FIG. 11 .
  • “YOU WON JACKPOT!” is displayed and the button 82 “RECEIVE” and the button 83 “DEFER” are displayed.
  • the CPU 106 displays the image on the liquid crystal display 30 via a display/input controller 140 .
  • Step S 31 the CPU 106 executes the read processing of the number of times a free game has been deferred, and moves to Step S 32 . Specifically, the CPU 106 reads the number on the counter for counting the number of times a free game has been deferred in the predetermined memory area in the RAM 110 .
  • Step S 32 the CPU 106 receives a signal of input for selecting of whether to receive or defer a free game, and moves to Step S 33 . Specifically, the CPU 106 receives the signal of the input for selecting via the touch panel 32 .
  • Step S 33 the CPU 106 determines whether or not the CPU 106 has received the input for selecting to defer the free game. In a case where the CPU 106 receives the input for selecting to defer, the processing is moved to Step S 34 , and in a case where the CPU 106 receives the input for selecting of receiving, the processing is moved to Step S 28 .
  • the CPU 106 determines whether a player receives or defers the free game according to a signal of the input for selecting received via the touch panel 32 .
  • Step S 34 the CPU 106 adds one to the number of times deferred. Specifically, the CPU 106 adds one to the read number of a free game having been deferred, and stores the number in the predetermined memory area in the RAM 110 . Upon finishing the processing in Step S 34 , the CPU 106 terminates the routine.
  • Step S 35 the CPU 106 provides the award according to the level of awards which are corresponding to the number of times a free game has been deferred. Specifically, the CPU 106 executes the free game a number of times corresponding to the number of times a free game has been deferred with reference to the multiplication factor/a number of times table for a free game, which is described below in FIG. 21 . In addition, the CPU 106 provides the award according to a multiplication factor corresponding to the number of times deferred, a random number table for a free game which is described below in FIG. 19 , and a payout table for a free game which is described below in FIG. 20 .
  • a random number table for free games in FIG. 19 is explained.
  • the random number table for a free game a range of random numbers and the probability of winning are registered in association with each symbol.
  • symbol combination determination processing for example, in a case where a random number lying in a range of 3100 to 3899 is extracted from a range of random numbers of 0 to 65535, the slot machine 13 internally determines to generate an “Ace” combination as the final results of the free game. In other words, the probability is “800/65536” that the combination of the stationary symbols matches any one of the “Ace” combinations.
  • FIG. 20 shows a payout table for a free game.
  • the amount of coins that should be paid out for each credit amount bet in one game are registered in association with each symbol. Therefore, when the CPU 106 determines whether the combination thus generated matches any one of winning combinations for providing an award, for example, in a case where the combination thus generated matches the combination “Ace” and in a case where the credit amount bet is “1”, 10 coins are paid out. In a case where the credit amount bet is “2”, 15 coins are paid out. In a case where the credit amount bet is “3”, 20 coins are paid out.
  • This multiplication factor table/number of times table for free games shown in FIG. 21 is explained.
  • This multiplication factor table for a free game is referred to when the CPU 106 provides the award according to the level of awards which are corresponding to the number of times the free games has been deferred. For example, in a case where the number of times a free game has been deferred is one, the multiplication factor of the award is “double”, and the number of times performing free games turns out to be “30 times”.
  • the CPU 106 extracts the credit amount corresponding to the combination of symbols from a payout table for a free game which is described above in FIG. 20 , and pays out double the amount of credits.
  • FIG. 22 illustrates an example of the rendered image.
  • the number of times the free games have been deferred at the current state is displayed within a display region 82
  • a multiplication factor corresponding to the number of times the free games have been deferred is displayed within a display region 81
  • the combination of bonus symbol which is a condition for winning free games, is displayed.
  • the CPU 106 displays the image on the liquid crystal display 30 via the display/input controller 140 .
  • FIG. 23 illustrates an example of the rendered image.
  • Step S 11 shown in FIG. 8 in a case where the combination of symbols for a bonus is formed, “YOU WIN A FREE GAME” is displayed and the button 83 “RECEIVE” and the button 84 “DEFER” are displayed.
  • the CPU 106 displays the image on the liquid crystal display 30 via the display/input controller 140 .
  • the player can not receive a jackpot or a free game until the next time the player receives a jackpot or a free game in a case where a player defers a jackpot or a free game
  • the present embodiment is not limited thereto, and a player may cancel deferring and receive a jackpot or a free game.
  • the present embodiment is not limited thereto, and in a case where the predetermined combination of symbols is formed or the predetermined number of predetermined symbols are displayed, the number of times deferred may be reset (for example, 0) to a predetermined number.
  • the CPU 106 determines whether or not to provide the jackpot award randomly, and in a case where the predetermined combination of symbols is formed, etc., a jackpot award may be provided when the predetermined condition is satisfied.
  • the present embodiment is not limited thereto, and the present invention may be applied to a slot machine (a so-called Pachinko-slot machine) in which reels are stopped in the order by which a player stops the reels by hand using the stop button, for example.
  • a slot machine a so-called Pachinko-slot machine

Abstract

A gaming machine includes a memory, an input device, a counter and a controller. The memory stores levels of awards. The input device accepts selection between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation. The controller is configured with logic to: (a) start a game; (b) randomly determine whether to provide a player an award; (c) when the award determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception received, pay the player in accordance with a level of award correlated with the number of times among the levels of awards.

Description

  • This application is based on and claims the benefit of priority from Japanese Patent Application No. 2007-002711 filed on 10 Jan. 2007, the content of which is incorporated herein by reference.
  • BACKGROUND OF THE INVENTION
  • 1. Field of the Invention
  • The present invention relates to a gaming machine which allows a player to defer the right to receive a predetermined award and provides an award corresponding to the number of times deferred.
  • 2. Related Art
  • Conventionally, in regards to a slot machine, which is a type of gaming machine, a game is generally started by inserting a game medium such as coins into the gaming machine. Then, the slot machine displays an image of a symbol line which is rotated in a predetermined area of the gaming machine. After a predetermined amount of time elapses, the slot machine displays an image of the stationary symbols. Finally, the slot machine provides an award to a player based on the combination of the stationary symbols. Whether the combination for which an award is provided has been formed or not is generally determined based on whether or not a predetermined number of the same type of symbols (for example, “Cherry”, “7”, etc.) is arranged along a predetermined active pay line. In addition, the technique disclosed in U.S. Application Publication No. 2003/0069073 determines to provide special award so called jackpot randomly only for the same slot machine, when the credit amount bet has reached the certain amount. With such a technology, a player may receive higher award by winning a jackpot in addition to the award provided in a basic game and a player's motivation to play a game can be enhanced.
  • SUMMARY OF THE INVENTION
  • The award which a player receives by winning a jackpot is the accumulation of the portion of the credit amount bet by at least one person, and the technique of providing a jackpot award improves entertainment properties. However, the entertainment property has already become well known and there is a problem in that it lacks novelty in recent days.
  • The present invention has an object of providing a gaming machine which can further improve entertainment properties.
  • In an aspect of the present invention, a gaming machine is provided, which includes a memory, an input device, a counter and a controller. The memory stores a plurality of levels of awards. The input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation of the award. The controller is configured with logic to: (a) start a game; (b) randomly determine whether to provide the player a specific award; (c) when the specific award has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
  • The gaming machine described above allows the player to have selection between reception and reservation of the award. When the player selects the reservation, the number of reservation stored in the counter increases. When the player selects the reception, the player can be paid in accordance with the level of award correlated with the number of times.
  • Since the player has a chance to obtain a higher award as the player increases the number of times to reserve, the gaming machine can provide more fun to the player.
  • In another aspect of the present invention, a gaming machine is provided, which includes a memory, an input device, a counter and a controller. The memory stores a portion of credits bet in a game and a plurality of levels of awards. The input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation of the award. The controller is configured with logic to: (a) start a game; (b) when the portion of credits has reached a predetermined threshold, randomly determine whether to provide the player a jackpot award; (c) when the jackpot award has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
  • In still another aspect of the present invention, a gaming machine is provided, which includes a memory, an input device, a counter and a controller. The memory stores a portion of credits bet in a game and a plurality of levels of awards. The input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation of the award. The controller is configured with logic to: (a) start a game; (b) when the portion of credits has reached a predetermined threshold, determine whether to provide the player a jackpot award in accordance with the number of times stored in the counter; (c) when the jackpot award has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
  • In yet another aspect of the present invention, a gaming machine is provided, which includes a memory, an input device, a counter and a controller. The memory stores a plurality of levels of awards. The input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation of the award. The controller is configured with logic to: (a) start a game; (b) randomly determine whether to provide the player a specific award of a predetermined game state; (c) when the specific award of the predetermined game state has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, switch the game to the predetermined game state and pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
  • In a further aspect of the present invention, a gaming machine is provided, which includes a memory, an input device, a counter and a controller. The memory stores a plurality of levels of awards. The input device accepts selection by a player between reception and reservation of an award and transmits a signal indicating the selection. The counter stores a number of times that the input device has accepted the selection of reservation of the award. The controller is configured with logic to: (a) start a basic game; (b) randomly determine whether to provide the player a specific award of a free game; (c) when the specific award of the free game has been determined to be provided, receive the signal indicating the selection via the input device; (d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and (e) when a signal indicating the selection of reception has been received, switch the basic game to a free game and pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
  • According to the present invention, the player can select whether to receive or to defer the predetermined award and with more awards being deferred, the higher the award becomes. Thus, the player can enjoy the game with further entertainment properties.
  • BRIEF DESCRIPTION OF THE DRAWINGS
  • FIG. 1 is a flowchart showing the flow of a game which is executed in a slot machine according to a preferred embodiment of the present invention;
  • FIG. 2 is an external perspective view showing a slot machine according to the preferred embodiment of the present invention;
  • FIG. 3 is an enlarged front view showing an enlarged view of a display region of the slot machine according to the preferred embodiment of the present invention;
  • FIG. 4 is a block diagram showing a controller of the slot machine according to the preferred embodiment of the present invention;
  • FIG. 5 is a block diagram showing a display/input controller of the slot machine according to the preferred embodiment of the present invention;
  • FIG. 6 is a diagram showing a symbol line represented on each video reel according to the preferred embodiment of the present invention;
  • FIG. 7 is a diagram showing a symbol arrangement table according to the preferred embodiment of the present invention;
  • FIG. 8 is a flow chart showing a flow for processing a basic game executed by the slot machine according to the preferred embodiment of the present invention;
  • FIG. 9 is a diagram showing a random number table for a basic game according to the preferred embodiment of the present invention;
  • FIG. 10 is a diagram showing a payout table for a basic game according to the preferred embodiment of the present invention;
  • FIG. 11 is a flow chart showing jackpot processing executed by the slot machine according to the preferred embodiment of the present invention;
  • FIG. 12 is a diagram showing a random number table for determining a jackpot award (deferred once) according to the preferred embodiment of the present invention;
  • FIG. 13 is a diagram showing a random number table for determining a jackpot award (deferred twice) according to the preferred embodiment of the present invention;
  • FIG. 14 is a diagram showing a random number table for determining a jackpot award (deferred 3 times) according to the preferred embodiment of the present invention;
  • FIG. 15 is a diagram showing a payout table for a jackpot according to the preferred embodiment of the present invention;
  • FIGS. 16 to 17 are examples of display images according to the preferred embodiment of the present invention;
  • FIG. 18 is a flow chart showing jackpot processing executed by a slot machine according to the preferred embodiment of the present invention;
  • FIGS. 19 to 20 are a diagram showing a random number table for a free game according to the preferred embodiment of the present invention;
  • FIG. 21 is a diagram showing a multiplication factor/number of times table for a free game according to the preferred embodiment of the present invention; and
  • FIGS. 22 to 23 are examples of display images according to the preferred embodiment of the present invention.
  • DETAILED DESCRIPTION OF THE INVENTION
  • The embodiments of the present invention are hereinafter described in detail with reference to the attached drawings.
  • A slot machine 13 according to the present invention is provided with ROM 108 for storing a plurality of levels of the awards, a touch panel 32 for receiving a signal of the input for selecting of whether or not a player receives the award and transmitting the signal of the input for selecting, and the RAM 110 for storing the number of received signals of input for selecting to defer the award. The CPU 106 starts the game, determines randomly whether or not to provide the predetermined award, and receives a signal of the input for selecting via the touch panel 32 in a case where the CPU 106 determines to provide the predetermined award. In a case where the CPU 106 receives the signal of input for selecting to defer the award, the CPU 106 increases the number stored in the RAM 110 by a predetermined number, and in a case where the CPU 106 receives the signal of input for selecting to receive the award, the CPU 106 provides the award according to the levels of awards which are corresponding to the numbers, among a plurality of levels of awards stored in the ROM 108.
  • The CPU 106 starts the game, determines randomly whether or not to provide the predetermined award, and receives a signal of the input for selecting via the touch panel 32 in a case where the CPU 106 determines to provide the predetermined award. In a case where the CPU 106 receives the signal of input for selecting to defer the award, the CPU 106 increases the number stored in the RAM 110 by a predetermined number, and in a case where the CPU 106 receives the signal of input for selecting to receive the award, among a plurality of levels of awards stored in the ROM 108, the CPU 106 provides the award according to the levels of awards which are corresponding to the numbers.
  • FIG. 2 is a perspective diagram illustrating the slot machine 13 according to the embodiment of the present invention. The slot machine 13 includes a cabinet 20 and a main door 42. The cabinet 20 has a structure in which the face facing the player is open. The cabinet 20 includes various kinds of components. Such components include: a controller 100 (see FIG. 4) for electrically controlling the slot machine 13; a hopper 44 for controlling insertion, retaining, and paying out of coins (game medium) (see FIG. 4); etc. The game medium is not restricted to coins. In addition, examples of such game media include medals, tokens, electronic money, or electronic value information (credit) having the same value.
  • The main door 42 is a member that serves as a cover of the cabinet 20, which protects the internal components stored in the cabinet 20 from being exposed to the outside. The main door 42 includes the liquid crystal display 30 at substantially the center thereof.
  • The liquid crystal display 30 is provided for displaying various kinds of images with respect to the game such as images for visual effects. Such a configuration allows the player to advance the game while visually confirming various kinds of images displayed on the liquid crystal display 30. The liquid crystal display 30 includes a transparent liquid crystal panel 34. The transparent liquid crystal panel 34 has a function of switching a portion or the entire area of the liquid crystal panel 34 between a transparent mode and an opaque mode, and a function of displaying various kinds of images.
  • In a configuration in which the slot machine 13 includes video reels, five virtual reels are displayed on the liquid crystal display 30. It should be noted that the term “video reel” as used here represents a mechanism for displaying a reel on the liquid crystal display 30 in the form of an image instead of mechanical reel. A plurality of types of symbols necessary for the basic game include “BONUS”, “WILD”, “TREASURE BOX”, “GOLDEN MASK”, “HOLY CUP”, “COMPASS & MAP”, “SNAKE”, “A”, “K”, “Q”, “J”, and “10”. With such an arrangement, the liquid crystal display 30 displays these symbols with an image as if the reel were rotating.
  • The slot machine 13 includes a substantially horizontal operation unit 21 below the liquid crystal display 30. Furthermore, a coin insertion opening 22 is provided on the right side of the operation unit 21, which allows the player to insert coins. On the other hand, the components provided to the left side of the operation unit 21 include: a bet switch 23 that allows the player to determine which lines are to be set to active pay lines among the nine lines L1, L2, L3, L4, L5, L6, L7, L8, and L9, for providing an award described later (which will simply be referred to as “active pay lines” hereafter), and which allows the player to select the amount of coins as game media to be bet on the active pay lines; and a spin repeat bet switch 24 that allows the player to play the game again without changing the amount of coins bet on the active pay lines from that in the immediately prior game. Such an arrangement allows the player to set the amount of coins bet on the active pay line by performing a pushing operation on either the bet switch 23 or the spin repeat bet switch 24.
  • With the operation unit 21, a start switch 25 is provided on the left side of the bet switch 23, which allows the player to input a start operation instruction for the basic game in increments of games. Upon performing a pushing operation on either the start switch 25 or the spin repeat bet switch 24, which serves as a trigger to start the game, the five mechanical reels 3A to 3E start to rotate.
  • A cash out switch 26 is provided near the coin insertion opening 22 on the operation unit 21. Upon the player pushing the cash out switch 26, the inserted coins are paid out from a coin payout opening 27 provided at a lower portion of the front face of the main door 42. The coins thus paid out are retained in a coin tray 28. Furthermore, the coin payout opening 27 is provided on the upper side of the coin tray 28, with sound transmission openings 29 provided to both the left and right thereof. Here, the sound transmission openings 29 are provided for transmitting sound effects generated by a speaker 41 (see FIG. 4) stored within the cabinet 20.
  • FIG. 3 is an enlarged view illustrating the display region of the slot machine 13. The liquid crystal display 30 of the slot machine 13 includes a front panel 31 and the transparent liquid crystal panel 34 provided to the rear face of the front panel 31. The front panel 31 includes a transparent display screen 31 a and a design formation area 31 b where designs have been formed. Such an arrangement allows the player to visually confirm the image information displayed on the transparent liquid crystal panel 34 provided at the rear face of the front panel 31 through the display screen 31 a of the front panel 31. In a case in which an arrangement of the slot machine 13 includes video reels, the transparent liquid crystal panel 34 in an opaque state may display the reels in the form of an image. In addition, an ordinary liquid crystal panel may be employed instead of the transparent liquid crystal panel 34.
  • Furthermore, various kinds of display units, i.e. a payout display unit 48, a credit amount display unit 49, and a bet amount display unit 50, are provided on the left side of the rear face of the liquid crystal display 30. It should be noted that the design formation area 31 b of the front panel 31 is formed having a transparent portion that covers the top faces of these display units 48 through 50, thereby allowing the player to visually confirm the contents displayed on the display units 48 through 50.
  • The slot machine 13 has the nine lines L1 through L9 for providing an award as shown in FIG. 3. Each of the lines L1 through L9 for providing an award is formed such that it extends so as to pass through one of the symbols for each of the mechanical reels 3A to 3E when the five video reels have stopped.
  • Upon pushing the bet switch 23 once, the line L3 for providing a third award, the line L5 for providing a fifth award, and the line L7 for providing a seventh award, are set to be active pay lines, and one coin is input as a credit medal, for example.
  • Furthermore, upon pushing the bet switch 23 twice, the line L1 for providing a first award, the line L4 for providing a fourth award, and the line L8 for providing an eighth award, are set to be active pay lines, in addition to the three lines, and two coins are input as credit medals, for example.
  • Moreover, upon pushing the bet switch 23 three times, the line L2 for providing a second award, the line L6 for providing a sixth award, and the line L9 for providing a ninth award, are set to be active pay lines, in addition to the six lines, and three coins are input as credit medals, for example.
  • The payout display unit 48 is a component for displaying the amount of coins paid out when a combination of the symbols has been established along any one of the active lines for providing an award. The credit amount display unit 49 is a component for displaying the amount of coins retained in the slot machine 13 in the form of credits. The bet amount display unit 50 is a component for displaying the bet amount, which is the amount of coins bet on the active pay lines. Each of the display units 48 through 50 includes a seven-segment display device. Alternatively, each of the display devices 48 through 50 may be displayed on the transparent liquid crystal panel 34 in the form of an image.
  • FIG. 4 is a block diagram illustrating an electronic constitution of the controller 100 of the slot machine 13 having video reels. As shown in FIG. 4, the controller 100 of the slot machine 13 is a micro computer, and includes an interface circuit group 102, an input/output bus 104, a CPU 106, ROM 108, RAM 110, a communication interface circuit 111, a random number generator 112, a speaker driving circuit 122, a hopper driving circuit 124, a display unit driving circuit 128, and a display/input controller 140.
  • The interface circuit group 102 is electrically connected with the input/output bus 104, which carries out the input and output of data signals or address signals for the CPU 106.
  • The start switch 25 is electrically connected with the interface circuit group 102. In the interface circuit group 102, a start signal generated by the start switch 25 is converted into a predetermined form of signal to be supplied to the input/output bus 104.
  • Furthermore, the bet switch 23, the spin repeat bet switch 24, and the cash out switch 26 are connected to the interface circuit group 102. Each of the switching signals output from these switches 23, 24, and 26 is also supplied to the interface circuit group 102, and is converted into a predetermined signal by the interface circuit group 102. The switching signals thus converted are supplied to the input/output bus 104.
  • A coin sensor 43 is also electrically connected with the interface circuit group 102. The coin sensor 43 detects coins inserted into the coin insertion slot 22, and is disposed at an appropriate position relative to the coin insertion slot 22. The sensing signal output from the coin sensor 43 is also supplied to the interface circuit group 102, and is converted into a predetermined signal by the interface circuit group 102. The sensing signal thus converted is supplied to the input/output bus 104.
  • The ROM 108 and the RAM 110 are connected to the input/output bus 104.
  • When the start switch 25 accepts an instruction for starting a basic game, the CPU 106 reads a basic game program and executes the basic game. The basic game program has been programmed so as to instruct the CPU 106 to perform the following operations of displaying an image of the five video reels commencing to scroll the symbols on the five video reels on the liquid crystal display 30 via the display/input controller 140; then displaying an image of the five video reels stopping such that the combination of the symbols on these five video reels is rearranged, upon which a new combination of the symbols is made along the active pay lines. In a case where a particular combination of the symbols for providing an award has been made along any one of the active pay lines when stationary, the CPU 106 pays out a predetermined amount of coins corresponding to the particular combination for providing the award.
  • The ROM 108 stores: a control program for central control of the slot machine 13; a program for executing a routine shown in FIG. 8, FIG. 11 and FIG. 17 (which is referred to as the “routine execution program” hereafter); initial data for executing the control program; and various data tables used for determination processing. It should be noted that the routine execution program includes the basic game program and the like. The RAM 110 temporarily stores flags, variables, etc. used for the control program.
  • Furthermore, a communication interface circuit 111 is connected to the input/output bus 104. The communication interface circuit 111 is a circuit for communicating with a server, etc. via various kinds of communication networks including a public telephone line network, LAN, etc.
  • The random number generator 112 for generating a random number is connected to the input/output bus 104. The random number generator 112 generates random numbers in a predetermined range of “0” to “65535” (two to the sixteenth power minus one), for example. Alternatively, an arrangement may be made in which the CPU 106 generates a random number by computation.
  • The display unit driving circuit 128 for driving each of the display units 48 through 50 is connected to the input/output bus 104. The CPU 106 controls the operation of each of the display units 48 through 50 via the display unit driving circuit 128 according to an occurrence of a predetermined event.
  • The speaker drive circuit 122 for the speakers 41 is also electrically connected with the input/output bus 104. The CPU 106 reads the sound data stored in the ROM 108, and transmits the sound data thus read to the speaker driving circuit 122 via the input/output bus 104. In this way, the speakers 41 generate predetermined sound effects.
  • The hopper drive circuit 124 for driving the hopper 44 is also electrically connected with the input/output bus 104. Upon reception of a cash out signal input from the cash out switch 26, the CPU 106 transmits a driving signal to the hopper driving circuit 124 via the input/output bus 104. Accordingly, the hopper 44 pays out coins such that the amount thereof is equivalent to the current number of coins remaining as credits, which is stored in a predetermined memory area of the RAM 110.
  • The display/input controller 140 is connected to the input/output controller 140. The CPU 106 creates an image display command corresponding to the state and results of the game, and outputs the image display command thus created to the display/input controller 140 via the input/output bus 104. Upon reception of the image display command input from the CPU 106, the display/input controller 140 creates a driving signal for driving the liquid crystal display 30 according to the image display command thus input, and outputs the driving signal thus created to the liquid crystal display 30. As a result, a predetermined image is displayed on the transparent liquid crystal panel 34 of the liquid crystal display 30. The display/input controller 140 transmits the signal input through the touch panel 32 provided on the liquid crystal display 30 to the CPU 106 via the input/output bus 104 in the form of an input signal.
  • FIG. 5 is a block diagram illustrating the electronic constitution of display/input controller 140 of the slot machine 13. The display/input controller 140 of the slot machine 13 is a sub-microcomputer for performing image display processing and input control for the touch panel 32. The display/input controller 140 includes an interface circuit 142, an input/output bus 144, a CPU 146, ROM 148, RAM 150, a VDP 152, video RAM 154, image data ROM 156, a driving circuit 158, and a touch panel control circuit 160.
  • The interface circuit 142 is connected to the input/output bus 144. The image display command output from the CPU 106 of the controller 100 is supplied to the input/output bus 144 via the interface circuit 142. The input/output bus 144 performs input/output of data signals or address signals to and from the CPU 146.
  • The ROM 148 and the RAM 150 are connected to the input/output bus 144. The ROM 148 stores a display control program for generating a driving signal, which is to be supplied to the liquid crystal display 30, according to an image display command received from the CPU 106 of the controller 100. On the other hand, the RAM 150 stores flags and variables used in the display control program.
  • The VDP 152 is connected to the input/output bus 144. The VDP 152 includes a so-called sprite circuit, a screen circuit, a palette circuit, etc., and can perform various kinds of processing for displaying images on the liquid crystal display 30. With such an arrangement, the components connected to the VDP 152 include: the video RAM 154 for storing image data according to the image display command received from the CPU 106 of the controller 100; and the image data ROM 156 for storing various kinds of image data including the image data for visual effects, etc. Furthermore, the driving circuit 158 for outputting a driving signal for driving the liquid crystal display 30 is connected to the VDP 152.
  • The CPU 146 instructs the video RAM 154 to store the image data which is to be displayed on the liquid crystal display 30 according to the image display command received from the CPU 106 of the controller 100 by reading out the display control program stored in the ROM 148 and by executing the program thus read. Examples of the image display commands include various kinds of image display commands including the image display commands for visual effects, etc.
  • The image data ROM 156 stores various kinds of image data including the image data for visual effects, etc.
  • The touch panel control circuit 160 transmits the signals input via the touch panel 32 provided on the liquid crystal display 30 to the CPU 106 via the input/output bus 144 in the form of an input signal.
  • FIG. 6 shows symbol lines on which 21 symbols arranged on each video reel 3A to 3E are represented. The symbol line for the first video reel corresponds to the video reel 3A. The symbol line for the second video reel corresponds to the video reel 3B. The symbol line for the third video reel corresponds to the video reel 3C. The symbol line for the fourth video reel corresponds to the video reel 3D. The symbol line for the fifth video reel corresponds to the video reel 3E.
  • Referring to FIG. 6, code numbers of “00” to “20” are referred to for each symbol of video reels 3A to 3E. These code numbers are converted to data in a data table so as to be stored in the ROM 108 (FIG. 4).
  • On each video reel 3A to 3E, a symbol line is represented with symbols as follows: “Bonus” symbol (symbol 61) (hereafter, “Bonus”), “Wild” symbol (symbol 62) (hereafter, “Wild”), “Treasure Chest” symbol (symbol 63) (hereafter, “treasure chest”), “Golden Mask” symbol (symbol 64) (hereafter, “Golden Mask”)”, “Holy Grail” symbol (symbol 65) (hereafter, “Holy Grail”), “Compass and Map” symbol (symbol 66) (hereafter, “Compasses and Map”), “Snake” symbol (symbol 67) (hereafter, “Snake”), “Ace” symbol (symbol 68) (hereafter, “Ace”), “King” symbol (symbol 69) (hereafter, “King”), “Queen” symbol (symbol 70) (hereafter, “Queen”), “Jack” symbol (symbol 71) (hereafter, “Jack”), and “10” symbol (symbol 72) (hereafter, “10”). The symbol line of each video reel 3A to 3E displays an image moving in the direction of the arrow in FIG. 8 (moving below from the top) by displaying an image that the each video reel 3A to 3E is being rotated in a forward direction.
  • Here in the present embodiment, each combination of “Bonus”, “Wild”, “Snake”, “Treasure Chest”, “Golden Mask”, “Holy Grail”, “Compass and Map”, “Ace”, “King”, “Queen”, “Jack” and “10” is set as an award combination. A combination (combination data) is control information which relates credits awarded to a player (the amount of payout of coins) to a combination of an award combination, and which is used for stop control of each video reel 3A through 3E, change (shift) of a game state, awarding of coins, and the like.
  • FIG. 7 shows a symbol arrangement table. The symbol arrangement table relates the code number indicating the position of each symbol which constitutes the symbol lines to each symbol of the respective video reels 3A to 3E, and then registers them. In addition, the first video reel through the fifth video reel correspond to the video reels 3A to 3E, respectively. In other words, the symbol arrangement table includes symbol information corresponding to the symbol position (the code number) of video reels 3A to 3E.
  • FIG. 8 is a flow chart illustrating a flow of the processing operation in the game machine 13 executed by the controller 100 of the game machine 13. The processing operation is called from a main program for the slot machine 13 at a predetermined timing, and is then executed.
  • A description is provided below regarding a case in which the slot machine 13 has been activated beforehand. Furthermore, let us say that the variables used by the CPU 106 included in the controller 100 have been initialized to predetermined values, thereby operating the slot machine 13 in a normal state.
  • First, the CPU 106 included in the controller 100 determines whether or not any coins inserted by the player are remaining (Step S1). More specifically, the CPU 106 reads a credit amount C stored in the RAM 110, and executes processing according to the credit amount C. When the credit amount C equals “0” (NO in Step S1), the CPU 106 terminates the routine without executing any processing, since it cannot start a game. When the credit amount C is not less than “1” (YES in Step S1), the CPU 106 determines that coins remain as credits, and the CPU 106 moves the processing to Step S2.
  • In Step S2, the CPU 106 determines whether or not a pushing operation has been executed on the spin bet repeat switch 24. When the switch 24 has been pushed and the CPU 106 receives an operation signal from the switch 24 (YES in Step S2), the CPU 106 moves the processing to Step S14. On the other hand, when the CPU 106 does not receive the operation signal from the switch 24 after a predetermined period of time elapses (NO in Step S2), the CPU 106 determines that the switch 24 has not been pushed and moves the processing to Step S3.
  • In the following Step S3, the CPU 106 sets the game conditions. Specifically, the CPU 106 determines the amount of coins bet on the active pay lines in this game based on the operation of the bet switch 23. Then, the CPU 106 determines the bet amount to be bet on the active pay lines based upon the number of signals that indicate operation of the bet switch 23 have been received, and stores the bet amount thus determined in a predetermined memory area of the RAM 110. The CPU 106 reads the credit amount C stored in a predetermined memory area of the RAM 110, and subtracts the total bet amount, which is the sum of the bet amounts, from the credit amount C thus read. Then, the CPU 106 stores the subtracted value in a predetermined memory area of the RAM 110. Subsequently, the CPU 106 moves the processing to Step S4.
  • In the following Step S4, the CPU 106 determines whether the start switch 25 has been activated, and then waits for the start switch 35 to be operated. Upon the start switch 25 being operated, and accordingly, upon the operation signal being input from the start switch 25 (in a case of “YES” in the determination processing in Step S4), the CPU 106 determines that the start switch 25 has been operated, and the flow proceeds to Step S5.
  • On the other hand, in Step S14, the CPU 106 determines whether the credit amount C is at least the total bet amount in a previous game. In other words, the CPU 106 determines whether it can start a game in response to a pushing operation executed on the spin repeat bet switch 24. Specifically, in a case where the spin repeat bet switch 24 has been pushed, and accordingly, in a case where the operation signal has been input from the switch 24, the CPU 106 reads the credit amount C and the bet amount bet to each of the active pay lines L1 to L9 in the previous game stored in the predetermined memory areas of the RAM 110. Then, the CPU 106 determines whether the credit amount C is at least the total bet amount bet in the previous game based upon the relation between the credit amount C and the bet amount thus read. When the CPU 106 determines that the credit amount C is less than the total bet amount (NO in Step S14), the CPU 106 terminates the routine without any processing, since it cannot start a game. On the other hand, in a case where determination has been made that the credit amount C is at least the total bet amount bet in the previous game (in a case of “YES” in the determination processing in Step S14), the CPU 106 subtracts the total bet amount bet in the previous game from the credit amount C, and stores the subtracted value in a predetermined area of the RAM 110. Subsequently, the CPU 106 moves the processing to Step S5.
  • In Step S5, the CPU 106 performs processing for jackpot and moves the processing to Step S6.
  • In Step S6, the CPU 106 performs processing for determining a combination of symbols. A specific description is provided below regarding the combination determination processing.
  • In the combination determination processing, the CPU 106 first determines the combinations of the symbols along the active pay lines when they are stationary. Specifically, the CPU 106 issues a command for the random number generator 112 to generate a random number, thereby extracting a random number in a predetermined range (in a range of “0” to “65535” in the present embodiment) generated by the random number generator 112. The CPU 106 stores the random number thus extracted in a predetermined memory area of the RAM 110. It should be noted that a description is provided in the present embodiment regarding an arrangement in which the random number is generated by the random number generator 112, which is a separate component from the CPU 106. In addition, an arrangement may be made in which the random number is generated by computation processing by the CPU 106 without involving the random number generator 112. The CPU 106 reads a random number table for a basic game (see FIG. 9), and a payout table (see FIG. 10) for a basic game, each of which is stored in the ROM 108. Then, the CPU 106 stores the random number table for a basic game and the payout table for a basic game, thus read in a predetermined memory area of the RAM 110. It should be noted that the CPU 106 controls display of the symbols when they are stationary for each reel based upon the random number table for a basic game. Furthermore, the CPU 106 reads the random number table for a basic game and the payout table for a basic game stored in the predetermined area of the RAM 110. Then, the CPU 106 determines the combination of the symbols when they are stationary with respect to the active pay lines with reference to the random number table for a basic game, using the random number stored in the predetermined memory region of the RAM 110 as a parameter. Upon determination of specified combinations for providing an award, the CPU 106 stores the specified combination data for providing an award thus determined in a predetermined memory area of the RAM 110. Then, the CPU 106 reads the random number and the specified combination data for providing an award stored in the predetermined memory area of the RAM 110, and determines the combination of the symbols displayed to be stationary based upon the random number and the specified combination data for providing an award thus read. In this stage, a symbol arrangement table (see FIG. 7) stored in the ROM 108 is read by the CPU 106. The symbol arrangement table thus read is stored in a predetermined memory area of the RAM 110, and used as reference data. The CPU 106 stores the data for the stationary symbols thus determined in a predetermined memory area of the RAM 110. Alternatively, an arrangement may be made in which the stationary symbols are determined for each reel using the random number table for a basic game.
  • Upon determination of the combination of the symbols when stationary with respect to the active pay lines, the CPU 106 determines whether the combination of the symbols when they are stationary with respect to the active pay lines matches any one of the specified combinations for providing an award. In a case where the combination of the symbols when they are stationary with respect to the active pay lines matches any one of the specified combinations for providing an award, the CPU 106 activates a flag, which indicates that the player has won the award that corresponds to the kind of specified combination for providing an award, in order to provide the award that corresponds with the specified combination of symbols with respect to the active pay lines for providing the award. The activated flag, which indicates the player has won an award, is stored in a predetermined area of the RAM 110 according to the instruction from the CPU 106. On the other hand, in a case where the combination of the stationary symbols with respect to the active pay lines matches any one of the other combinations, i.e. the losing combinations, the CPU 106 does not activate the flag which indicates that the player has won an award. Subsequently, the CPU 106 moves the processing to Step S7.
  • Here, a random number table for basic games shown in FIG. 9 is explained. In the random number table for a basic game, a range of random numbers and the probability of winning are registered in association with each of the specified winning combinations. In processing for determining a symbol combination, for example, in a case where a random number lying in a range of 0 to 299 is extracted from a range of numbers of 0 to 65535, the slot machine 13 internally determines to generate a bonus combination as the final results of the basic game. In other words, the probability is “300/65536” that the combination of the stationary symbols matches any one of the bonus combinations. On the other hand, in a case where a random number lying in a range of 10000 to 65535 is extracted from a range of numbers of 0 to 65535, the slot machine 13 internally determines to generate other combinations, i.e. losing combinations, as the final results of the basic game. In other words, the probability is “55536/65536” that the combination of the stationary symbols matches any one of the losing combinations.
  • FIG. 10 shows a payout table for a basic game. In the payout table for a basic game, the coin amount to be paid out is registered in association with each specified combination for providing an award for each credit amount bet on one game. Therefore, let us consider a stage in which a determination is made whether the combination thus generated matches any one of the specified combinations for providing an award. In this stage, let us consider a case in which the combination thus generated matches the combination “Wild”. In this case, in a case where the credit amount bet is “1”, 50 coins are paid out. In a case where the credit amount bet is “2”, 100 coins are paid out. In a case where the credit amount bet is “3”, 150 coins are paid out.
  • Referring to FIG. 8 again, in the following Step S6, the CPU 106 instructs the video reels 3A to 3E to start to rotate. Specifically, the CPU 106 displays an image which shows the video reels 3A to 3E rotating, in sequence or simultaneously, based upon the symbol arrangement table stored in the RAM 110.
  • Upon displaying the image which shows the video reels 3A to 3E starting to rotate, the CPU 106 waits for a predetermined period of time to elapse (Step S8) After the predetermined period of time has elapsed (in a case of “YES” in the determination processing in Step S7), the CPU 106 instructs the video reels 3A to 3E to automatically stop rotating (Step S8) Specifically, the CPU 106 displays an image which shows the video reels 3A to 3E stopping rotation sequentially or simultaneously such that the stationary symbols, which correspond to the specified combinations for providing an award determined in Step S6, are displayed within a display region that has a visually interactive relationship with the player. Subsequently, the flow proceeds to Step S10 according to the instruction from the CPU 106.
  • In the following Step S10, the CPU 106 determines whether a predetermined symbol combination has been formed based upon the results of the combination determination processing performed in Step S6. Specifically, the CPU 106 makes this determination based upon the state of the flag that indicates whether the player has won an award with respect to the active pay lines stored in the predetermined memory area of the RAM 110. In a case where the flag, which indicates that the player has won an award, has not been activated, i.e. in a case where the symbol combination matches any one of the “other” combinations, which are combinations other than the specified combinations for providing an award (in a case of “NO” in the determination processing in Step S10), the CPU 106 determines that the specified combination for providing an award has not been formed, and ends this routine. On the other hand, in a case where the flag, which indicates that the player has won an award, has been activated, i.e. in a case where the symbol combination matches any one of the combinations other than the “other” combinations (in a case of “YES” in the determination processing in Step S9), the processing proceeds to Step S10 according to the instruction from the CPU 106.
  • In the following Step S10, the CPU 106 determines whether the symbol combination thus formed based upon the combination determination processing performed in Step S5 is a bonus combination. Specifically, the CPU 106 makes this determination based upon the state of the flag that indicates whether the player has won an award with respect to the active pay lines stored in the predetermined memory area of the RAM 110. In a case where the flag indicating winning of an award by the player has been activated and the specified combination for providing an award is a “bonus” combination, the processing proceeds to Step S12 according to the instruction from the CPU 106. If not, the flow proceeds to Step S13.
  • In the following Step S12, the CPU 106 executes free game receive/defer select processing. Upon finishing the processing in Step S12, the CPU 106 terminates the routine.
  • In a case where the flow has proceeded to Step S12, the CPU 106 pays out an amount of coins corresponding to the specified combination for providing an award. Specifically, the CPU 106 calculates the amount of coins to be paid out for the specified combination for providing an award, with reference to the payout table for a basic game (FIG. 10). The CPU 106 reads the credit amount stored in the predetermined memory area of the RAM 110. Then, the CPU 106 calculates the sum total amount of coins to be paid out thus calculated and the credit amount thus read, and stores the sum thus calculated in a predetermined memory area of the RAM 110. The CPU 106 displays the sum thus stored on the credit amount display unit 49. Subsequently, the CPU 106 terminates the routine.
  • Referring to FIG. 11, jackpot processing is explained.
  • In Step S21, the CPU 106 determines whether or not the portion of the credit amount bet has reached the predetermined amount. In a case where the CPU 106 determines that the portion of the credit amount bet has reached the predetermined amount, the CPU 106 moves the processing to Step S22, and in a case where the CPU 106 determines that it has not reached the predetermined amount, the CPU 106 terminates the routine. Specifically, the CPU 106 compares the portion of the credit amount bet stored in the predetermined area with the predetermined amount.
  • In Step S22, the CPU 106 executes the read processing of the number of times jackpot awards deferred, and moves the processing to Step S23. Specifically, the CPU 106 reads the number on the counter for counting the number of times the jackpot has been deferred in the predetermined memory area in RAM 110.
  • In Step S23, the CPU 106 determines whether or not the player receives the jackpot award, and moves the processing to Step S24. Specifically, the CPU 106 determines whether or not the player receives the jackpot award with reference to a random number table for determining a jackpot award, which is described below in FIG. 12 through FIG. 14.
  • Here, a random number table for determining a jackpot award shown in FIG. 12 is explained. The random number table for determining the jackpot award (not deferred) is referred to when the CPU 106 determines whether or not to provide the jackpot award in a case where the number of times deferred jackpot is 0. For example, in a case where the random number generated by the random number generator 112 is “8000”, the number belongs to a range of random numbers “0 to 9999”, and thus the CPU 106 determines to provide the jackpot award.
  • Although the random number table for determining the jackpot award (deferred once) shown in FIG. 13 is similar to the random number table for determining the jackpot award (not deferred) shown in FIG. 12, the random number table for determining the jackpot award (deferred once) shown in FIG. 13 has a higher probability of providing a jackpot award than the random number table for determining the jackpot award (not deferred) shown in FIG. 12, since the number of times jackpot awards have been deferred is higher.
  • Although the random number table for determining the jackpot award (deferred twice) shown in FIG. 14 is similar to the random number table for determining the jackpot award (deferred once) shown in FIG. 13, the random number table for determining the jackpot award (deferred twice) shown in FIG. 14 has higher a probability of providing a jackpot award than the random number table for determining the jackpot award (deferred once) shown in FIG. 13, since the number of times jackpot awards have been deferred is higher.
  • Referring to FIG. 11 again, in Step S24, the CPU 106 determines whether or not to provide the jackpot award. In a case where the CPU 106 determines to provide the award, the CPU 106 moves the processing to Step S25, and in a case where the CPU 106 determines not to provide the award, the CPU 106 terminates the routine.
  • In the following Step S25, the CPU 106 receives a input for selecting of whether a player receives or defers the award, and moves processing to Step S26. Specifically, the CPU 106 receives a signal of the input for selecting via the touch panel 32.
  • In the following Step S26, the CPU determines whether the CPU has received the input for selecting to defer the award. In a case where the CPU receives the input for selecting to defer the award, the processing is moved to Step S27, and in a case where the CPU receives the input for selecting of receiving the award, the processing is moved to Step S28. Specifically, the CPU 106 determines whether a player receives or defers the free game according to a signal of the input for selecting received via the touch panel 32.
  • In the following Step S27, the CPU 106 adds one to the number of times the jackpot has been deferred. Specifically, the CPU 106 adds one to the read number of times the jackpot has been deferred, and stores the number in the predetermined memory area in the RAM 110. Upon finishing the processing in Step S27, the CPU 106 terminates the routine.
  • In Step S28, the CPU 106 provides the award according to the levels of awards which are corresponding to the number of times the jackpot has been deferred. Specifically, the CPU determines the amount of credits corresponding to the number of times the jackpot has been deferred with reference to the payout table for the jackpot, which is described below in FIG. 15.
  • Here, the payout table for a jackpot in FIG. 15 is explained. This payout table for a jackpot is referred to when the CPU 106 provides an award according to the level of awards which are corresponding to the number of times the jackpot has been deferred. For example, in a case where jackpot has been deferred once, the CPU 106 pays out 200 credits.
  • FIG. 16 illustrates an example of the rendered image. According to FIG. 16, while the game is proceeding, the number of times the jackpot has been deferred at the current state is displayed within a display region 81 and the credit amount corresponding to the number of times the jackpot has been deferred is displayed within a display region 82. The CPU 106 displays the image on the liquid crystal display 30 via the display/input controller 140.
  • FIG. 17 illustrates the example of the rendered image. According to FIG. 17, in a case where the CPU 106 determines to provide the jackpot award in Step S24 in FIG. 11, “YOU WON JACKPOT!” is displayed and the button 82 “RECEIVE” and the button 83 “DEFER” are displayed. The CPU 106 displays the image on the liquid crystal display 30 via a display/input controller 140.
  • Referring to FIG. 11, free game receive/defer select processing is explained.
  • In Step S31, the CPU 106 executes the read processing of the number of times a free game has been deferred, and moves to Step S32. Specifically, the CPU 106 reads the number on the counter for counting the number of times a free game has been deferred in the predetermined memory area in the RAM 110.
  • In Step S32, the CPU 106 receives a signal of input for selecting of whether to receive or defer a free game, and moves to Step S33. Specifically, the CPU 106 receives the signal of the input for selecting via the touch panel 32.
  • In Step S33, the CPU 106 determines whether or not the CPU 106 has received the input for selecting to defer the free game. In a case where the CPU 106 receives the input for selecting to defer, the processing is moved to Step S34, and in a case where the CPU 106 receives the input for selecting of receiving, the processing is moved to Step S28.
  • Specifically, the CPU 106 determines whether a player receives or defers the free game according to a signal of the input for selecting received via the touch panel 32.
  • In Step S34, the CPU 106 adds one to the number of times deferred. Specifically, the CPU 106 adds one to the read number of a free game having been deferred, and stores the number in the predetermined memory area in the RAM 110. Upon finishing the processing in Step S34, the CPU 106 terminates the routine.
  • In Step S35, the CPU 106 provides the award according to the level of awards which are corresponding to the number of times a free game has been deferred. Specifically, the CPU 106 executes the free game a number of times corresponding to the number of times a free game has been deferred with reference to the multiplication factor/a number of times table for a free game, which is described below in FIG. 21. In addition, the CPU 106 provides the award according to a multiplication factor corresponding to the number of times deferred, a random number table for a free game which is described below in FIG. 19, and a payout table for a free game which is described below in FIG. 20.
  • Here, a random number table for free games in FIG. 19 is explained. In the random number table for a free game, a range of random numbers and the probability of winning are registered in association with each symbol. In symbol combination determination processing, for example, in a case where a random number lying in a range of 3100 to 3899 is extracted from a range of random numbers of 0 to 65535, the slot machine 13 internally determines to generate an “Ace” combination as the final results of the free game. In other words, the probability is “800/65536” that the combination of the stationary symbols matches any one of the “Ace” combinations.
  • FIG. 20 shows a payout table for a free game. In the random number table for a free game, the amount of coins that should be paid out for each credit amount bet in one game are registered in association with each symbol. Therefore, when the CPU 106 determines whether the combination thus generated matches any one of winning combinations for providing an award, for example, in a case where the combination thus generated matches the combination “Ace” and in a case where the credit amount bet is “1”, 10 coins are paid out. In a case where the credit amount bet is “2”, 15 coins are paid out. In a case where the credit amount bet is “3”, 20 coins are paid out.
  • Furthermore, the multiplication factor table/number of times table for free games shown in FIG. 21 is explained. This multiplication factor table for a free game is referred to when the CPU 106 provides the award according to the level of awards which are corresponding to the number of times the free games has been deferred. For example, in a case where the number of times a free game has been deferred is one, the multiplication factor of the award is “double”, and the number of times performing free games turns out to be “30 times”.
  • The CPU 106 extracts the credit amount corresponding to the combination of symbols from a payout table for a free game which is described above in FIG. 20, and pays out double the amount of credits.
  • FIG. 22 illustrates an example of the rendered image. According to FIG. 22, while the game is proceeding, the number of times the free games have been deferred at the current state is displayed within a display region 82, a multiplication factor corresponding to the number of times the free games have been deferred is displayed within a display region 81, and the combination of bonus symbol, which is a condition for winning free games, is displayed. The CPU 106 displays the image on the liquid crystal display 30 via the display/input controller 140.
  • FIG. 23 illustrates an example of the rendered image. According to FIG. 23, in Step S11 shown in FIG. 8, in a case where the combination of symbols for a bonus is formed, “YOU WIN A FREE GAME” is displayed and the button 83 “RECEIVE” and the button 84 “DEFER” are displayed. The CPU 106 displays the image on the liquid crystal display 30 via the display/input controller 140.
  • Although in the present embodiment, the player can not receive a jackpot or a free game until the next time the player receives a jackpot or a free game in a case where a player defers a jackpot or a free game, the present embodiment is not limited thereto, and a player may cancel deferring and receive a jackpot or a free game.
  • In addition, although in the present embodiment, an example where the more a player defers a jackpot or a free game, the more a player receives awards is explained, the present embodiment is not limited thereto, and in a case where the predetermined combination of symbols is formed or the predetermined number of predetermined symbols are displayed, the number of times deferred may be reset (for example, 0) to a predetermined number.
  • Furthermore, although in the present embodiment, an example is explained for a case in which the portion of the credit amount bet has reached the predetermined amount, the CPU 106 determines whether or not to provide the jackpot award randomly, and in a case where the predetermined combination of symbols is formed, etc., a jackpot award may be provided when the predetermined condition is satisfied.
  • In addition, although in the present embodiment, an example applied to a video reel slot machine is explained regarding the present invention, the present embodiment is not limited thereto, and the present invention may be applied to a mechanical slot machine, for example.
  • Furthermore, although in the present embodiment, an example using a slot machine (a so-called casino machine) in which a reel is automatically stopped after being rotated without using a stop button is explained regarding the present invention, the present embodiment is not limited thereto, and the present invention may be applied to a slot machine (a so-called Pachinko-slot machine) in which reels are stopped in the order by which a player stops the reels by hand using the stop button, for example.
  • While the embodiments according to the present invention have been described as mentioned above, it is understood that many changes and modifications may be made therein without departing from the spirit and scope of the present invention.

Claims (5)

1. A gaming machine, comprising:
a memory storing a plurality of levels of awards;
an input device for accepting selection by a player between reception and reservation of an award and for transmitting a signal indicating the selection;
a counter for storing a number of times that the input device has accepted the selection of reservation of the award; and
a controller configured with logic to:
(a) start a game;
(b) randomly determine whether to provide the player a specific award;
(c) when the specific award has been determined to be provided, receive the signal indicating the selection via the input device;
(d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and
(e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
2. A gaming machine, comprising:
a memory storing a portion of credits bet in a game and a plurality of levels of awards;
an input device for accepting selection by a player between reception and reservation of an award and for transmitting a signal indicating the selection;
a counter for storing a number of times that the input device has accepted the selection of reservation of the award; and
a controller configured with logic to:
(a) start a game;
(b) when the portion of credits has reached a predetermined threshold, randomly determine whether to provide the player a jackpot award;
(c) when the jackpot award has been determined to be provided, receive the signal indicating the selection via the input device;
(d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and
(e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
3. A gaming machine, comprising:
a memory storing a portion of credits bet in a game and a plurality of levels of awards;
an input device for accepting selection by a player between reception and reservation of an award and for transmitting a signal indicating the selection;
a counter for storing a number of times that the input device has accepted the selection of reservation of the award; and
a controller configured with logic to:
(a) start a game;
(b) when the portion of credits has reached a predetermined threshold, determine whether to provide the player a jackpot award in accordance with the number of times stored in the counter;
(c) when the jackpot award has been determined to be provided, receive the signal indicating the selection via the input device;
(d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and
(e) when a signal indicating the selection of reception has been received, pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
4. A gaming machine, comprising:
a memory storing a plurality of levels of awards;
an input device for accepting selection by a player between reception and reservation of an award and for transmitting a signal indicating the selection;
a counter for storing a number of times that the input device has accepted the selection of reservation of the award; and
a controller configured with logic to:
(a) start a game;
(b) randomly determine whether to provide the player a specific award of a predetermined game state;
(c) when the specific award of the predetermined game state has been determined to be provided, receive the signal indicating the selection via the input device;
(d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and
(e) when a signal indicating the selection of reception has been received, switch the game to the predetermined game state and pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
5. A gaming machine, comprising:
a memory storing a plurality of levels of awards;
an input device for accepting selection by a player between reception and reservation of an award and for transmitting a signal indicating the selection;
a counter for storing a number of times that the input device has accepted the selection of reservation of the award; and
a controller configured with logic to:
(a) start a basic game;
(b) randomly determine whether to provide the player a specific award of a free game;
(c) when the specific award of the free game has been determined to be provided, receive the signal indicating the selection via the input device;
(d) when a signal indicating the selection of reservation has been received, cause the counter to increase the stored number of times; and
(e) when a signal indicating the selection of reception has been received, switch the basic game to a free game and pay the player in accordance with a level of award correlated with the number of times among the plurality of levels of awards stored in the memory.
US11/970,955 2007-01-10 2008-01-08 Gaming machine allowing a player to defer receiving a predetermined award and providing an award corresponding to the number of times deferred Abandoned US20080176649A1 (en)

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JP2007-002711 2007-01-10

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