US20070015576A1 - Gaming machine - Google Patents
Gaming machine Download PDFInfo
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- US20070015576A1 US20070015576A1 US11/491,306 US49130606A US2007015576A1 US 20070015576 A1 US20070015576 A1 US 20070015576A1 US 49130606 A US49130606 A US 49130606A US 2007015576 A1 US2007015576 A1 US 2007015576A1
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- game
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- gaming machine
- bonus game
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- 238000000034 method Methods 0.000 claims description 27
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- 230000000694 effects Effects 0.000 description 13
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- HVCNNTAUBZIYCG-UHFFFAOYSA-N ethyl 2-[4-[(6-chloro-1,3-benzothiazol-2-yl)oxy]phenoxy]propanoate Chemical compound C1=CC(OC(C)C(=O)OCC)=CC=C1OC1=NC2=CC=C(Cl)C=C2S1 HVCNNTAUBZIYCG-UHFFFAOYSA-N 0.000 description 5
- 238000005070 sampling Methods 0.000 description 5
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
- G07F17/34—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements depending on the stopping of moving members in a mechanical slot machine, e.g. "fruit" machines
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- Slot Machines And Peripheral Devices (AREA)
Abstract
A main display, a sub-display, and a main CPU are provided in a gaming machine. The main display includes a plurality of display areas on which a plurality of strung symbols are variably displayed. The main CPU decides stopping symbols to be stopped on the display areas, and determines whether or not a transition condition for shifting a gaming mode from a base game to a bonus game is established. The main CPU decides game contents in the bonus game. The main CPU displays the decided game contents on the sub-display, thereby notifying a player of the game contents, and updates displayed game contents displayed on the sub-display to become advantageous for the player when the game contents are displayed thereon.
Description
- This application is based upon the prior Japanese Patent Application No. 2004-216393, filed on Jul. 23, 2004, the entire contents of which are incorporated herein by reference.
- 1. Field of the Invention
- The present invention relates to a gaming machine such as a slot machine on which symbols arrayed on a plurality of columns are variably displayed.
- 2. Description of the Related Art
- Heretofore, a slot machine has been known as a gaming machine which pays out media such as medals and coins (hereinafter, referred to as “coins”) for use in a game in response to contents of winning. The slot machine includes the one which displays a plurality of reels (image-type reels, video-type reels) on a display in a pseudo manner, as well as the one which has a plurality of reels (mechanical reels) in which symbols are attached onto outer circumferential surfaces.
- In the slot machine having the image-type reels, when a player performs a predetermined operation, the respective reels on the display start to scroll, and the symbols arrayed in a predetermined order are displayed circularly. Then, when all the reels are stopped, coins corresponding to a combination of the symbols on an activated line (payline) at that time are paid out. Such a slot machine is described in Japanese Patent Laid-Open Publication No. 2004-57221 and No. 2003-180908.
- In the slot machine described in the foregoing patent documents, a bonus game (special gaming mode) in which a predetermined number of free games are played is prepared separately from a base game (base gaming mode). When a transition is made from the base game to the bonus game, before the first free game is started, a number-of-free-games decision game is played, which decides the number of free games and payout odds of the free games. For the number-of-free-games decision game, a rotation disc is used, in which a plurality of “number of times” areas (or “odds” areas) are arranged in random order. The number of times of the free games and the payout odds thereof are decided based on a spot indicated by an index when the rotation disc is stopped.
- It is an object of the present invention to provide a gaming machine in which an entertainment factor is increased.
- In order to achieve the foregoing object, in an aspect of the present invention, the gaming machine according to the present invention is summarized to be a gaming machine, which includes a display and a processor. The display includes a plurality of display areas on which a plurality of symbols are variably displayed and stopped. The processor is configured to control the display, decide a symbol combination to be stopped on the display areas, determine whether or not a transition condition for shifting a game from a base game to a bonus game is established based on the symbol combination, decide a game content in the bonus game if the transition condition is established, and notify a player of the game content updating so as to become advantageous step by step for the player.
- In another aspect of the present invention, the gaming machine according to the present invention is summarized to be a gaming machine including: a base game operable upon a bet made by a player; a bonus game initiated upon the occurrence of a triggering event in the base game; a display adapted to display the base game and the bonus game; and a processor in communication with the display, wherein the processor is operable to (a) determine a game content in the bonus game, (b) when a game shifts from the base game, display the game content updating on the display so as to become advantageous step by step for the player.
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FIG. 1 is an exterior perspective view showing a slot machine according to an embodiment of the present invention. -
FIG. 2 is a view showing a button arrangement of a control panel according to the embodiment of the present invention. -
FIG. 3 is a block diagram mainly showing a configuration of an inside of the slot machine according to the embodiment of the present invention. -
FIG. 4 is a block diagram showing an example of an internal configuration of an image control circuit according to the embodiment of the present invention. -
FIG. 5 is a view showing a display screen of a main display according to the embodiment of the present invention. -
FIG. 6 is a view showing an array table of the respective display areas of the slot machine according to the embodiment of the present invention. -
FIG. 7 is a view showing a display screen of a sub-display according to the embodiment of the present invention. -
FIG. 8 is a flowchart showing a game progress of the slot machine according to the embodiment of the present invention. -
FIG. 9 is a view showing a classification table for use in deciding contents of bonus games according to the embodiment of the present invention. -
FIGS. 10A to 10C are views showing situations where the display screen of the sub-display is being varied according to the embodiment of the present invention. - A description will be made of a gaming machine according to the present invention based on an embodiment with reference to the accompanying drawings. Note that the same reference numerals will be assigned to the same or equivalent constituents, and when descriptions are repeated, such repeated descriptions will be omitted.
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FIG. 1 is a perspective view entirely showing a slot machine as a gaming machine according to the embodiment of the present invention. Theslot machine 1 includes acabinet 2. On thecabinet 2, a main display (display unit) 3 for digitally displaying a slot game is provided. Themain display 3 is a display device including a translucent touch panel (input unit) 3 a. A player contacts thetouch panel 3 a, and theslot machine 1 thus receives a variety of input commands. - A sub-display (display unit) 4 is provided above the
main display 3. On thesub-display 4, an image for explaining contents of the game and an image for playing a bonus game contents decision game to be described later are displayed. Acontrol panel 5 is provided below themain display 3. Thecontrol panel 5 is substantially similar to that provided on a publicly known slot machine. Sixbuttons 5 a to 5 f as shown inFIG. 2 are provided on thecontrol panel 5. - As shown in
FIG. 2 , on an upper left of thecontrol panel 5, there is provided a coin payout button (PAYOUT COINS) 5 a which instructs a payout of media, such as medals and coins, acquired in the game. On a lower right of thecontrol panel 5, a start button (START) 5 f which instructs a start of the game is provided. Remaining four buttons are arrayed laterally in the vicinity of an approximate center of thecontrol panel 5. These four buttons are a collect button (COLLECT) 5 b, a max-bet button (MAX BET) 5 c, a 1-bet button (1 BET) 5 d, and a repeat-bet button (REPEAT BET) 5 e in order from the left side. - The
collect button 5 b is a button for use in a gamble game (for example, a game in which the number of acquired coins becomes double) which the player can challenge only in the case of having acquired the coins. In addition, thecollect button 5 b is a button for determining coins acquired in the gamble game concerned. Each of the max-bet button 5 c, the 1-bet button 5 d, and the repeat-bet button 5 e is a button for deciding the number of bet coins. By using the max-bet button 5 c, the maximum number of coins that can be bet are bet. By using the 1-bet button 5 d, one coin is bet. By using the repeat-bet button 5 e, the same number of coins as those in a previous game are bet. - Returning to
FIG. 1 , acoin insertion portion 6 into which the coins are inserted is provided below themain display 3. A bill insertion portion may also be provided instead of or in addition to thecoin insertion portion 6, and the slot game may be thus played by a bill. Acoin receiving portion 7 for allowing the player to receive the paid-out coins is provided in a lower portion of thecabinet 2. A pair ofspeakers sub-display 4. -
FIG. 3 is a block diagram showing an internal configuration of theslot machine 1. As shown inFIG. 3 , theslot machine 1 includes a plurality of constituents while taking amicrocomputer 31 as a main constituent. - The
microcomputer 31 includes a main central processing unit (CPU) 32 as a controller of theslot machine 1, a random access memory (RAM) 33, and a read only memory (ROM) 34. - The
main CPU 32 operates according to programs stored in theROM 34. Themain CPU 32 receives signals from thetouch panel 3 a of themain display 3 and therespective buttons 5 a to 5 f of thecontrol panel 5 through an input-output (I/O)port 39. Meanwhile, themain CPU 32 transfers signals with the other constituents through the I/O port 39. In such a way, themain CPU 32 performs an operation control for theentire slot machine 1. TheRAM 33 stores data and programs for use when themain CPU 32 operates. For example, after the game is started, theRAM 33 temporarily stores random number values sampled by asampling circuit 36 to be described later. TheROM 34 stores programs executed by themain CPU 32, and permanent data. - The
slot machine 1 includes arandom number generator 35, asampling circuit 36, a clockpulse generating circuit 37, and afrequency divider 38. Therandom number generator 35 operates according to an instruction of themain CPU 32, and generates random numbers within a certain range. Thesampling circuit 36 samples, according to an instruction of theCPU 32, an arbitrary random number from the random numbers generated by therandom number generator 35, and inputs the sampled random number to themain CPU 32. The clockpulse generating circuit 37 generates a reference clock for operating themain CPU 32, and thefrequency divider 38 inputs signals formed by dividing the reference clock by a certain cycle to themain CPU 32. - The
slot machine 1 includes alamp driving circuit 59, alamp 60, anLED driving circuit 61, anLED 62, ahopper driving circuit 63, ahopper 64, a payoutcomplete signal circuit 65, and acoin detecting unit 66. Theslot machine 1 includes animage control circuit 71 which performs a control process for images displayed on themain display 3 and thesub-display 4, and asound control circuit 72 which controls sounds generated from thespeakers - The
lamp driving circuit 59 outputs, to thelamp 60, a signal for turning on thelamp 60, and blinks thelamp 60 while the game is being executed. By such a blink, an effect of the game is performed. TheLED driving circuit 61 controls a blinking display of theLED 62. TheLED 62 displays the number of credits, the number of acquired coins, and the like. Thehopper driving circuit 63 drives thehopper 64 according to a control of themain CPU 32. Thehopper 64 performs an operation for paying out the coins, and pays out the coins from thecoin receiving portion 7. - The
coin detecting unit 66 measures the number of coins paid out by thehopper 64, and notifies the payoutcomplete signal circuit 65 of data regarding a value of the measured number of coins. The payoutcomplete signal circuit 65 receives the data regarding the value of the number of coins from thecoin detecting unit 66, and inputs a signal issuing a notice that the payout of the coins is completed to themain CPU 32 when the value of the number concerned reaches preset data of the number concerned. - The
image control circuit 71 controls individual image displays on themain display 3 and thesub-display 4, and displays a variety of images such as symbol images to be described later on themain display 3 and thesub-display 4. - As shown in
FIG. 4 , theimage control circuit 71 includes animage control CPU 71 a, awork RAM 71 b, aprogram ROM 71 c, animage ROM 71 d, avideo RAM 71 e, and a video display processor (VDP) 71 f. Theimage control CPU 71 a decides the images (symbol images and the like) to be displayed on themain display 3 and the sub-display 4 according to an image control program prestored in theprogram ROM 71 c based on a parameter set in themicrocomputer 31. Thework RAM 71 b is composed as a temporal storage unit when theimage control CPU 71 a executes the image control program. - The
program ROM 71 c stores the image control program, a variety of selection tables, and the like. Theimage ROM 71 d stores dot data for forming the images. In the embodiment of the present invention, data of various symbol images (hereinafter, referred to as a “symbol image group”) is included in the dot data. Thevideo RAM 71 e is composed as a temporal storage unit when the images are formed by theVDP 71 f. TheVDP 71 f includes acontrol RAM 71 g, forms the images corresponding to the display contents of themain display 3 and thesub-display 4, which are decided by theimage control CPU 71 a, and outputs the respective formed images to themain display 3 and thesub-display 4. -
FIG. 5 is a view showing a display screen of themain display 3. In the embodiment of the present invention, adisplay area portion 81, apayline display portion 82, anupper display portion 83, and alower display portion 84 are displayed on themain display 3. - On the
display area portion 81,display areas 3A to 3I on which symbols are to be displayed are provided in a 3×3 matrix fashion. On thedisplay areas 3A to 3I, reel images on which a plurality of types of the symbols are drawn are variably displayed so as to be rotationally displayed. The reel images are subjected to an image process so that selected images can be displayed on approximate centers of thedisplay areas 3A to 3I when the respective reel images are stopped. - On a region including a left side and upper side of the
display area portion 81, there is provided thepayline display portion 82 including number-of-bets display portions 82 a which display the number of bets bet on the respective activated lines (paylines) L1 to LB of the game. In theslot machine 1, the number of paylines is eight, and the paylines are paylines L1, L2 and L3 extended in the lateral direction, paylines L4, L5 and L6 extended in the longitudinal direction, and paylines L7 and L8 extended in a diagonal direction. When a predetermined combination of the symbols is arrayed on any of the paylines L1 to L8, a payout corresponding to contents of the combination of the symbols is paid to the player. - The
upper display portion 83 is provided above thedisplay area portion 81 and thepayline display portion 82. Theupper display portion 83 is composed of a name and logotype of theslot machine 1, a mark in which how to play the game concerned is designed, and the like. Thelower display portion 84 is provided below thedisplay area portion 81. Thelower display portion 84 is composed of a number-of-bets (BET)display portion 84 a, a number-of-acquired-coins (PAID)display portion 84 b, a characterinformation display portion 84 c, and a number-of-credits (CREDITS)display portion 84 d. - The number of coins bet per game is displayed on the number-of-
bets display portion 84 a. The number of coins acquired per game is displayed on the number-of-acquired-coins display portion 84 b. On the characterinformation display portion 84 c, character information indicating a current gaming state is displayed, and for example, when the current gaming state shifts to a bonus gaming state, character information notifying the player of such shift is displayed. The number of coins currently credited is displayed on the number-of-credits display portion 84 d. - The symbols displayed on the
respective display areas 3A to 3I of thedisplay area portion 81 and the arrays thereof are as shown in an array table ofFIG. 6 . 32 symbols arrayed in a predetermined order are scroll-displayed circularly on each of thedisplay areas 3A to 3I, and these symbols are recognized by the player as if being varied by rotation of a mechanical reel. The array of the symbols displayed on thedisplay area 3E (hereinafter, referred to as a center reel) located on the center of thedisplay area portion 81 is different from the arrays of the symbols displayed on theother display areas - In the array table shown in
FIG. 6 , joker symbols T1 located at acode number 0 are special symbols that can be treated as any of the other symbols, and are so-called almighty symbols. - In the
slot machine 1, a base game (base gaming mode) and a bonus game (special gaming mode) are prepared in a progress of the game. Themain CPU 32 of themicrocomputer 31 performs a winning determination as to whether or not a transition condition (a triggering event) to the bonus game is satisfied. When such a bonus game transition condition is satisfied, the gaming state is shifted from the base game to the bonus game. In the embodiment of the present invention, the transition condition to the bonus game is that the joker symbol T1 is stopped on thecenter reel 3E. - When it is determined by the
main CPU 32 that the bonus game transition condition is satisfied, the gaming state of theslot machine 1 shifts to the bonus gaming state, and a predetermined number of free games are played as the bonus game. - When the gaming state shifts to the bonus gaming state, the player can play the games without inserting the coins or depressing the
bet buttons 5 c to 5 e. Hence, during the bonus game, the player can receive the payout of the coins without consuming the owned coins and credits, and can acquire an extremely advantageous position in terms of the acquisition of the coins. - Although details will be described later, in the
slot machine 1 according to the embodiment of the present invention, the number of paid-out coins corresponding to the combination established during the bonus game is changed by a predetermined multiplying factor. Accordingly, when the multiplying factor is increased, the player can acquire more coins at the time of the bonus game. During the bonus game, the joker symbol T1 stopped on thecenter reel 3E when the gaming state shifts to the bonus game turns to a state of being fixed to thecenter reel 3E as it is, and the player can acquire the coins in a more advantageous state. - Hence, the player will play the base game while expecting that the gaming state will shift to the bonus game described above.
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FIG. 7 is a view showing a display screen of thesub-display 4. On thesub-display 4, there are displayed acharacter effect portion 85, a number-of-free-games display portion 86, and a payout odds displayportion 87 in the case of a free game contents decision game played when the gaming state shifts to the bonus game. - On the
character effect portion 85, two characters are displayed, and an effect of a battle scene between the characters is made. On the number-of-free-games display portion 86 disposed on the left side of thecharacter effect portion 85, the number of free games played after the gaming state shifts to the bonus game is displayed. On the payout odds displayportion 87 disposed on the right side of thecharacter effect portion 85, a value of the multiplying factor (multiplier) by which the number of regularly paid-out coins is multiplied in each free game after the gaming state shifts to the bonus game is displayed. The multiplier and the number of free games are activated during the bonus game. - A description will be made of a control method of the
slot machine 1 according to the embodiment of the present invention.FIG. 8 is a flowchart showing the game progress of theslot machine 1. InFIG. 8 , steps are abbreviated as S. - In the
slot machine 1, when a main process is started as shown inFIG. 8 , a start receiving process is performed in S1 according to the control of themain CPU 32 at the start of the game. More specifically, themain CPU 32 accesses theROM 34, and transfers, to theimage control circuit 71, information regarding a basic screen, such as a frame displayed on themain display 3. In addition, theimage control circuit 71 displays the received information on themain display 3 after temporarily storing the information in theRAM 71 e. Thus, theslot machine 1 turns to a state where the player can play the slot game. The following processes are performed in such a manner that themain CPU 32 processes information regarding the slot game in the programs stored in theROM 34 and theRAM 33. When theslot machine 1 is activated, theslot machine 1 is in a state where the base game is played as the slot game. - In S1, a bet by the player is awaited, and the game is started when the coins of a number equivalent to the bet for one game is inserted from the
coin insertion portion 6 or when one of thebet buttons 5 c to 5 e is depressed in the case where the credits remain. Thus, the start receiving process is completed. - When the start receiving process is ended, the
main CPU 32 performs a lottery process in S2. In the lottery process, themain CPU 32 operates as a stopping symbol decision unit, and decides the symbols (stopping symbols) to be displayed on therespective display areas 3A to 3I of themain display 3. The random number values sent from thesampling circuit 36 to themain CPU 32 are used for deciding the stopping symbols. In S2, themain CPU 32 operates as a determination unit, and determines whether or not the bonus game transition condition is satisfied based on the stopping symbols on therespective display areas 3A to 3I. Specifically, in the embodiment of the present invention, when the joker symbol T1 is drawn by lottery as the stopping symbol on thecenter reel 3E, it is determined that the bonus game transition condition is established. - Next, in S3, the symbols displayed on the
respective display areas 3A to 3I of themain display 3 are scrolled, and a base game process is performed while leaving the gaming mode as the base gaming mode. Themain CPU 32 controls theimage control circuit 71, and performs the image process as if the mechanical reels were being rotated. - In S4 subsequent to S3, the stopping symbols are displayed on the
respective display areas 3A to 3I of themain display 3 based on a result of the lottery process in S2. In addition, when the bonus game transition condition is established, themain CPU 32 proceeds to S5, and otherwise, themain CPU 32 ends the main process. When proceeding to S5, themain CPU 32 shifts the gaming mode from the base gaming mode to the special gaming mode, and performs a bonus game process. Specifically, the symbols are repeatedly scrolled without inserting the coins or depressing thebet buttons 5 c to 5 e. Thereafter, the main process is ended. - When the bonus game transition condition is established in S2 described above, the
main CPU 32 operates as a game contents decision unit, and decides the contents of the bonus game. The contents of the bonus game are the number of free games played during the bonus game and payout odds thereof during the free games. When the gaming state is shifted to the bonus game, themain CPU 32 operates as a game contents notification unit. Themain CPU 32 displays the decided contents of the bonus game on thesub-display 4, and executes the bonus game process of S5 according to the contents of the bonus game. It is not always necessary to decide, in S2, the contents of the bonus game by themain CPU 32. The contents of the bonus game may also be decided at arbitrary timing during a period from the establishment of the bonus game transition condition to the start of the bonus game. - As in the decision of the stopping symbols, for the decision of the contents of the bonus game, the random number values sent from the
sampling circuit 36 to themain CPU 32 are used. By using the random number values concerned and a classification table as shown inFIG. 9 , themain CPU 32 decides the number of free games and a value (final value) of the payout odds thereof. For example, when the random number value for deciding the number of free games is 80, and the random number value for deciding the payout odds thereof is 115, ten free game is played as the bonus game, and the payout in this case is eight times a regular payout. - When the player is notified of the number of free games and the payout odds thereof by using the
sub-display 4, the number and the payout odds, which are displayed on thesub-display 4, are displayed step by step at three stages as shown inFIG. 9 . - By using
FIGS. 10A to 10C, a description will be made more in detail of such step-by-step display while taking as an example the case where the random number value for deciding the number of free games is 80 and the random number value for deciding the payout odds thereof is 115. When the bonus game process (S3 ofFIG. 8 ) is ended, and the gaming state is shifted to the bonus game (process from S4 ofFIG. 8 to S5 thereof), as the bonus game contents decision game, a predetermined character effect is first performed on thecharacter effect portion 85 of thesub-display 4. In addition, “3” is displayed on the number-of-free-games display portion 86, and “×3” is displayed on the payout odds display portion 87 (refer toFIG. 10A ). Subsequently, the predetermined character effect is played again on thecharacter effect portion 85, the display on the number-of-free-games display portion 86 is updated to “8”, and the display on the payout odds displayportion 87 is updated to “×5” (refer toFIG. 10B ). Thereafter, the predetermined character effect is further performed on thecharacter effect portion 85, the display on the number-of-free-games display portion 86 is updated to “10”as a final value of the number of free games, and the display on the payout odds displayportion 87 is updated to “×8” as a final value of the payout odds thereof (refer toFIG. 10C ). - As described above, when the number of free games and the payout odds thereof are increased monotonously, the contents of the bonus game gradually become advantageous contents for the player, and the player acquires an extremely advantageous position in terms of the acquisition of the coins. Therefore, the player anticipates that the contents of the bonus game to be displayed from now on will become more advantageous contents than the contents of the bonus game currently displayed, and the player will raise expectations thereof to acquire a large amount of the coins every time when the contents of the bonus game are changed.
- Hence, in the gaming machine according to the embodiment of the present invention, even when the gaming mode is shifted from the base gaming mode to the special gaming mode, the player does not get bored, and can continue to enjoy the games while feeling fun. Specifically, the entertainment factor of the
slot machine 1 is increased as compared with that of the related slot machine. - In the above-described example, the displays of the number of free games and the payout odds thereof are classified into three stages. However, the numbers of the respective display stages of the free games and the payout odds can be increased and decreased as appropriate. For example, the number of free games may also be displayed at two stages, and the payout odds thereof may also be displayed at five stages.
- Timing to update the displays of the number of free games and the payout odds thereof may be set evenly, or may be changed as appropriate in response to the number of display stages. For example, the displays of the number of free games and the payout odds thereof may be updated every ten seconds. Alternatively, an effect time of the bonus game contents decision game may be set in advance at a predetermined time (for example, 30 seconds), and in the case of displaying the number of free games and the like step by step at ten stages, display thereof may be updated every three seconds.
- The present invention is not limited to the above-described embodiment, and various modifications are possible. For example, the input command from the player is received by the
touch panel 3 a of themain display 3, thus making it possible to make the bonus game contents decision game rich in interest. Specifically, before the bonus game contents decision game is started, or while the bonus game contents decision game is being played, a plurality of items (for example, bomb, cake, spear, hammer, and the like) are displayed on themain display 3, and an item selected by the player is received from thetouch panel 3 a. Then, a contents change process preset for each of the items is performed. - More specifically, the
main CPU 32 operates as a game contents change unit, and as the contents change process, changes final values of the number of free games and the payout odds thereof in response to the above-described input command from the player, which is received on thetouch panel 3 a. Then, themain CPU 32 displays the final values thus changed on the number-of-free-games display portion 86 and the payout odds displayportion 87. Alternatively, themain CPU 32 operates as a displayed game contents decision unit. As the contents decision and change process of the displayed game contents, themain CPU 32 decides the numeric values (that is, contents to be displayed step by step) to be displayed until the final values are displayed on the number-of-free-games display portion 86 and the payout odds displayportion 87 and changes increase rates of the number of free games and the payout odds thereof in response to the above-described input command from the player, which is received on thetouch panel 3 a. Then, themain CPU 32 displays the number of free games and the payout odds thereof on the number-of-free-games display portion 86 and payout odds displayportion 87 of the sub-display 4 according to the increase rates thus changed. - Specifically, the input command from the player is received, the input command is reflected on the display of the bonus game contents (or on the display process of the bonus game contents), and the entertainment factor of the game is thus increased. Timing and number at which the player is allowed to select the item may be decided randomly by using the random number values as described above.
- It is not necessary to display the contents of the bonus game step by step in both of the number of free games and the payout odds thereof. Only one of the both may be appropriately displayed step by step. Moreover, the bonus game transition condition is not limited to that the joker symbol T1 is stopped on the
center reel 3E, and it is possible to appropriately change the bonus game transition condition to a variety of publicly known bonus game transition conditions such as that predetermined symbols are arrayed on a predetermined payline. - In the above-described example, the slot machine including the nine
display areas 3A to 3I has been shown. However, the slot machine may also be a 3-reel slot machine or a 5-reel slot machine, which includes three or five display areas.
Claims (10)
1. A gaming machine, comprising:
a display including a plurality of display areas on which a plurality of symbols are variably displayed and stopped; and
a processor configured to control the display, decide a symbol combination to be stopped on the display areas, determine whether or not a transition condition for shifting a game from a base game to a bonus game is established based on the symbol combination, decide a game content in the bonus game if the transition condition is established, and notify a player of the game content updating so as to become advantageous step by step for the player.
2. The gaming machine of claim 1 , further comprising an input device configured to receive an input command from the player,
wherein the processor changes the game content in response to the input command and displays the changed game content on the display.
3. The gaming machine of claim 1 , further comprising an input device configured to receive an input command from the player,
wherein the processor decides the game content to be displayed step by step on the display in response to the input command.
4. A method of controlling a gaming machine, comprising:
variably displaying a plurality of symbols on a display including a plurality of display areas;
deciding symbols to be stopped on the display areas;
determining whether or not a transition condition for shifting a game from a base game to a bonus game is established based on the decided symbols;
deciding a game content in the bonus game if the transition condition is established;
notifying a player of the game content updating so as to become advantageous step by step for the player.
5. The method of controlling a gaming machine according to claim 4 , further comprising:
receiving an input command from the player;
changing the game content in response to the received input command; and
displaying the changed game contents on the display unit.
6. The method of controlling a gaming machine according to claim 4 , further comprising:
receiving an input command from the player;
deciding and displaying the displayed game content to be displayed step by step on the display unit in response to the input command.
7. A gaming machine comprising:
a base game operable upon a bet made by a player;
a bonus game initiated upon the occurrence of a triggering event in the base game;
a display adapted to display the base game and the bonus game; and
a processor in communication with the display, wherein the processor is operable to
(a) determine a game content in the bonus game,
(b) when a game shifts from the base game, display the game content updating on the display so as to become advantageous step by step for the player.
8. The gaming machine of claim 7 , wherein the processor changes the game content in response to a predetermined operation of the player.
9. The gaming machine of claim 7 , wherein the game content is a multiplier being activated during the bonus game.
10. The gaming machine of claim 7 , wherein the game content is a number of free games being activated during the bonus game.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JPP2004-216393 | 2004-07-23 | ||
JP2004216393A JP2006034464A (en) | 2004-07-23 | 2004-07-23 | Game machine |
Publications (1)
Publication Number | Publication Date |
---|---|
US20070015576A1 true US20070015576A1 (en) | 2007-01-18 |
Family
ID=35900104
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US11/491,306 Abandoned US20070015576A1 (en) | 2004-07-23 | 2006-07-24 | Gaming machine |
Country Status (2)
Country | Link |
---|---|
US (1) | US20070015576A1 (en) |
JP (1) | JP2006034464A (en) |
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20070167215A1 (en) * | 2006-01-17 | 2007-07-19 | Konami Gaming, Incorporated | Gaming machine and operation method thereof |
US20090270165A1 (en) * | 2008-04-28 | 2009-10-29 | Aristocrat Technologies Australia Pty Limited | Gaming system, gaming controller, and a prize triggering method |
Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20040048649A1 (en) * | 2002-09-06 | 2004-03-11 | Peterson Tonja M. | Gaming device having a bonus game with multiple player selectable award opportunities |
US20050282615A1 (en) * | 2004-06-21 | 2005-12-22 | Englman Allon G | Wagering game having player selection features having reduced volatility index |
US7235011B2 (en) * | 2002-09-06 | 2007-06-26 | Igt | Gaming device having a bonus game with multiple player selectable award opportunities |
US7637808B2 (en) * | 2003-05-07 | 2009-12-29 | Aristocrat Technologies Australia Pty Limited | Gaming machine including a feature gamble |
Family Cites Families (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2002136649A (en) * | 2000-08-24 | 2002-05-14 | Aruze Corp | Game machine |
JP2004057221A (en) * | 2002-07-24 | 2004-02-26 | Dragon:Kk | Game machine |
-
2004
- 2004-07-23 JP JP2004216393A patent/JP2006034464A/en active Pending
-
2006
- 2006-07-24 US US11/491,306 patent/US20070015576A1/en not_active Abandoned
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20040048649A1 (en) * | 2002-09-06 | 2004-03-11 | Peterson Tonja M. | Gaming device having a bonus game with multiple player selectable award opportunities |
US7235011B2 (en) * | 2002-09-06 | 2007-06-26 | Igt | Gaming device having a bonus game with multiple player selectable award opportunities |
US7637808B2 (en) * | 2003-05-07 | 2009-12-29 | Aristocrat Technologies Australia Pty Limited | Gaming machine including a feature gamble |
US20050282615A1 (en) * | 2004-06-21 | 2005-12-22 | Englman Allon G | Wagering game having player selection features having reduced volatility index |
Cited By (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US20070167215A1 (en) * | 2006-01-17 | 2007-07-19 | Konami Gaming, Incorporated | Gaming machine and operation method thereof |
US20090270165A1 (en) * | 2008-04-28 | 2009-10-29 | Aristocrat Technologies Australia Pty Limited | Gaming system, gaming controller, and a prize triggering method |
US8460089B2 (en) * | 2008-04-28 | 2013-06-11 | Aristocrat Technologies Australia Pty Limited | Gaming system, gaming controller, and a prize triggering method |
US9349253B2 (en) | 2008-04-28 | 2016-05-24 | Aristocrat Technologies Australia Pty Limited | Gaming system, gaming controller, and a prize triggering method |
US9916726B2 (en) | 2008-04-28 | 2018-03-13 | Aristocrat Technologies Australia Pty Limited | Gaming system, gaming controller, and a prize triggering method including additional symbol positions |
Also Published As
Publication number | Publication date |
---|---|
JP2006034464A (en) | 2006-02-09 |
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