AU2004200874A1 - Gaming machine - Google Patents

Gaming machine Download PDF

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Publication number
AU2004200874A1
AU2004200874A1 AU2004200874A AU2004200874A AU2004200874A1 AU 2004200874 A1 AU2004200874 A1 AU 2004200874A1 AU 2004200874 A AU2004200874 A AU 2004200874A AU 2004200874 A AU2004200874 A AU 2004200874A AU 2004200874 A1 AU2004200874 A1 AU 2004200874A1
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Australia
Prior art keywords
shielding
state
control
stop
winning
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AU2004200874A
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AU2004200874B2 (en
Inventor
Kazuo Okada
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Universal Entertainment Corp
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Aruze Corp
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Priority claimed from US10/697,256 external-priority patent/US7465228B2/en
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Publication of AU2004200874A1 publication Critical patent/AU2004200874A1/en
Assigned to UNIVERSAL ENTERTAINMENT CORPORATION reassignment UNIVERSAL ENTERTAINMENT CORPORATION Alteration of Name(s) of Applicant(s) under S113 Assignors: ARUZE CORP.
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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
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3204Player-machine interfaces
    • G07F17/3211Display means

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Slot Machines And Peripheral Devices (AREA)

Description

AUSTRALIA
Patents Act 1990 COMPLETE SPECIFICATION FOR A STANDARD PATENT
ORIGINAL
Applicant(s): ARUZE CORP.
Actual Inventor(s): KAZUO OKADA Address for Service: PATENT ATTORNEY SERVICES 26 Ellingworth Parade Box Hill Victoria 3128 Australia Title: GAMING MACHINE Associated Provisional Applications: No(s).: The following statement is a full description of this invention, including the best method of performing it known to me/us:- GAMING MACHINE F.ield of Technology ThE) prmsenl invention relates to a symbol combination gaming r~aacli 3uch as a slot machine and a pachinko gaming machine Com~prising vE.ri abte display means for variably displaying vario~us symbols anad a function to control the variable display to provide a player with a ber~efit ba~sed on the result..
Description of Related Art A slot miachine can be cited as a typical example of this kind of g-aming machine. The slot machine has e. plurality of rotating reels.
each of which has 2, plurality of symbols provided on a periphery thercof.
The slot rnacline is configured such that a predetermined amount of coins or awarc[ is -,aid out if a combination of symbols coincide with a yredetermined combination, for example, if the same kind of symbols are lned up slong a. straight line such that the comabination is one of 1 he wrinning combinatins wher, the rotating re~fls are stopped. In general, various kinds of coatingencles are often involved to win the game. The gaming machine hes s gambling characteristics or is characterized by su:ch contingencies that a player may not be able to totally control his game results with his skills.
In order to realize the "contingency, various methods. have been adopted. Recentl'r, a control method called "pre-determination," in which a software-based winning lottery is executed using a microcomputer an the reels are then cont~rolled to stop based on the result of thie lctteri7, is mainaly adopted in slot machines. For example, the slot machine lescribeci in Japanese P'ublished Examined PatEnt Application Nc,. Hi-2813 is a so-called pachi-slol, gaming machine w:.th la ARF .0'7 4 Oi0 TrW~( Etop buttons. This pachi-slot gaming machine comprises random number sampling neans, which samples a random number based on a start lever operat:on by the player, and a winning probability table, which is divided irto the respective random number ranges of "big hit," "mid hit," and "small hit" in accordance with the ranks of winning combinations, and when a sampled random number falls within a w7inning regio: of the winning probability table, the gaming machine c.etermines that the corresponding winning combination is won and sets the hit (winning) flag of this winning combination. These winning flags include the winnirg flag o:f the winning combination called the "small winning combination," which is generated when matching predetermined symbols the 'bell" or "cherry" symbol) line up along an activated pay line and by which about ten coins are paid out, and the winning flag of the winning combination called a "winning combination for a bonus game," which is generated when matching predetermined symbols (e g., or "BAR" s:rmb ol) line up and by which a state, wherein a winning is more easily generated than normal gaming states, is entered foi a predetermined nua.ber of times of gaming and the payout of about 100 to 400 coins can be re eived.
The state t.at the winning flag is established is the one call.ed :internal winning" in general. A related winning combination is just allowed to be linec up along the pay line and no winning is generated actually. In order to generate a winning, rotating winning symbols will be controlled with a timing to stop them along a pay line (normally, within four freames). This operation may le called "observation push." The term. "observation push" refers to carrying out the stopping operation 'by carefully observing each of the reels so as to get desirable symbols along a payr line. If this operation timing is bad, the winning is not generated though the internal winning is generated. This state is called "misused winiing." 2 ARF 074 V, Gi ON IVd ISVAV"OI V H~ 7 This missed winning may be called failing observation push on the whole and its causes may include several patterns. In a first pattern, though the syrnbol to be aimed at is determined, a player fails to stop the reels as hoe aimed bacause ha cannot recognise the varying symbols. In a second pattern, a plurality of winning combinations are internally won in the current game but the player fails to stop the reels so as to win because he cannot decide which symbol to be aimed at in performing ;he stopping operation In the forr er case, the player can improve accuracy to some c.egree by becoming skilled in the observation push technique. However, in the latter case, ;he player must ascertain the internal winning state, which cannot be seBn from the outside, and improvement of the accuracy of observation push is not possible no matter how skilled the player is in the observation puih.
Conversely, as long as the internal winning combination is informed, it is posoible to realize a gaming state which enables a la:-ge rumber of coins to be paid out like in a boaus game although it is in a normal gamizig sti.te. There are gaming machines having a funct:.on called "Assist Time which makes use. of this gaming property unique to the 'pac i-slot machine when predetermined conditions are satisfied so that t.e establishment of internal winning and the kind of the internal winnirg combination are notified for a predetermined per:.od of time to 'reduce t. e occurrence of missed winning, thereby realizing the payout of a larger E.mount of coins than that in a normal gaming state in which no notificalion is made. Though this state falls under the category of "general gaming state," among the "gaming state" categories to be described later, speci:ications can be arranged so that the actual amount of coins paid out will be comparable to that in the bonus game.
There i; also a function "Super Time which changes the amount of coiis pa: d out based on whether winning of "internal winning 3 ARF 074 r 'd iVd 'I SVAO H; 'i V 1i AV 1 0i ,tate" is e tabished or not. When a rotating reel is controlled to stop by the operation of a stop button by the player, a plurality of "stop tables" for determining -cho number of frames slipped from the symbol position at which the stor operation has been carried out are provided, a stop table is selected by a random number lottery at every time when a winning combination is; won internally. Here, being won internally refers to getting the interial winning. The stop control of the function is arranged such th .t no winning is generated, even if buttons are so pressed at the tim: ng by the observation push that the reel should stop cn the activated pay line, unless a stop operation is carried out in -he order of the stop operation specified in the stop table. The functior of Super Time (ST) realizes a large number of coins comparable to the bonus :ame as "AT fincton" mentioned above by assigning an "notified" state cf the type of the stop table selected and ar. "unnotified" state of that to the selected stop tu.ble.
For example, if there are three stop buttons, one for stopping ;he left reel, one for st)pping the middle reel, and one for stopping the right reel, the iix kinds of operation orders of "left s:top, middle stop, right Etop," "left stop, right stop, middle stop," "right stop, left stop, middle stop," "middle stop, right Stop, left stop," and "middle stop, left stop, right stop" are pre ared and arrangements are made so that winning is riot generated unless operation is performed exactly according to ;he operation order in ;he stop table selected by the random number lottery.
Though the player plays the game wishing that such a special gaming state will be generated, the probability that a special gam:.ng state will be geneiated is extremely low. Pachi-slot gaming machines that are prese:ntly installed are thus equipped with various notificat:.on effect functions for maintaining a player's expectation during a normal gaming state. Notification effects include those that notify that a winning combinati:n or the above-described AT gaming or ST gaming 4 ARF-074 6/6 -d Wi.~ -d 17 ?N6~ state has been won internally and those thai; notify that a state, in which the lottery winning probability of such a special gaming state is high, has been entered, and the notifications are made to the player by means of modes of blinking cf lamps provided at the left and right sides of a pa:iel display, image; dis layed on a liquid crystal display device, etc.
When Super Time (ST) game occurs, the order in which reels are to be stopped (stop buttons are to be operated) is notified by back lamps provided in the i:iterior of the respective reels, lamps provided in correspondence to ihe respective reels, or a liquid crystal display device, dot displ.y device, or other image display unit, an audio output generated fror a speaker, etc. For example, in the case where the stopping order is ntified by use of back lights, the back light of the rel to be stopped in turned on and the other back lights of the other reels aire tarned off to indicate the reel (stop button) that is to be subject to a stopping operation, And when the stopping operation is performed in accordance wi.th the indicated stoping order, the probability of generation of a specific winning combinaticn increases and the pay out of a large amount of coins occurs within a short time. With a current gaming machine, when. a winning is generated, a notification is made wherein the winning symbols a:re highlighted by the blinking of reel back lamps provided behind the reels to enable a player to determine which winning symbols are matched along which pay line.
However, sin ce such an effect display device is obviously installed at a position that differs from the positions at which the reels .re installed, constant shifting of the sight line is demanded in order to clieck the disp:.ay contents of the reels and the display contents of the e:fect display devi:e in accordance with the gaming conditions, thus increasing the Fatigue of the player.
Also, though there are gaming ma;:hines, with which various ARF-074 I "Fi l 7 i SVKu OH~ n 1 M- T/'7D 7,iVK image effects are ei:ecuted by means of a liquid crystal panel or EL paiel that is positioned in front of the reels, the reel symbols at the back are inevitably visible through the display panel and interfere with the ime.ge effect, thus making it difficult to express images effectively.
An object of :he present invention is to provide a gaming machine, with which a large amount of coins are paid out by indication of an operation method that is advantageous to the player, wherein the contents of the indication are notified to the player clearly and the player may play the game comfortably.
Howeve::, in a case where the means for notifying stopping order is an image display unit or lamp, etc., since a player needs to perform the reel stopping operation upon checking the i:ndication contents displayed by the image display unit or lamp and cannot avoid performing a sight line moveraent from "display device" to "reel", fatigue may be increased by playing in the Sulper Time (ST) gaming state.
Also, in the case of stopping order notification by audio means, the notified contents may not be heard well due to game sound generated by gaming machines ir. the surroundings, for example, when the bonus game i;i occurring at an adjacent gaming machine.
In the case )f stopping order notification by means of reel beck lights, though, the sight line movement, difficulty of hearing an audio output, etc., do not 3ccur, it is difficult to recognize whether or not a back light is lit in a case where the illumination of a parlor is comparatively bright, etc.
However, since such an effect display device is obviously installed at a position that differs from the positions at which the reels ere installed, constant shifting of the sight line is demanded in order to check the disp.ay contents of the reels and the display contents of the effect display devi :e in accordance with the gaming conditions, thus increasing the Fatigue of a player.
6 ARF-074 J C,' I SVAV~OH~; HV~K ~wj<.
1 7i: Also, though there are gaming mechines, with which various image effects e.re e:xecuted by means of a liquid crystal panel or EL panel that is positioned in front of the reels, the ;:eel symbols at the back side a.re inevitably visifle through the display :anel and interfere with ;he image effect, thus :naking it difficult to exp.ress images effectively.
However, even if the winning symbols are illuminated from ;he back side by reel back lamps, the other reel symbols do not disappar from the field of view of a player, and in the case of a gaming hall with relatively bright indoor illumination, it is difficult to distinguish between winning symbols and other symbols and it thus cannot be said that the symbols corresponding to a winning are being notified effectively.
Also, during the ST gaming, since it is important to perform the stopping opere.tions in accordance with the appropriate stopping order and there is not a strong need to perform observation push to si;op winning symbols along the pay line, the player tends not to pay much attention ;o the reol stop mode and thus ca:nnot readily recognize which winning symbcls are aligned along which pay line, An object of the present invention is to provide a gaming machine, which is rich in gaming effects and which at winning performs highlighted display of the corresponding winning symbols to effectively notify to the player which winning symbols are aligned along which pay line.
Though obviously the player performs the stopping operations in accordance with the notified stopping order, there are occasional cases where a player e-roneously performs the stopping operations in a different order fror the notified order and wastes the game that would have resulted in th winning of the winning and the payout of coins.
A gaming machine has thus been proposed with which, wher. a player performs ar erroneous stopping operation, an image expressing 7 ARF 074 6/7 T C, 2 7 1i3 96/S dn I yAqnpii 2AC4ic .i,E( the occurrence of .issed winning is displayed on a liquid crystal display device or a sound that differs from the normal reel stopping sound is emitted from a speaker to notify and bring a-tention to the player that an erroneous opeIatio:i has been performed.
However, since a player will still perform the stopping operations while staring at the rotating reels, the player will not check the image effect in many case 3 as this will require the novement of the sight line in order to v:iew ;he image on the liquid crysi;al display device, etc. The player thus cannot understand that a winning was not generated because be/she performed the wrong stopping operation.
An object of the present invention is to provide a gaming machine, which, during -;he special gaming state, payi out a large amount of coins by indicating an operation method that is advantageous to the player and effectively notifies to the player whether or not an appropriate stopping operation has been performed to enable the player to play the special gaming state withoat fail.
Summary of the Invention The gazr.ing machine of the present invention comprises: variable display means fo:r variably displaying various symbols; lottery means ::or executing a lottery of winning combinations; stop control means :'or performing: stop ';ontrol of the abovementionned variable display; shielding means for shielding, the shielding means being disposed in front of the E.bov mentioned variable display means; and shielding control means for performing switch control between a state enabling a player to visually rcognize the symbols and a state disabling the player from visually recognizing the symbols; aid when winning symbols, selected by the lottery, stop along an activated line, the shielding control means shields other display regions than a display region of the winning 8 ARF-074 iC i r7i i
S
1 V SV;KkCH L L. 7 L f-I- 41- ;ymbols.
According to the present invention, a gaming machine comprises: variable display n.eans for variably displsying a plurality of symbols; lottery means for executing a lottery of winning combination; stop control means for controlling and stopping the variable display; stop control selection 3aeans for selecting the kind of control of the stop control means in accordance with the result of the lottery; shielding means which is d:.sposed in front of the variable display means; E.nd shielding cont:ol r eans for controlling the sihielding means between in a state enabling a player to visually recognize the symbols and in a state disabling the player from visually recognizing the symbols in accordance with the contents of selection by the stop control selection means. The term, "kind of cont'-ol" or "control kind," refers to selections of controlling.
Here, the stopping operation and the stop table may be included in -he selections.
The shieldiiig control may be- carried out in a manner such that when as a result oi' the stopping operation by the player, a symbol of an internally won winning combination exists among the reel symbols that are stopped along e pay line, the region displaying the winning symbo: is set in a transmissiie state and,the regions displaying other symbols are set in a shielding s ate.
With st.ch tn arrangement, since other reel symbols than the winning symbol ;are hidden by an elect:ronic shutter and only ihe winning combi:aati(,n is put in visually recognizable states, it is clear at a glance whi.ch winn:.ng combination has become established along wh:.ch pay line and the winning effect can thus be notified effectively to the player.
The gaming machine further comprises .pecial gaming control means, which generates, based on a predetermined condition, a special gaming state that :s advan;ageous to the player, wherein the shielding ARF 074 ARF -074 /7f~ 1 SV H E-k>8 C control means; my activate the shielding means during the special gaming state.
With a:i enbodiment to be described later, the ST gaming, in which an appropriate stopping order is indicated, will be referred to as a special state that is advantageous to the player. When symbols of an internally won winning combination exist in the reel symbols that are stopped a.ong a pey line during this ST gaming, regions displaying the winning symbols may be set into a transmissive state and the other regions may be set into a shielded state.
With such an arrangement, even during the ST gaming, in which the attention of th,. player is directed just to the stopping order and i;he concentration regarding which symbols are displayed in stopped states tends to ke interrupted, the winning symbols and the pay line can be notified to the player effectively.
Furthermoro, the shielding means may comprise an electronic shutter.
With the em sodiment to be described below, a liquid crystal film. is described as an eample of an electronic shutter and the switching between the transiaissive and shielding sta.tes is executed.by means of voltage applica.tion states.
With such an arrangement, the switching between the t:ransmissive and shlielding states can be performed instantaneously and since the shielding regions can be controlled by software, finer effect control is enabled.
The gaming machine of the present invention comprises: variable display means for variably displaying variou.s symbols; lottery means :or executing a lotter"- of winning combinations; stop control means :.or performing stop control of the variable display; effect display means :.or displaying effect images; shielding means, which is disposed in front of the variable displa:r means; and effect control means for controlling the ARF- 074 9 6 o' V d6 i A. V 'Ill L J[11 Ci
J
(fhielding means End the effect control means; and the effect control means is s.witchable, based on a predetermined condition, between a first control state thai, the shielding means is in a transmissive or a iiemi-tran;parent ,itate and the effect display means is controlled i:i a state that the play;r is capable of visually recognizing the symbols, and a .econd control state that the shielding mea:as is in a shielding state aind the effect control means is controlled in a state that the player is disabled from visuilly recognizing the symbols.
According t( the present invention, an effect display comprising a transparent liquid crystal is disposed in front of the reels, which may be the variable d:.splay means, in which various forms of effect control are performed, An-electronic shutter comprising a liquid crystal film that nay be disposed )etween the reels and the effect display. Swi'ch control between tho first control state that the display modes of the reels at the back are vis ally recognizable by transmission through the effect images, and the se ond control state that the display modes of the reels at the back are maie unable or difficult to be recognized visually due to the electronic shu;ter is enabled by executing transmissive/shielding control of the elect:'onic shutter in accordance with the gaming states.
With such en arrangement, since an effect, which is displayed with the electronic shutter being in the transmissive state, enables the reel symbols at the back to be visually recognizable through regions at which the effect is not displayed, an effect mode in which reel symbols are mixed with ai image effect can be expressed. With an effct displayed with the electronic shutter in the shielding state, since an extraneous backgr'iund will not be visible and the electronic shuti;er serves the role of a reflecting plate as well, an even clearer image effect can be expressed, Furthermore, according to the present invention, the shielding control means :nay be arranged to control at least part of a panel display 11 ARF.074 9 il/l 'd i HiiVd ISVAV' 2OH ,4i 007 I I in the first control state while the variable display means is performing variable display end in the second control state when the variable .isplay is stopped.
In rega:d to the timing of control of the electronic shutter in i;he embodiment to be c escribed below, control in the first control state ofi;he transmissive state is performed while the reels, which are the variable display means, art rotating so as not to hinder observation push, and control in the seco:d state of the shielding state is performed when t;he rotations of th, reels are stopped.
With such n arrangement, the troublesome situation, wherein the electronic shutter is put in the shielding state even when the reels are rotating a:id oservation push of reel siymbols is thereby disabled, can be resolved to make the game more interesting.
With -he embodiment to be described below, a liquid crystal film is referred to as an xample of an electronic shutter and the switching between the transniissive and shielding states is executed by means of voltage application states.
The gaming machine according to the present invention may comprise: var:.able display means for variably displaying various symbols; lottery mf ans for executing a lottery of winning combinations; s-;op control msans for performing stop control of the variable display; sh.ielding reans which is disposed in front of the variable display means; and shielding control means for performing, in accordance with the activation of the stop control means, switch control between a stete en:abling the player to visually recognize the symbols and a state disabling the player from visually recognizir.g the symbols.
With this invention, an electronic shutter, which may be composed a liquid crystal f:lm, is disposed in front of the reels, and shielding of roel regions is controlled in accordance with the game conditions. The variable display means includes a variable display device, which may be 12 ARF-074 I:/i 7" 1 0 N V iVA IdC HI 7' O0 composed of one or more reels.
The shieldiing control may be executed in accordance with the stop button'operati.ons by the player and effect control may be executed in accordance wii;h c. anges in the gaming state.
With such an arrangement, since it becomes possible to leave just the display regions that are to be displayed to the player in a highlighted manner and shield the other display regions in accordance with stop button operations of the player, information that matches changes in the gaming situation c n be transmitted effectively without being influen ed by the installatior. positions of the display devices, the brightness of lamps, etc.
Furthermore with the present invention, a special gaming control raeans, which genfrates, based on a predetermined condition, a special gaming state 'that is advantageous to the player, may be included, end the shielding contr)l means may activate the shielding means during i;he special gaming- stal.e.
With ar embodiment to be described below, the Super Time (ST) gaming state, in v'hich an appropriate stepping order is indicated, is cited as a special i tate that is advantageous to the player, and in t':is Super Time (ST) gaming state, the stopping order is indicated by putting the electronic shut er in a transmissive state at the display area of a reel that is to be stopped and in a shielding state at the display areas of the other reels.
With such en arrangement, it becomes possible, in performing stopping operations during the ST gamir.g, to play the ST gaming without mover.ent )f the sight line from the image display unit, on which th:e stopping order is displayed, to the reels. Since control is carried cut in accordance with the stopping operations by the player, the degree of fatigue of ihe player will be reduced.
According tc the present invention, there is provided a gaming 13 ARF-074 T i I' Q 7 U 2Q( iVI -SV~H V 4K 81 0V H kl7 iL ,1Lr 77 7 L machine comprisirg: variable display means for variably displaying various symbols; lottery means for executing a lottery of winning combinations; stop control means for per:?orming stop control of the variable display; hielding means, which is disposed in front of the variable Udicsply m sans; and shielding control means for performing, in accordance with tb3 activation of the stop control means, switch control between a state en.bling a player to visually recognize the symbols and a state disabling th( player from visually recognizing the symbols; the shielding control r.eans may perform switch control of putting,at least part of the shieldi:ig means in the shielding state under the condition that all of the variE.ble displays have stopped.
According tc the present invention, an effect display which may comprise a transparent liquid crystal is disposed in front of reels, which are the variable display means, to perform various effect control. An electronic shutter which may comprise a liquid crystal film is furthermore c.isposed between the reeli and the effect display.
Transmissive/shielling control of the electronic shutter is executed in accordance with th gaming states to present clearer effect images. In particular, by activating the electronic shutter across the entire display panel and executing effect control after the stoppage of all reels, images of greater :impE.ct cLn be presented.
With such an arrangement, since the electronic shutter is activated in th stste that all reels are stopped and since the electronic shutter can thus be controlled to be in the shielding state across the entire display panel without considering the hindering of observation push, which can lie a problem in electronic shutter control during rotation of the reel s, the execution of large and clear image effects may be enabled, Furthermore according to the present invention, the shielding control means may oe arranged to control at least part of a panel display 14 ARF-074 r i i1 iV S' Ii i V. A 21 'h in the first control state while the variable display means is performing variable display.
With such an arrangement, the troublesome situation, wherein the electronic shulter is put in the shielding state even when the reels are rotating and observation push of reel symbols is thereby disabled, can be resolved to :nake the game more interesting.
According to the present invention, the gaming machine may comprise: variabln display means for variably displaying various symbols; lottery m ians for executing a lottiry of winning combinations; stop control meant for performing stop control of the variable display; stop control selection means for selecting the kind of control of the s-op control means. in r( ference to the results of the lottery; shielding means, which is disposed :n front of the variable c.isplay means; and shielding control means foi performing, in accordance with the contents of selection 'by the stop control selection means, switch control of the shielding means between a state enabling a player to visually recognize the symbols and a state disabling the player from visually recognizing the symbols; wherein the shielding control means may perform, in accordance wifh the kind of stopping operation by the. player, swiich control between a first shielding state that is executed when a stopping operation that matches the control kind performed, and a second shielding state tha; is executed when a stopping operation that does not match the control bind is performed.
According tc the present invention, an electronic shutter, which may be composed of a liquid crystal film, is disposed in front of reels, and shielding of the re.l regions is controlled in accordance with the game conditions. The variable display means includes a variable display device, which may be composed of one or more reels.
Par:icularly during the ST gaming, in which the appropriate stopping o:rder is n.tified and shielding control is executed in accordarnce ARF- 074 r6i~ d~i~ i IY 4
I
wvith playe~r's stop button operations, by putting the electronic shuttez in the shielding staie across all regions when an erroneous stopp-.ng cperation is par-Foirned, it may be notified to the player that that the erroneous operatioi has been performed.
With su~ch a:i arran-gement, it is notified to the player without fail and withouit inakirg the player move his/her sight line to other displ'ay devices that aa er'-oneous stopping has bein performed during the ST gaming.
Furthermor(!, according to the present invention, an effect disp'lay displaying effect inLages may be disposed in front of the variable display means, and a predE termined effect image mnay be displayed on the eff~ct display after tile second shielding state is executed.
With the embodiment to be described later, after an erronecus s~opping operation has been performed during the ST gaming and the electronic shutter has been put into a shielding state across the ent :re r, gions, arl X ma ck is displayed on a tranm5parent liquid crystal, which i; te ff c%4- display.
With su-ch aui arrangement, since the performing of an erroneous operation is notifieli to the player not only hy.tho electronic shutter but also by an imare, t".ie information can be transmitted to the player mcre dafinitely.
Brief Description of the Drawings Fig. 1 is a por,9pective view of a pachi-slot gaming machine of an emnbodiment accordng to the present invention.
Fig. 2 is a sectional view of the gaming machine around the partel dCsplay un:,t, Fig. 3 is a front view of the panel display unit.
Fig. 4 is a blck diagram showing a main control circuit.
16 ARF-;)74 /j7 YI E' I i>T ~rv~ *Fig. 5 t a bock diagramn showing a sub-control circuit.
Fig. 6A shoNrs a single pay line.
Fig. 6B shows a plurality of pay lines.
Fig. 6C showrs a plurality o f pay lines including diagonal lines.
Fig. 7 is; a d:,agram showing reels and back: lamps.
Fig. 8A shows, in an unfolded mann..,r, symnbols which are placed z.long an outer peripheral surface of a left r'oel, Fig. 8B shows, in an unfolded mannir, symbols which are plained ElIong an outer peripheral surface of a middle reel.
Fig, 8C shows, in an unfolded mannor, symbols which are placed along an outer peripheral surface of a right reel.
Fig. 9 a diagram showing symb1) combinations and payout n~umbers of the! re s-ective winning combinat~ions.
Fig. 10 is a diagram showing a stop table that is selected wh~.en internal winniag of a bell winning combination occurs.
Fig It j a a (iagrain Lhowing a winnin1g probability table, .C A sows a list of start commands sent to the sub-control circuit.
Fig. 12E. shows a list of reel stop comraands, sent to the sub-cont rol circuit.
Fig. 12C shows a list of one game completion commands sent to the sub-co:atrol circuit.
Fig. 13A shows an enlarged and simpliffied view of the pailel display unit, Fig. 13E shows an enlarged view of a sheet.
Fig. 1SC shows an enlarged view of a -i electronic shutter.
Fig. 14 is an enlarged view of the panel display unit.
Fig. 15A sh3ws the panel display unit prior to the first stop operation dluring SUper Time (ST) game.
Fig. 15E shows the panel display uni;, after a right stop button is 17 ARF. 074 7 7 7 j 0 cperated hy the plfyer during Super Time 03T) game.
Fig, 15C shows the panel display un~it after a left stop buttor. is cperated ly the piE yer during Super Time (ST) game.
Fig. 16AL shows the panel display unit at the winning after all s,;op cperation-c are completed during Super Time3 (ST) game.
Fig. 1611 qhcws the panel display unit when the winning is missed cue to erroneo as stop operations during Super Time (ST) game.
Fig, 16C shows the panel display unit when all shielding areas are shielded during Su~er Time (ST) game.
Fig, 17A shows the panel display unit -when the reels are rotating during an effect proview.
Fig, 171' shcws the panel display unit when the reels are stopped during the effect pi eview, Fig, 17C shcws the panel display unit when the shutter shield;3 a view of the! reels during the effect preview, Fig. 18A, shows the panel display unit when the reels are stopped ifl a mode duriag tl.e effect -preview, Fig. 18E, shows the panel display unit when the reels are stopped in another modie during the effect preview.
Fig. 19A. sho wis an effect preview generation table.
Fig. 19E shows an effect kind selection table.
Fig. 20 -ihows a BR generation and B'R continuing number lottery table.
Fig. 21 is a flowchart showing a process of the maain cont.lG Cl rcuit.
Fig. 22 is a flowchart showing a process of the main control ci rcuit.
Fig. 2S is a flowchart showing a process of the main control circuit.
Fig. 24 is a f owchart showing an '"int~rrupt process I." 1s ARF- 074
C!
H' G" C 7 7 -h Fig. 25 is a flowchart showing a sub-side main flow.
Fie', 26 is s flowchEart showing an offect control process thal, is executed at the stz rting point.
Fig. 27 is a E1owchart showing a BR generation lottery process.
Fig. 28 is a Plowchart showing a BR cxecution process.
Fig. 29 is a flowchart showing an Effect control process that is Executed wher, a r( el is stopped.
Fig. 80 is a flowchart showing an Effect control process that is executed when one game ends.
Fig. 31 is a Ilowchart showing an notification generation proce;3s.
Fig. 32 is a 1owchar~t showing a parameter renewal process.
L etailed D~escription of th, Invention Fig, 1 i,,i an external view of an embodimenat of a gaming inach:.ne vrith stop bui;tonm, that is, a so-called pachi-slot gaming mach-ne ccording to the present invention. A front door 3 is attached, ir.. a rianner enabling opening and closing, to a p'[ywood, box-shaped cabinet 2 of a pachi-slot gam.ng machine 1. Above th~e front door 3 are provided a gaming state disp'ay lamp 4, which light;3 up or flashes in different 1*ghting patterns (orrespornding to the occurrence of the bonus garle, error, etc., speakers 5L and 5R, which generate 'effect sounds and error sounds during gam,,, and a payout table 6, in-dicating payout numbers of each winning comibinatiorn and a brief explanation of game. A substantially verti(al panel display unit 7 is provided at the center of the f:'.ont door 3.
At the lower left of the panel display unit 7 are provided a 1-B','4T swvitch 8, a 2-BET switch 9, and a MAX-B3ET s3witch 10. Under the condition that ,oinm are crec ited, one coin is bet in a game by one push of I-BET swi-.ch E, two coins are bet in a game by one push of 2-BET switch 19 ARF 074 /7 .I Vn 0~vln H, KI 7( U 1 jIl 9, and three ccins, which is the maximum number of coins that can be bet in a single game, E re bet in a game by one push of MAX-BET switch By operating these switches, a predetermined pay line is activated.
Also, a coin insertion slot 11, into which coi.ns are loaded, is provided at the lower right of panel display unit 7.
C/P (credit/payout) switch 12, by which a player can switch between crediting -,he coins won in a game and receiving a payout with a push button operation, is provided at the left side of the center of .;he front door 3. By the switching of C/P switch 12, coins are paid out to a coin payout openirg 17 at the bottom of the front door 3, and paid out coins are stored in a coin tray 16. A start lever 13, which can be rotated freely within E. predetermined angle range, is provided at the right side cf C/P switch 12. When the start lever 13 is operated by a player, -;he reels provided in the inner from the panel display unit 7 begin rotating.
At -;he center of front door 3 is provided a stop operation part 14, ly which stopping means for stopping each of the plurality of rotat.ng reels is arranged. Stop operation part 14 comprises a left stop button a middle stop button 15C, and a right stop button 15R, and a player can freely determire the order in which these stop buttons 15L, 15C, and are pushed. :n general, a stop operation that is carried out when all reels are rotatii.g is called a "first stop operation," the stop operation that is carried out next is called a "second stop operation," and the stop operation ;hat is carried out last is called a "third stop operation." With the present embodi nent, the push of left stop button 15L as the first stop operation called 'normal push," the push of middle stop button 15C as the first stop operaion is called "middle push," and the push of right slop button 15R as the first stop operation is called "reverse push." In the case of a gaming machine with three buttons, there aro a total of six stop ope ration order types. Operating left stop button 15L as the first s;top operation, middle stop button 15C as the second stop ARF 074 4 Cr i i I 10 E 4:! 7C HI/ d .7 I I operation, and right stop button 15R as the third stop operation is called "left -mi ddle -right Operating middlo stop button 15C as the f-.,rst citop, operation., lelt stop button 15L as the second stop operation, and right stop Lutton 15R as the third stop operation is called ',middle-left-right push." Operating middlo stop button 15C as the first itop operation, right stop button 15R as the second stop operation, Etnd left stop b-c.tton 15L as the third stop operation is called' Amriddle-right-tleft push." Operating left stop button 15L as the first stop operEtion, right stop button 151R as the second stop operation, Eind middle s-,;op button 15C as the third stop operation is called "left-right-middle ush." Operating right stop 'button 15R as the first stop operELtion, lef. stop button 15L as thc second stop operation, E.nd raiddle stop button 15C as third stop operation is called ~right-left -middle push." Operating right stop b~utton 15R as the first stop operation. mi die stop button 15C as the second st op operation, e-nd laft stop button 15L its the third stop operation is called "right- middle-left I ush." Fig, 2 is a sectional view of panel display unit 7 of pachi-slot gaming machihe 1 At the! inner surface giide of panel display unit 7, which is composed of a transparent acrylic plate, are laminated ori a sheet 20 including a transparent film having a design printed on, an i.nage display anit 21, made of a ITO (Indium Tin. Oxide) device or other transparenit liquid crystal display deie,~dan~ electronic shutter 22, vhich is ccmpcsed )f a liquid crystal film, etc. The sheet. 20 may havi3 a symbol, a pictuire, or the like on a surface thereof, At the upper and lower part.s ai; th( inner isurface side of the panel display unit Ere provided wiith cold cathode-ray tubes 23 that serve the functions oj. a ba Ick light for the 'iquid crystal display and an illumination device ::or illuminating th~e sy.nabols on reels 24.
With th, pr~ sent emnbodiment, an effect display is composed a 21 ARF 074 P 7 !V6' I SVAV~,OH~:
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Q 7 I R r f 17 T- T1 0 panel display uni'; 7, a sheet 20, an image display unit 21, and an electronic shutter 22. In regard to a funct;ion of each display element, the first "feat'are is provided on the she,?t 20, and the sheet 20 is characterized in that it is made visually recognizable to the player at all times, regardless of the effect control state of pachi-slot gaming machine The image display unit 21 is a display area for image effects, such as a big winning affect, various notification effects, a preview of the effects, etc. With the electronic shutter 22, by the switching between !;he transmissive and hielding of predetermined areas in accordance with voltage application states, that is, by the switching between a state enabling visual r cognition of the symbol of a reel 24 and a state c.isabling visual r( cognition of the symbol of a reel 24, the switching between normal dis play of an effect executed on the image display unit (a state in which ree 24 is shielded by the electronic shutter and visual recognition of only :he effect display is enabled) and semi-transparent (or substantially transparent) display (state in which the reel symbol in the background can bo visually recognized through the effect display) is enabled.
Fig. 3 irs an enlarged view of panel display unit 7. At the cen'er of the panel displa:y unit are provided a left reel 24L, a middle reel 24C, and a right reel 24R, which constitute the variable display means. At the right side of the front panel are provided various game condition i.;dication lam:?s anLd seven-segment display areas. A REPLAY lamp lights up vhen a replay is awarded in a currently played game. A WAIT lamp 31 is lit when start lever 13 is operated in the current game without 4.1 secondHs havinig elapsed since operation in a previous game and t:hereby notifies that the WAIT time is in progress. A WIN lamp 82 becomes lit' at a. rredetermined probability in a case where internal winning of a winni ig combination for a bonus game is realized, thereby notifying that the internal winning of a bonus is realized at 100% 22 ARF. 074 96/1~ 'd 4ai Oi7 I~d 'I sV~aVoH~ H I I Y J L (,.iiifi ,.ertainty. A start lamp 3(3 becomes lit when a coin loading operation, ~;he opera.tion of any of the various BET switches, -or other betting ')peration-is parfoz med and acceptance of the operation of start lever 13 ibecomes activated In-bonus information display area 33 displays the r'emaining; numnber of' times in which normal gamne is enabled in the big bonus herein after) istate, etc., and m~ainly, notifies the conditions of progre,,s of the bonus gamne. Credit display area 34 displays the ]4iumber--g-coi-ns-c-ed-ted-vithin-the gaminig machine. Payout display are 35displays the number of coins paid utpo geraon f winnings. If the C/P switch 12 is in the credit state, the coins to b8 paid out are criadited. If the C/P switch is in thc payout state, the coins tc be paid out are pa~id cut.
Fig.- 4 i~i a b~ock diagram of a circuit for realizing the operation of ;'achi-slot gamting machine 1 shown in Fig. 1. A control unit of this Embodiment manly composed of two control circuits. Game control means may include the control unit. A main control circuit 101 controls various eisectricail3 connected peripheral de~vices based on input signals from various deteitors. A. sub-control circuit 201 controls the effect images dif"plaYed cn the image display unit 21, eff'ect sounds genera-:ed from speakers 5L and 5H, etc., based on game information sent from xiaain control .circinit 101 and operation 'inputs from a touch panel yrovided in paael display unit 7.
Mklai~n contro! circuit 101 is mainlly cc-rnprised of a microcomputer 102, which is set up on a circuit board, and is additionally composed of a circuit for random number sampling. Microcomputer 102 compriseo a -ROM 104, in w~hich a game program and data a~re stored in advance, a C!PU 103, whi,.h ca.rries out control operations according to the gane program in ROM 1104, and a RAM 105, which provides the working area necessary for the co~ntrol process.
A clock puls 3generating circuit 106 and a frequency divider 107 23 ARF-074 Q' Ucc 4TVVC~~''V~ K IP7~ H 1) 10 1 1 for generating star dard clock pulses, a random number generator 108 for generating~ ra~idon. numbers to be sampled, and a sampling circuit 109 for sampling random numbers based on signals from a start lever 13 tc be described below aie connected to CPU 103. Random number sampling may be carried ou y ;ware processing; in microcomputer 102. In that case, random number generator 108 and s5ampling circuit 109 miay lie omitted.
A zont-,o. program for controlling various operations of .he pachi-slot gaming mnachine, a winning probability table, to be used in he probabilityr lottery process described below for determining whether or ziot a random number obtained based on aa operation of start lever 13 corresponds-to a win, a stop table, for determ~ining the stopping positionls cf reels 241, 24C, and 24R based on the opiarations of stop buttons 150, and 15R, various ganiin-g information commands, sent to sub-control circuit 201, etc., are stored in ROM 104 of microcomputer 102.
Various peripheral devices (actuator3) are connected to CPU 1.03 A mnotor driN e circuit 111 controls stei.)ping motors 112L, 112C a nd 112R to rotate reel- 24L, 240, and 24R respectively according to driving signals from CPU 103. Moreover, motor drive circuit 111 controls the stopping cif .5tappilg motors 112L, 112C, and 1.12R according to stop control signals fromi CPU 103.
A hopper drive circuit 113 controls a hopper 114 as a coi;n payout device based on a payout command from CPI] 103.
A seven-segiaent drive circuit 121 control:3 various display are as (-bonus information display area 33, crei display area 34, payout display area Sb) tha~t are com.~posed of seven-segment LED's.
A 1E,.mp driv. circuit 116 controls the lighting of various display areas (RE]PLAY larip 30, WAIT lamp 31, WIN lamp 32, start lamp 816) thiat are composed of lamps.
24 ARF-074 rl,*j 'Irll 'I SVIVJOK 1(~V
T
77 7 U U In addition, an image display unit 21, the electronic shutter 22, a reel back lamp, are provided as effect display means or image display mcans for cisplaying an image variably, and are controlled by the sub-contrcl circuit 201.
The major input signal generation means that generate input signals required by microcomputer 102 for generating control signals for the respective drive circuits include start lever 13, 1-BET switch 8, 2-BET switch 9, MAX-BET switch 10, C/P switch 12, inlet coin sensor 117, reel stop signals circuit 118, reel index detection circuit 115, payout detection circuit 119, etc. These are also connected to CPU 103 via 1/O port 110.
Sta:rt lever :l3 detects a start operation by a player. Inlet coin sensor 117 detects coins that are loaded from coin insertion slot 11 and passed through a selector for blocking deformed coins. Reel stop signal c:.rcuit 118 generates stop signals upon detecting the operations of the respective stop but;ons 15L, 15C and 15R. Reel index detection circuit supplies CPU 103 with symbol position reset signals upon receiving s:.gnals from a rota;ion reference position detection switch in a stepping motor. Payout detection circuit 119 supplies CPU 103 with paycut number signals upon receiving signals from a coin detector 120 in hoprer 114.
How these d :ive circuits are controlled within the flow of a game sequence will now be described. First, from the point at which the p3wer switch of pichi-slot gaming machine 1 is turned on, random number generator 108 generates a random number within a fixed numerical range. When inlet coin sensor 117 detects the loading of coins by a player or if coins are credited, when a bet operation by 1-BET switch 8, 2-BET svitch 9, or MAX-BET switch 10 is performed, an activated line -;hat is in accordance with the number of betted coins is d:.splayed on the i:nage display unit 21. With regard to the bettiag ARF-074 C4/' UldI ~VQ c p~l operation, as ;howvn in the enlarged view cf display windows 43L, 4;3C, ~nd 43R in Fig),s. 6k~, 6B, and 6C, a center line Li is made an active pay line (abbraviai;ed lereinafter as 'active line") by, a one-bet operatior, a top line L.2A and a bottom line L2B are made ac-tive lines in addition to center line) Li by E.two-bet operation, and a cross-dowAn line L3A andl a.
cross-up line 13B re made active lines in addition to center line Li,;p line L2A, and 'iottcmn line L2B by a three-bet operation.
Next, when 3tart lever 13 detects the game starting operation by a player, a random number is sampled by sampling circuit 109. The sampled random nu~mber is compared with the winning probability ta"'le stored in ROM 104 and if there is a winning combination, a winning flag f~r the correspording winning combina;ion is set to on. Th software-base lottery process is referred to as the "probability lottory process," end the d3tails thereof will be described below.
Drive plilse8; are supplied to each of the stepping motors 11,2L, 112C, and 11211, via motor drive circuit Ill anad each of the reels 24L, 24C, and 24R startts rotating. CPU 108 monitors the drive pulses suppLed and updates a "pulse counter" secured in RAM 105. The pulse coun';er value is monitored, and if it becomes a pred-atermined value, a symbol is determined to ha~e riove6 by one symbol (also referred to as "cne segment"), and the "symbol counter" secured in RAM 105 is incremented by one count, For examplf, if a stepping motor performs one. rotation at 400 pulses and 21 iymln ols are arranged on the outer peripheral surface oF a r~ae1, since a symbo. moves by one segment by about 19 pulses, CPU 103 determjnei a synabil to have moved by one segment and increments the ";iymbol counter" one count when the pulse counter value becomes 19 pulses.- ~On the )the:, hand, with reels 24L, 240, and 24R, each time the r'~ference point of E symbol passes the center line Li of display window 26 ARF. 074 r/ 7 r Vc A, S'AV'~ 1 H! 43, an index deteciion signal is generated and a reset pulse is input into CPU 103 ;hrough :'eel index detection circ.it 115 Upon detecting the input of the reset pulse, CPU 103 clears the symbol counter that is counted up by RAM 105. CorrespondencE between a symbol position recognized on a sftware basis and the one actually displayed in ;he display window 43 is thus ensured.
When reels 24L, 24C, and 24R reach a constant rotation spied after a predeterm ned period of time frora when they start rotating, operations of stop buttons 15L, 15C, and 15R are activated. When a player carries out a stop operation, a reel stop signal is input into CPU 103 via reel stop signals circuit .118, After a processing such as i;he selection of the stop position, etc., on a software basis, a stop pulse is supplied to the co:responding stepping motor 112L, 112C, or 112R via riotor drive circuit 111 and the corresponding reel 24L, 24C, or 24R is stopped.
In carrying )ut stop control of reels 24L, 24C, and 24R, CPU 1)3, upon receiving a st p signal from reel stop signals circuit 118, stores in a predetermined area of RAM 105 a code number for the symbol on cen;er l:.ne L1 as a stop operation position and refers to a stop table that associates the stop operation position with the symbol to be stopped and displayed at center line L1. CPU 103 then stores a symbol stop position corresponding to tl.e stop operation position in a predetermined area of RIAM 105, calculates the number of pulses (segments) to be supplied to stop at the intende i symbol, and carries out stop control after supplying the calculated number of pulses.
When the riels 24L, 24C, and 24R are all stopped, a winning ssarch is carried out. In the winning search, the symbol stop positions stored in RAM 105 are compared with a symbol table stored in ROM 104, and the stop mode cf the current game that is stopped in display windows 43L, 43C, and 13R is ascertained. The symbol table is configured so as 27 ARF. 074 (J 'UV'd L, iL7L7 8 V. C C ;VIi to correspond to Itle symbol arrangement d:;-awn on the outer peripheral Eurf'ace oi- ea..h r-.e1 24L, 24C, and 24R, associates a code num'Der indicating the order of a symbol from a reference position with a symbol code provided in ccrrespondence to the code number, and serves the role of a software-fiasis reel band. Then, for ee,ch active. line L1, L2A, L2B, M3A, and L313, ti e stop mode is compared with a winning symbol combinatio~n table stored in ROM 104 to 6determaine the existence of a winning. The wirning sym-bol combination table associates -a winn..ng symbol coinbinatioll with the number of coins paid out when a winning is won. Process,-s ar-e performed upon switching t~he winning symbols in cases where the active winning symbol comxbinat~ion or number of coins paid out i~i to lie di fered according to the gaming state.
CPIJ 10 piays out a predeterminec! number of coins from the Lopper 114 by suppl1ying a payout -signal to hopper drive circuit 111E if "the winning" is d~ttermined in the winning search, At that time, coin detector 120 count3 the nunber of coins that are paid out from hopper 114 and stops the driving signal to the hopper drive circuit and the Fayout of coinE wh n the cou~nt reaches a pr~determined number.
The block di igram of Fig. 5 shows thc! configuration of sub-cont rol circuit 20 1. Sub-control circuit 201 controls peripheral devices for effect such as image display unit 21, electronic shutter 22, speakers an'd 6R, etc., Lase& on game information from main control circuit 101 and input signals f'om a touch sensor 209 o~a the touch panel.
The sub-c~ntrol circuit 201 is configured with a sub-micro computer 202 as a main component and is composed of an imnage control circu~it 250 for controlling the image display unit 21 a sound source 1C 230 for controlling the outpuLt of sound from the speakers and 5R, a power amp 2,31, serving as ara amplifier, and a reel bz ck hilmp cont-rol c:ircu.t 240. These control circuits are configured or, a crcuit board olher than that of the main control circuit.
28 ARF-074 961' V C! SV OW 111"211 H The sub-microcomputer 202 comprises a sub-CPU 203, a sub-ROM :04, serving as storage means, and a sub-RAM 205. Like the main control circuit 101, sub-control circuit 201 in Fig. 5 comprises a clock pulse generati:ag circuit, a frequency divider, a random number generator, and a sampling circuit although they are not shown in the Fig. 5. The sub-ROM 204 s;ores a communicatioa sequence program for communication with main control circuit 101, an effect selection table for selecting varicus effects based on received game information, a sound sequence program, etc. The sub-RAM 205 is used as a working area for carrying out these :ontrol programs.
The sub-CP 203 determines the effect to be carried out by various effect control circuits based on a game information command which is t:ransmittd from main control circuit 101 and passes through an IN port 206. And The sub-CPU 203 sends the determined contents through an OUT port 207 to each effect control circuit.
The image c)ntrol circuit 250 is composed with an image cont:ol CPU 251, an imag3 control ROM 252, an image control RAM 253, an image ROM 255, a ideo RAM 256, and an image control IC 254. Image control CPU 2;1 receives parameters determined by sub-microcomputer 202 through a:n image control circuit IN port 257 and determines the contents to be displayed on the image display unit 21 in accordance with the image control sequence program stored in image control ROM 2;2.
Image control ROM 252 stores a receiving sequence program for an image effect command transmitted from sub-microcomputer 202, an image control sequence program for controlling image control IC 254, e;c.
Image control :RAM 253 is used as a working area for carrying out the iIaage control rogram.
Image contral IC 254 forms images corresponding to display contents determined by image control CPU 251 using graphic data stored in image ROM 255, stores the images in video RAM 256 temporarily, a:ad 29 ARF-074 ri /ii ?71 Oil E iic~rr T 7 7n outputs the intageion the image display unit 21 at suitable timings via an image ,ont:,ol. c: rcuit OUT port 258 to carry out display effects.
Reel back lamp control circuit 240 is ased ,-or effect display control s~uch as w:-.nnIng ef Fect and winning flag notification.
Fig. 7 s-,hovs an enlarged view of the rls24L, 241C, and 24R.
R~eel strips 4CC, and 40R of reels 24L, 24C, and 24R are configured with a senhi-transliicent filra material, and iymbols such as "cherry," or the like are pi-inted on the surface with light transmissive inks.
Regions other than the symbols are masked with light shielding inks.
At the back of ree. strip6 40L, 40C, and 40R, lamp housings 41L, 4LC, gind 41R are provided in a manner such that lighting of each lamp will not interfere with other symbol reg ions. Ri-el back lamps 42L, 42C, End 4:2R are contained n the respective chambers of lamp housings 41LL, 4".10, Eand 41R, Reel back lamp control circuit 240 controls the blinking of reel 1:ack lamps 42L, 12C, and 42R based on parameters determined by sub-microcomputer 202. The winning symbol to be aimed at is suggested to 2 player. for example, by controlling the blikin o rae4 Lack lamps 42'1-, 42C, and 42R on the pay line when coins are paid out or preparing difforen-; blinking modes accord:'ng to the internal winning combinations and executing an effect display when a winning flag is established.
An electronic shutter contr'ol circuit 260 performas transmissive/s'aielding control of electronic !ihutter 22, disposed between t 'he image display anit 21 and reels 24L, 24C, and 24R, in accordance with whether or not voltage is applied, and by performing shielding control of the aeceiisary display areas based on contents determined by sab-microcomputer 202, shields inner areas of the image display unit 21 th-at are dosigrnatec as not being visually recognizable to a player, For e~ample, when dur, ng Super Time (ST) game, which is a special gaming $',ate in which an ippropriate stopping order is notified in accordarce ARF- 074 K! (077
UH
I SVV~CH: AI: 6 with the selected stop table, start lever 13 is operated, control is performed so that only the display window 48 of the reel to be subject to the first stop operation is made visually recognizable and the disp:ay windows 43 of the reels are shielded to infalibly make a player recognize which reel is the reel that is to be subject to the first stop operation.
Figa, 8A, 81;, and 8C show reel strips 40L, 40C, and 40R being developed on a fla; surface. Each of the reels has 21 symbols. Each symbol ha a symbol number from 1 to 21. These are stored in ROM 104 in the form of a symbol table. Symbol columns 40L', 40C', and 40R' are variably displE.yed in accomrpaniment to the rotation drive of reels 24L, 24C, and 24R in th,. order of the symbol number (ascending order).
Fig. 9 shows the number of coins to be paid out corresponding to the winning symbol combination (winning combination) in each gaming state.
The int)rna] winning, and gaming states will now be explained.
The internal winni:ig is a state where a win is determined by collating a sampled random number with a winning probability table and the winning flag of the corresponding winning combination is set to on in the aforementioned probability lottery process.
The winnine flag generally exists for all winning combinations.
The winning coribinations are categorized mainly into two combinations. Cine winning combinat::on is a small winning combination, in wh.ch a winning flag cannot be carried over to the next game and a comparatively smaller payout number of coins are paid out.
And the other vinn .ng combination is a winning combination for a bonus game such as a big bonus (BB) combination or regular bonus (RB) combination, ir. whi ch the winning flag is carried over to the subsequent game until the winning is generated, the internal lottery probability of the winning corbination is increased, and a large payout number of coins a:.e paid ot.t.
31 ARF- 74 7' V i ,C i 7 7 3.- 11 7 V S V 81") 1. 1 7 1 i rli+a.. 7iv V The srnall winning combination includes, for example, the 'cherry" winning combination, which is won simply when a cherry symbol stops on an active line of the left reel, and the "bell" winning combination and "watermelon" winning combination, each of which is won when three symbols s;op on th3 active line. The winning combination for the bonus game include big bonus and regular bonus combinations. The regular bonus (RB) is ger erated, for example, when "BAR BAR BAR" is aligned or an actiN e pay line and pays out 15 coins first as the winning.
It continues until a bonus game (of one coin bet called JAC game or pattern game) is played 12 times or the winning is generated eight times.
A big bonus (EB) i;i generated when, for example, "red 7 red 7 red 7" e.re aligned on an .ctive line. It pays out 15 coins first as the winning.
Iuring the BI, a game with a raised winning probability such as ;he small winning combination or the RB, which is called a general game, can Ie played up to 30 times. Further, during 1;his period, the RB game can be played up to three times. Though RB is won from a general gaming state (or a common gaming state) when, for example, "BAR BAR BAR" become aligned, in the BB state, RB is won from a general gaming state when "Replay Leplay Replay" become aligned. When a repl.ay winning combinati n is won, the same number of coins as the load.ed coins are inserted automatically. Therefore, a player can play a ga:ne without inserting coins in the next game. A single bonus (SB) is generated when, for example, "7 with sword 7 with sword 7 with sword" are aligned )n an active line. It pays out 15 coins first when it is won, A JAC game can then be carried out oace. Though the SB has the name of "bonus;," a winning flag is not carried over. The winning flag is effective only la the current game as in the small winning combination.
Gaming statzs will now be explained. The gaming states can be roughly categorized into three states depe:ding on the existence o' a winning flag of the winning combination for 1he bonus game. They are a 32 ARF. 074 n v:i 1~4Vd I SV,V IJUOH~ 14( L CL I F-1 7 :7 ij j j general gp.ming stete, where no winning combination for the bonus game has been won internally yet, and a bonus internal winning state, where no winning has b en generated because all winning symbols for ;he bonus game are no; aligned on the active line (also referred to as "bonus internal winning" or "bonus internally hitting") though the inter:al winning in a probability lottery process has been achieved, and a bonus game state, where winning symbols have been aligned on the active L:ne during the internal winning for a bonus game and the bonus game is being played (also :eferred to as "enabled bonus").
Furthermore, the internal winning for the bonus is categori;;ed i:ato a BB inte-nal winning or an RB internal winning depending on t;he bonus type. The enabled bonus is categori2ed into either enabled BB or enabled R33; Besides the winning combinations for the bonus games, there are other gaming states that are advantageous for a player and enable the player to obtain a large number of coins.
For example, there is a so-called "concentrated machine." A high probability table (far example, with an SB i.nternal winning probability of 1/2) and a :ow probability table (for example, with an SB internal winning probabilit:7 of 1/20) are prepared as the winning probability table for the SB during the general game. It is known a specific state is provided with ;he iaachine such that a lottery for switching to the high probability table (rferred to as "plunge lottery") is carried out when the low probability table is used, or that a lottery for switching to the 1:w probability table (generally referred to as "puncture lottery") is carried out when the high probability table is being used. Thus, the number of paid out coins is increased gradually when The high probability table is used.
In addition, a specific state called the "AT (assist time) function" is known. In this specific state, multiple winning: combinations that can 33 ARF-074 never be won at the same time are set (for example, the winning combinations, "bel: bell red "bell bell blue and "bell bell -white are provided with intervals of .our segments or more each being set among the symbols, "red "blue and "white 7" on the right reel). In a normi.l state, since the category of the internal winn:.ng combination is not notified and it is unknown which is to be aimed at, E, winning car. theoretically be won only at a probability of 1/3 after internal winning. However, in the state called the "AT period," in which the internal winning category is notified, the category of the symaol to be aimed is made known, and the theoretical probability of winning tecomes 100% aftor internal winning as long as the observation push is accurate, and the coins thus increase gradually.
There also an "Super Time (ST) function," in which stop control is carried out with no winning combination aligned unless the stopping operation is performed in a predetermined stop order for one internal winning combination even if the winning combination is internally won and the observation push is performed precisely. For example, as shown i:a Fig. 10, 6 types of stop order table from "NO.1" to "NO.6" are preparod, and when a bell is internally won in a probability lottery process, the stop table to be usod is selected by random number lottery. And if, :or example, f:n the cirrent game, the stop table "NO.3" is selected, a winning is generatnd when middle stop button 16C, left stop button and right reel stop button 15R are pressed in the first, second and third s/op operation, respectively. For the other 5 types of stopping order, stop control is performed so that bell symbols will not be aligned on the active line even if the bell is won internally.
In a ncrmal state, since this stop order is not notified, the probability of receiving a winning is theoretically only 1/6 after internal winning. Howevei, in the state called the Super Time (ST) period in which the category of the selected stop table is notified. In other words, 34 ARF-074 T 'I O1 1 r, U 7 7 I I I" T'a t l 'a ,o in the state that tae order of the stopping operation should be notified, the theoretice.l piobability of the winning becomes 100% after the internal winning so that the number of paid out coins is increase gradually.
As shown ir. Fig. 9, with the present embodiment, the number of coins paid out diffrs according to the gaming states even for the same winning symbol. For example, for a watermelon winning combination, whereas three coins are paid out in a general game or bonus internal winning state, 15 c)ins are paid out in a state of general game during BB.
Though "Replay Replay Replay" is a replay winning symbol iin a general game or bonus internal winning state, it is an RB winmng symbol in a state o :general game during BE, and in a JAC game state, it is a winning combi aation winning symbol that pays out 15 coins.
Furthermore, in this embodiment, the aforementioned "Super Time is adopted as an advantageous status for a player other tha: a winning combinatimn for a bonus game and arrangements are made so that Super Tirne (S T) game is activated when predetermined condiins are fulfilled during a general gaming state, Specifically, when the SB winning combination or the bell winning combination is won interna:.ly, the inforrmation o:1 the order of stopping required for aligning the winning combination of symbols for winning i; notified to a player.
Therefore, when the SB winning combination or bell winning combination is won internally during the period of this specific state, the player can definite:y generate a win withou: generating missed winning by performing optrations in accordance with the notified order of stopping.
Fig, 11 .s a iiagram showing a winning probability table used in the aforenientione. probability lottery process. A random number is picked up .from the range of"0 to 16383." Ifthe random number belorgs to a winning range specified for each winning combination, the related ARF-074 96,/rv 'd Il ON ivd winning combination is -won internally. 3~or example, if the random rLumber picke&, up in the current game is "10000," since this belongc to the winning range '2299"1 to "11024"' of the Eell winning combination, i;he bell winn:.ng omlkination is won internall. f the random number p:icked up in tie current gaeime is "15000," ,:ince thi1;s beog to teLs range of "]1366 )to L6383," no winning comb:.nation is won internally s nd the result is a loss.
Fig3. 12A, 12B, and 12C show three t ables of game informat~on commands pro,7de(I from main control circuit 101. In this embodiment, main control circui: 101, which controls wirning determination and coin payout, arid sub-ccntrol eircuit 201, which controls the image display unit 21 and speakers 5L a~nd 5R, are configured on separate boards, Since gaMe informiation on the internal winning states of winning combinations and -eel stop statuses, which are processed in the main control circuit;, a. euie o the e':,ctcnto processed by sub-control cirmuit '401, the I-wo boards are connected to each other with a straight cable for iequentiallv sending the requir-,4dr inomto .Th sant cormnand& incude a ".start command," which is sent when a player operates the start .'ever 13, a "reel stop comimand," which is sent when s-;op button 15L, 15 2, or 151R is operated to st~op rotating reel 24L, 24C, or 21R, and a "1 game completion command," which is sent when one gamne i~i fully comaplet~ed.
Each commknd denotes a single type of data with two byte3s.
The first byte denotes a command type and the last byte denotes a command contint, The start command is arranged as six-byte da';a.
The start 'zomraanc' is comaposed of three d &ta types: "internal winning cOmbination," ';gaming state," and "selected stop table." The reel stop command for one timQe stop operation is arranged as four-byte data. The reel 'top command is composed of two data t:ypes: "stop order" and "stop reel." The~ one -gan e -completion command ii; arranged as four-byte dai;a.
36 ARP-074 T L %1T 1 I S VOK The one-gamc-conpletion command is composed of two data tyles: 'winning category' and "bonus game state." Fig. 13A sh)ws a front view of panel display unit 7. The panel display unit 7 is composed of a single plate that is formed a transparent acryl:c plate and plays the role of protection against physical impact from the exterior. Fig. 18B shows a front view of a picture sheet 20. With the picture sheet 20, a first design is printed with semi-translucent ink on a transparent film material, and with ;he present embodiment, a tree design 20a as ihe first design is printed at the left side of the sheet. Fig. 13C shows a front view of electronic shutter 22. Elect:-onic shutter 22 is composed of a liquid crystal film e.nd switching between transparent and non-transparent states is performed in accordance with voltage application states. With the display area for the lamp parts and seven-segment display areas at the right side of the electronic shutter, the transparent state is maintained regardless of whet.er or not voltage is applied and is thus arranged to be visually recognizable by a player at all times, Fig. 14 is an enlarged view of panel display unit 7 in a state in which electronic shutter 22 is in the shielding state (non-voltage-appl.ed state) over the entire area. This display state is, for example, displayed when the powcr of pachi-slot machine 1 is not on, and whereas reels 24 are hidden by elect.-onic shutter 22 and are not visually recognizable by a player, the picture 3heet 20, due to being provided in front (at the player side) of electronic ihutter 22, is not affected by the control state of the electronic shutter and is visually recognizable by a player. Also, the various lamp displ y areas and seven-segment display areas at the rig;ht side of the pan l diiplay unit are positioned at an inner part of the casing f:om the (lectroni,: shutter 22. The various lamp display areas and seven-segment display areas are visually recognizable to the player since t:.e display area of the electronic shutter 22 is in a transparent state.
37 ARF-074 36/1~$ Q 7 0 U V IH V 4 n, V Figs. 1iA, 5B, and 15C show diagrams of effect screens during the Super Time game, which is a special gaming state. Fig. 15A is a diagram showing, ;as an example of effect control during Super Time (ST) game, the display that is displayed on panel display unit 7 prior to the first stop operatior. when a bell is internally won and stop table No. t in Fig. 10 has been selected in the current game. With the presnt embodiment, for eifect control during Super Time (ST) game, electronic shutter 22 is subject to transmissive control only at the display areE. of the reel corresponding to the stop button which is to be operated for stopping, and the other display areas are sabject to shielding control in order to indicate the appropriate stopping operation. Since with s;op table No. 5, the first stop operation is the operation of the right siop button, the diplay areas besides that of right real 24R are shielded end cnly the rotating right reel 24R is made visually recognizable to a player in order to indicate to the player that right stop button 15R should be operated for sl;opping. Here, transmissive control refers to controll:.ng the electronic ,ihutier so that the reel symbol at the rear is made visually recognizable, and .s long as the reel symbol is visually recognizable by the player, tho electronic shutter does not have to be in a completely transparent state and may be in a semi-transparent state or a colored state. Likewise, the shielding state is not limited to a state in which light is completely blocked and a somewhat semi-transparent state can also be included in the scope of the present invention as long as the reel symbol at the rear is not visually recognizable.
Fig. 15B is E diagram showing panel display unit 7 when a player has operated right stop but-on 15R for stopping in the state of Fig. 16A.
Since first step operation by the right stop button is the valid stop operation, with the display area of right reel 24R, in which the entirety of right reel 24R in rctation was visually recognizable in Fig. 15A, just the bell symbol, which is the internal winning cmbination, is made visually 38 ARF.074 K'4rl 'd 7eT OIil 1 I sAvo ;Ek 4 \O 7 il i Z IV I S V Id 0 Ini in 7 iecognizable aad the other parts of the display area are shielded to notify the player that tho stop operation is correct. Also, the display arez. of left reel 24L, which was shielded in Fig. 15A, is put in a transmissive state and left reel 24L in rotation is made visually recognizable to indicate to the plater that operation concerning left reel 24L should be performed.
Fig. 15C is k: diagram showing panel display unit 7 when a plaJer has operated left stop button 15L for stopping in the state of Fig. Since second 3top operation by the left stop button is the valid s;op operation, with the display area of left reel 24L, in which the entirety of left reel 24L in rotation was visually recognizable in Fig. 15B, just i;he tell symbol, which is the internal winning combination, is made visually recognizable and t e other parts of the display area are shielded to notify the player that the stop operation is correct, Also, the display area of middle reel 24C, which was shielded in Fig. 16B, is put in a transmissive state and middle reel 24C in rotation is made visually recognizable to indicate to the player that operation concerning the remaining mid le reel 24C should be performed.
Fig 16A is a diagram showing panel display unit 7 when all stopping operationi; during Super Time (ST) game have been performed correctly and a w:n has been achieved. In Fig. 16A, the electro.nic shutter is subject to transmitting control just at the parts of the bell symbols, which mae up the winning combination, and the bell symbols on reels 24 aro made visually recognizable, and the characters, "GET," are displayed on th image display unit 21 to notify the player that bells have been won.
Fig. 161I is a diagram showing panel display unit 7 for a case where missed win.ling occurred due to erroneous stopping operation during Super Time (ST) game. This is displayed when, for example, in t:he state of Fig. ]5B, middle stop button 15C is operated when the 39 ARF-074 :M i Wi r^ji correct operation was to operate left stop button 15L, and a large is displayed at t:ae c( nter of the display area to notify the player that Ihe stopping cper.tion was wrong.
After displa by the effect control executed as shown in Fig, 16A or ].6B is performed for a fixed period of time, all shielded areas are subject to transmitting cor.trol as shown in Fig. 16C and the effect control for one game is thereLy ended.
Figs. 17A, 17B, and 17C show notification effect screens that are generated at E predetermined probability after all reels 24L, 24C, and "4R have stopped. With regard to the specific flow of the effect, first, the reels 24L, 24C, and 24R in rotation are displayed through panel cisplay unit 7 (Fig. 17A), and thereafter, all reels are stopped by -he stopping operation by a player (Fig. 17B). After all reels have stopped, electronic shutter 22 is put in the shielded state so that reels 24L, 24C, and 24R, which were displayed, become hidden behind the electronic shutter as shown in Fig. 17C.
Nex:t, a nctification effect based on the internal winni.ng combination of the current game is executed With thenotification effect of the preEent embdiment, the reliability of establishment of a winning combination for a Loonus game is expressed by the degree of matching of the display positions of bell symbols displayed on the image display unit 21 and the stop po itions of the bell symbol; of reels 24L, 24C, and 24R, which are disp.ayed in the stopped state. Fig. 19A shows an notification effect generat:ion ;able. The notification effect generation table is referenced when, ir a case where BB, RB, watermelon, or SB is internally won, the lottery foi determining whether or not to execute a notification effect is executed. For example, whereas an effect is executed in the current game if a vatermelon is internally won and the random number for effect selection is 15, an effect will not be executed even if the random number for effect selection is 15 if the internal winning combination is ARF 074 36/i5f 'd ~8i~i OW d V I '1 QH V CI{S6U vC "n 7,
SB.
Fig. 19B is a diagram showing the effect category selection table.
When the excution of a notification effect is determined by i;he notification effect generation table, the effect category selection table is referenced to determine the contents of the effect. Effects are categorized according to how precisely the bell symbol stop positions on the image display unit 21 are to be matched to the bell symbol stop ;ositions of reels 24L, 24C, and 24R, and the higher the degree of matching, the higler the probability that a winning combination fo:: a bonus game is an internal winning combination. For example, in the Figure, "All" in the "number of bells displayed" column indicates that all of the display positions of both parts are matched and "Number appearing 2" indicates that a maximum of two of the display positicns of both pa:rts are unmatched. For-example, if in the current game, the iiternal winning combination is "SB" and the random number for effect selection is 113, the effect corresponding tc "Number appearing 4" is selected. In this case, if, for example, there are only two bell symb.ls that are d:isplayed in the stopped state on :reels 24L, 24C, and 24R, an effect mode wi;h which all display position; are unmatched is selected, and if, for example, five bell symbols are displayed, display is performed with four of the display positions being unmatched and one display position being m:atched.
Figs. 18A 4,nd 18B show diagrams of specific examples of notification effect nodes. Fig. 18A shows the display that is displayed when, in the case where reels 24L, 24C, e.nd 24R are stopped in the display mode of F:g. 17B, any of "Number appearing "Number appearing "Number appearing and "Number appearing is selected from the effect category selection table of Fig. 19B. Though with regard to the symbols displayed on the reels in the reel stopped state of Fig. 17B, bell symbols are displayed at the middle stage of 41 ARF-074 f d i C i~E5iiB~:B /(0 I l i 00 middle reel 24C and the upper stage of right reel 24R, on the image display unit 21, bell symbols are displayed at the lower stage of the middle reol and the middle stage of the right reel, and since the display positions of both i arts are not matched, it can be understood that ;he notification effect is one that indicates low :eliability.
Fig. 18B shews a display that is displayed when, in the case where reels 24L, 24C, ard 24R are stopped in the display mode of Fig. 17B, "Number appearing 1" is selected from the effect category selection table of Fig. 19B. With regard to the symbols displayed on the reels, bell symbols are di iplayed at the middle stage of middle reel 24C and ;he upper stage rig t reel 24R, and on the image display unit 21, tell symbols are displeyed at the middle stage of the middle reel and the riddle stage of the right reel. Though the display position is raismatched with regard to right reel 24R, since the display position is matched for middin reel 24C, it can be understood that the notificat.on effect is one that ir.dicates high reliability.
Fig. 20 is a liagram showing a BR .gneration and BR continuing rumber lottery table. With the present embodiment, whether or not a IR is to be made t( occur and the number of times BR is to be continued are determined by lottery at a fixed probability when a predetermined winning combination is internally won. In this table, a BR is made to occur at a prot abil: ty of 16/128 when a watermelon is internally won, at a probability cf 11,128 when two cherries are internally won, and a probability of 25/1' 8 in the case of missed winning.
The control operations of main control circuit 101 and CPU 103 will now be explained with reference to the main flowchart shown in Fig.
21 through Fig. 23.
First, C?U 103 carries out an initialization process before starting a game (step 501, referred to as ST hereinafter). Specifically, the previous game stalus and communication data stored in RAM 105 s.re 42 ARF 074 1! ii Pi ir ~i Cn;j Oki ii i y I SVAVi "V 4 I I(E( leared, the game parameters required for :i game are written, the start address o' the seqi.ence program is set, etc.
CPU 1C3 then determines whether .r not there is an automatic coin insertion reqi.est, in other words, determines whether there was a replay winning in ;he previous game (ST 502). If determined as 'YES," the requested number of coins are loaded automatically (ST 503) and a transfer to the process of ST 505 is carried out. If determined as "NO" at ST 302, w:.eth.~r or not new coins we:-e inserted, in other words, whether or not there is an input from the inlet coin sensor 117 due to coins being loE.ded into coin insertion slot 11 by a player and whethei or not there is an input by the operation of any of the various BET switches 9, and 10 are determined (ST 504). If determined as "YES," a transfer to ST 305 is perforned while if determined as the input signal is nonitored unt:.l a BET operation is executed.
CPU 103 then determines whether or not ;-here is an input due to the operation of sart lever 13 (ST 505). If determined as "YES,' a transfer to ST 506 is performed, and if del;ermined as the input signals are monitored until the start lever i:s operated.
Ne the piobability lottery process is carried out (ST 506). In the probability lottery process, first, a random number for lottery is picked up from the range of"0 to 16383" using random number generator 108 and sampling circuit 109. Then using the winning probability ta'le (:Fig. 11) that sets s random number range (winning range) in accordance with the gamir.g st;te and number of medals input, the winning range to which the picked-ip random number belongs is determined and the corresponding internal winning combination (winning flag) is determined.
Next, ii' a winning combination for a bonus game was won internally, a WIN limp lighting process of lighting up the WIN lamp at a predetermined prol ability is performed (ST 507).
43 ARF 074 'd m Z OH -Vd SVWA\O'0 l i ul a-r T jl V v a H 1 1I(F it 'Jl,/ Li.1 Th3 gamne iLiformation of main control circuit 101 at the star'; of the game is then sent to the sub-control circuit (ST 508). a transmitte~d command, suach as the 'start command" among the game information commands ha Figs. 12A, 12Bl, and 12C, the winning flag determined by th above-mentioned prolability lottery process, bhe current gF.minor state, the stop table number determined according to the winning flag, etc., ire sent.
Ne.x.t, it is C'etermined, whether or not a predetermined time, for example 4.1 sec, hi.s passed since the one gEine monitoring timer was set in the pre-viod3 gajae (ST 509). If determined as "YES," the one game maonitoring tinter fir the following game is set (ST 511). If determiined 4NO, the elaose of the remainder of' the predetermined time is awaited (LET 510) and then the one game monitoring timer is set for -,he following gamo (ST 511), Ne2,:t, CPU '.03 controls motor drive circuit 11I and carries out a Irocess of rotE.ting reels 24L, 24C, and 24H (reel rotation process)
(ST
612). In t~he reel iotation process, an acceleration process is carried out starting from !;he tate where the reels 24L, 24(0 and 24R are stopp'ed and a c~nstant-!peed rotation process is carried out after a predetermined spee-d is reached. Under this constant-speed rotation state, the stop but;ons 15L, 15C, and 15R are activated to enable stop operation of the re( Is 24L, 24C, and 24R.
Next, 103 determaines whether any of stop buttons 15L, 11,C, and 15R was operal ed (whether or not a stop button is on), in other words, whether or not a stop signal has been sent from reel stop signals circiit 118 upon ')peratior of any of the stop buttons 15L, 15C, and 15R by a player (ST 513). If determined as a transfer to ST 515 is performed whi.e if ietermined as a 1.ransfer to the process of ST 514 is perform,?d. In the process of ST 514. whetkher or not the value of tjae automatic stop timer is is determjnod, 'Automatic stop" refors 44 ARF 074 r 7~7 Q ;7 7 77 k 7 V U 7 to a process in xvhich the reels 24L, 24C, and 24R are stopped Futonaaticaly afte. the elapse of a predetermined period of time (for example, 40 sccon(!s) from the point at which the reels started rotat-,ng even if stop biittoi.s 15L, 150, and 15R have not been pushed and the reels are rotat;-ng, If determnined as "YES," in other woirds, if the va.,ue of the automat~ic slop timer is a transf.-r to ST 6 is performed in order to autoinEati- ally stop the reels, and if determined as a transfer to tha prcess of ST 513 is carried oi-xt in order to contirue monitoring the recoption of stop operations.
In -;he )?roca!s of ST 515, CPU 103 carries out a "slip segmunt rumber determination process.' In the "islip segment numb~er determination process," -the slip segment number of the rael corresponding to th~e stop button that was ,;ubject to a stop operation is d etermi nel. H~ere, "slip segment number refers to the number of symbols (r.umler o 'segments) to be slipped before stopping the reel (I he actual sto) positioa is called "stop positionL") from the symbol position (teferred to as the 'stop operation position") that is displ~naed inm displayT window 43L, 413C, (r 43R when stop button 15SL, 150, or 16R is pushedl.
Next, the CTU 103 controls motor dri-7e circuit 111 so that the rael correspond[ing to tl.e stop button that was subject to a stop operation is stopped after rotating by the determined number of slip segments
(ST
516).
Next, the CPU 103 transmits to the suab-control circuit 201 a "r,?el stop command," which indicates that the reel has been stopped (ST 517).
As indical;ed in tae 'reel stop command'L of the game information command, the reel stop comamand transmits the stop order status (the number of the currant stop operation) and the stop reel status (the roe1 sabject to the Etop )peration) to the sub-con-;rol c&rcuit 201.
Nex(t, the CPU 103 determines whother or not all reels have stopped. If determnmed as "YES," a transfer to ST 519 is carried out. If 46 AR.074 -C 'I SV )"V2 0) 1 7 L 7 determained as since this means that, there remain some rotat-.ng reels, a transfer to ST 513' is carried out.
Nei_,t, CPU1')3 carries out a winning search process (ST 519). In this winning searca process, it is determined whether not the mode of stoppage of thc! syni.bols displayed in display windows 43LP 43C, and 43R denotes an estab'ished winning. If this stop mode denotes an established winnirg, the winning flag of the corresponding winning combination ft sto-ed in RAM 105. Specifically, the determination is miade by collating t ae code numbers of the symbols on center line Li w-.th' the winnir~g symbol combination table stored in ROM 104.
The winning flag and the winning flag are then compared to ,iee whether oxc no-. thEy matc~h and thereby determine whether or not the current iE noimal (ST 520). If determined as an "illegal error" is displayed and the execution of the game program is interrupt,.d.
V~ determijaed as ES" in ST 520, coins are paid out in accordance w:.th t'ae established, winning combination type and gaming state (ST 522).
If the giLmning state is changed by completing the current game,a t:-ansition process :s carried out (ST 628). This process is carried o'.it, for example, whlen the final winning in the bonus game has been achi eved, when a bonus is int rnally won- in the current game, or when the symbols '7 7 7" stop on the activo line and the bonus game is started.
Next, the category of the established winning combination, the gaming stsEte, otc., are sent to the sub-control circuit in the form of a 'I game completion command" as shown in the game) information command tables of Figs, 12A-12C (STr 524).
The conurol )peration of sub-CPU 2CS of sub-control circuit 201 will now be describod.
Fig. 24 shows a f1lowchart of an :.nterrupt process 1, This interrupt process 1 is executed as an interrupt process every 8 ins, and in this procesus, t.aie game information comma',ads sent from main control 46 ARF-074 r%/I C 7H~ G~ V H SVAV'~QH~ E4K\'~~Z j. circuit 10_1; and input signals from the touch panel are stored in sub-RAM 2 0 First, i;ub-1CPU 203 checks the input buffer (ST 600) tnd 6letermines Wh~ethc r or not there is an inpat signal in the input buffer (ST 601). If Jete:*inined as "YES," .a recaiving flag is turned on (ST 6;02), the contents of the received command are set in sub-RAM 205 (ST EM3), and the process is completed. If determnined as the process is completed a 3 it is, Fig. 25 sboNrs a flowchart of the ma:.n process at the sub-control circuit side. 'First sub-CPU 203 checks the receiving flag of sub-RAMV and determninEs whethe~r or not there jhas been an operation input from the to)uch pana1 (ST 620). If determined as "YES," a support menu iyrocess is executec (ST 621) and a transfer to STr 622 is performed. If determined as ST' 621 is skipped and a transfer to ST 622 is performned, In the support menu process, display and editing of the support menu are carried out in accordance with inputs.
Next, %heti-er or not the start com1mandI has been, received" is determained. 62'91, and if determined as ST 628 is skipped and a transfer to 83T 6 24 is performed. If det',rmined as "YES," an eff~ct control process for itarting, is executed (ST H22). With the effect control process for startinFj., the BR. control process is carried out if the curro~nt sbate is the~ BR state. Details will be given below7.
Next, wheth~r or not the reel stop command has been received is determinedi (ST 624 and if determined as ST 625 is skipped and a transfer to t' T 616 is performed, If determined as "YES," an effict c~ntrol procesE for reel stopping is executed (ST 625). With the effoct c~ntrol praces~i Poi reel istopping, the BR generation lottery process, notificatio-.a of the )rder of stopping in the BR state, and effects, which are in accordance w~ith matching of the notified contents and the actUal stopping o-oera ionE, are carried out. Details will be given below.
47 ARF. 074 7- .1 t i: 11 V j 1 S V 8
TV
Nex:t, whetter or not the 1 game com2pletion command has bcen received it delerm .ned (ST 626), and if determinaed as ST 627 is skipped, a retlirn the process of ST 620 is performed, and the same processes are repoated. If determined as "YES," an effect control process fo-.r thE conpietion of one game is executed (ST 627). With the effect control proce 3S for the, completion of one game, a notification eff act process, or if the cirrent state is the BR state, the process of renewing the numbcr of timn-s of continuation of BR .Is executed, Details will be given belaow.
When the p: ocess of ST 627 is compl.eted, a return to ST 020 is performed and the same processes are repe3ated. Thus with the ma~in fowchart of sub-control circuit 201, processes of branching to corresponc~ing effect processies are carried oat repeatedly based on ga~re ii-aformation comnmands sent from main control circuit 101.
Fig, 26 ;hows a flowchart of the effect, control process for starting.
First, sub-CPU 203 carries out a BR generation lottery process (ST 660).
The BR generation lottery process is a prociess that deter-mines whethler or not battle r-ush, 1Vhich i.9 a special gaming state, is to be made to occ*ar, D'etails will be given below. A BR executio.a proc~ess is then carried cut (ST A80). With the BR execution process, notification of the stopping ord~er is carried out in the BR state. Details will be given below.
Fig. 27 shows a flowchart of the BIR generation lottery proce~s.
First, sub-CPU 203 checks a BR flag stored in sub-RAM 205 to determine whether cr nt ER garae is currently ;Jn progress (ST 661). If determinedj as 4 YEL;," a rerurn to the effect control process for starting is performed as it is, If determined as the BR generation and B3R co)ntinuing numiber lottery table of Fig. 20 is referenced and whether or not a BR contixnuanze number has been won is determined (ST 662, 66-3).
If. determined is "N a return to the effect; control process for starting i performod, If d!termined as the 13R flag in sub-RM 205 is ket 48 ARF- 074 to on, the BR continuance number is set to the continuance number that has been won (ST 664), 13R generation e:ffect is carried out (ST 665), and a return t, the effect control process for starting is performed.
Fig. 28 sho s a flowchart of the BR execution process. First, sub-CPU 203 ohec:ks the BR flag and a BR evacuation flag in sub-RAM 205 to determ:.ne wNhether or not BR game is currently in progress or a bonus has been generated during BR and the BR gaming state is temporarily interrupted (ST 681). If determined as since this raeans thE.t th prsent state is not the BR state, a return to the effect control process fo: starting is performed as it is. If determined as "YES," the receiving flag in sub-RAM 205 is checked to determine whether or not a winning combination for a bonus game has been won internally (ST 682:, and if determined as "YES," the BR is interrupted, the BR flag in sub-l:AM 205 is set to off and the BR evacuation flag is set to on in order to fi:.ish up the bonus game (ST 683), and a return to i;he effect control process for starting is performed.
If deter:nined as "NO" in ST 682, then in order to restart BR from the state in which BR is evacuated, the BR evacuation flag in sub-RAM 205 is sei; to off and the BR flag is set to on (ST 684). The :BR continuance numb:er in sub-RAM 205 is then checked to check whether all of the BR continuance number of times of game have been finished and determine whether or not the continuance number has become 0 (ST 685). If determined as "YES," since this means that BR has ended, the E;R flag is set to off (ST 686) and a return to the effect control process for starting is perform d.
If determined as since this means that the defined number of times of BR game have not been finished, the receiving flag in sub-RAM 205 is checked to determine whether or not the bell or SB has been won internally in the present game (ST 687). If determined as "YES," the selactecL stop table category, stored in the receiving flag in 49 ARF-074 F- Oi IV I. ,I i 4- li li 1 I i k ~i j ii Lt sub-RAM 205, is leferenced and the appropriate order of stopping is rotified (ST 688) auid a return to the effect control process for starting is rerformed. I: de;ermined as a return to the effect control process for starting is performed without notifying anything.
The effect ccntrol process that is carried out when any of the stop buttons 15L, 15C, and 15R is pressed in the BR state will now be described. Fig. 2. shows a flowchart for the effect control process For reel stopping. Fir;t, sub-CPU 203 checks the BR flag in sub-RAM 205 to determine whether or not the current state is the BR state (ST 700), and if determined as a return to the main process at the sub side is performed as it is. If determined as "YES," the stop command of the receiving 1lag in sub-RAM 205 is checked and the stopping order data and stopped reel c ata are compared with the used table No. data to determine whether or not the current stopping operation has been performed in the c rrect order of pushing switches as designated by the stop table (ST 701). If determined as 'YES," that the stopping operation was per'ormed in the correct order of pushing switches is displayed (ST 7021, while if determined as that the stopping o:eration was per'ormed in the wrong order of pushing switches is displayed (ST 703). A return to the main flow for the sub side is then performed.
The effect ccntrol process that is carried out after all reels have stopped will new b< described. Fig. 30 shows a flowchart for the effect control procesE for the completion of one game. First, sub-CPU 203 executes a notification effect generation process of determining whether or not a notificationl effect for an internal winning combination is to be generated (ST 720). Next, a parameter renewal process of renewing the relevant parameters is executed (ST 740) if the current gaming state is the BR state. Then, the effect process i;s executed (ST 760) if the generation of the notification effect has been determined in the ARF-074 i -i D O I~d'SVAVgOH?,"'i' I notification ef'ect generation process. A return to the main flow for ;he sub side is,- then pe rformed.
Fig. 31 shows a flowchart of the notification effect generation process. Firs;, sub-CPU 203 checks the receiving flag in sub-RAM 205 to determine whether or not the current raming state is the general g:aming state (;ST 7 21), and if determined as "YES," the notification effect generation table of Fig. 19A is referenced to execute a lottery for generating a notification effect (ST 722), whether or not the lottery is ron is determine(. (ST 723), and if determined as "YES," the effect category selection table of Fig. 19B is referenced to execute an effect form .etermination process to determine the form of the notification effect(ST 724) and then a reiurn to the effect control process for the completior of one game is performed. If determined as a return to the effect control process for the completion of one game is performed as it is.
Fig. 32 shows a flowchart of the parameter renewal process.
First, sub-CPU 2(3 checks the 1 game completion command of the receiving flag storod in sub-RAM 205 to determine whether or not the current gaming state is the bonus game state (ST 741), and if determined as "YES," since tLe current state cannot be the BR state, a return to the effect control proce as for the completion of one game is performed as it is.
If determined as "I the BR flag stored in sub-RAM 205 is checked to determine whether or not the current state is the BR state (ST 742). If determined as a return to the effect control process for the completion of one game is performed as it If determined as "YES," the BR contin.ancE number counter in sub-RAM 205 is decremented
(ST
743) and then a return to the effect control process for the completion of one game is perforned.
Though the present embodiment is described with the ST period as an advantageous status for the player ths.t is established by achieving the present object, the above-mentioned AT period may be applied 51 ARF .074 5/7 i ON SVAQWiOH?; '7'J OC:, C C, Q 7 i li 7 Li 1 instead or as an ad vantageous status for the player. The winning flag of a specific winninig combination may be established or the internal winning probability of a winning combination may be increased.
In addit:.on t) the slot machine, the pt.chi-slot machine, or the like, for example, l;he above-described embodiment, this invention may be E.pplied in a similar manner to a pachinko :aming machine or an arcade gaming machine ecuipped with an electrical display device or to a home video game that e) ecutes the above-described functions in a simulat:.ng ranner w:th a software.
With the present invention, since an effect, which is displayed with the electronic shutter being in the transmissive state, enables the reel symbols at the bad: side to be visually recognizable at parts at which t;he effect is not displayed, an effect mode in which reel symbols are mixed with an irage effect can be expressed. Also, with an effect displayed with the elect:onic shutter in the shielding state, since an extraneous background will not be visible and the electronic shutter serves the role of a reflecting pl,.te as well, an even clearer image effect can be expressed.
With the ]presint invention, since it becomes possible to leave just the display reg;ions that are to be displayed to a player in a highlighted manner and shielI the other display regions in accordance with stop button operati)ns of the player, information that match changes in the gaming situation c.n be transmitted effectively without being influenced by the installation positions of the display devices, the brightness of lamps, etc. Also, it becomes possible, in performing stopping operaticns during ST gaming, ;o play the ST gaming without movement of the line of sight from the image display unit, on which the stopping order is displayed, to the reels and since the control is carried out in accordance with the stopling operations of a player, ihe degree of fatigue of the player will be redi.ced. Also, the switching between the transmissive 52 ARF 074 S [Vd 'ISVfviin( V- n w Ci 1 7 4 i n V -U and shielding stales can be performed instantaneously and since the C:hielded region ctn be controlled by soft ware, finer effect control is Enabled.
With the :present invention, since the electronic shutter is activated in the state in which all reels are stopped and since the electronic shutter can thus be controlled to be in the shielding state across the entire display panel without considering the hindering of observation push, which can be a problem in electronic shutter control during rotation of the reels, the execution of large and clear inage effects is enabled.
With the pres nt invention, since, when a winning is generated, i;he reel symbols besides the winning symbols are hidden by an electronic shutter and only the winning combinations are put in visually recognizable stateE, it is clear at a glance which winning combinations have become cstablished along which pay line, the winning effect can thus be notified effectively to the player, and the game is made more interesting.
By applying the present invention in ST gaming, in which the appropriate st.opping order is notified, the winning symbols and the pay l:ne can be notifiecd to the player effectively even during ST gaming, in which the attentio:i of the player is directed just to the stopping order and the concentrat: on regarding which symbols are displayed in stopped form tends to be in;errupted.
With the pre sent invention, that an arroneous stopping has been performed during ET gaming can be notified to a player without fail and without the player having to move his/her line of sight to other display devices. Also, since the performing of an erroneous stopping operation i; notified not only by means of the control state of the shielding means but also by display of a predetermined image on the effect display part, more definite iafornation transmission is enabled.
Although orly some exemplary embodiments of this invention 53 ARF 074 'E ,C\1 ON i ,'Hf E klIa ir.F nLT7/ I t 'G u V V 7 j 1 1) have been describei in detail above, those I-killed in the art will readily appreciated that mrany mnodifications are Possible in the exempltry embodimneats vrithc ut materially de-partinz f rom the novel teachings and ",rantlges of" ths ine'in AZ.ccord-ingly, all SUChI Modifications ~r iLatended be inclu~ded within the scope of this invention.
When used in this sipecification and claims, the terms "comprises,, and "comprising" and variations thereof mean that the specified features, steps or integers are included. The terms are not to be interpreted to exclude the presence of other features, steps or components.
ARP- 074
A-.
"v n i L V

Claims (9)

1. Agara-ing machine comprising: variablo dis lay means for variably 1-isplaying various symabols; lottery :M eaoj sfo executing a lottery of a winning combination: stop~ control means for performing stop control of variable display c-f the various symbols; effect d:.splay meanis for displaying a:a effect image; shie~lding m~'ans for shielding, the sh;.elding means being dispo.,;ed in front of the varia~ble di:3play means; and effect contr.I' means for controlling i;he shielding means and t;he effect display Inear s; wherein the effect control means controls the shielding means to switch, based on a )redetermijned condition, between a first control stAte of a transraissive o0;, a semi--bran sp arent state such that the effect disp'ay means is coni;rollod while a player visually recognizes the various symbols, e2nd a se(ond control state of a s'.ieiding state such that I-he effect display means is controlled while t~he player is disabled fr~m visually re cogrizin the symbols,
2. The gaming machine according to claim 1, wherein at least part of a pane'! display is controlled in the first control state while the variable display 'mans displays variably th,2 symbols, and in the second control state while the variable display is stopped.
3. A ganing machine comprising: variable display means for variably displaying various symbols; lottsary raeans for executing a lottery of a 'Winning combination; stop control 2aeans for performing stop control of variable display; shielding mneans for shielding, the shielding means being disposed ARFE 074 Q 6, 119 S V A V Trn~~. in front of the vani ible display means; and shilding ccntrol mneans for perform.ing, in accordance with. -:he performance of tim stop control means, switch control between a first state enabling a p' ayer to visually recognize the symbols and a second stat.r-ab1lin the player from visually recognizing the symbols.
4. The gaming machine according to Claim 3, further comprising; spacial gaming control means for generating, based on a predetermined contlition, a special gaming fstate that-is advantageouE to the player, whereini the shielding control means activates the shieldx.ng mleans during -:he special gaming state. The i;aming machine accordinag to Claim 3, wherein t~he shielding contr'ol 31 eans performs switch coatrol of putting at least p art of the shielding means in the shielding state under a condition that al" of the variable displa-7 is stopped.
6. The faming machine according to Claim 3, wherein the shielding control neans controls at least part of'a panel display in Ihe Erst state: wi~le ;he variable display mi~mns performs the varialile display.
7. A. gaming machine comprising: vari.able display means for variably displaying various symbols; lottery raear s for executing a lottery of a winning combination; stop control mneans for performing stop control of variable display, shielding m sans for shielding, the shielding being disposed in f-ront of thim variable display means; and shicd ding co-itrol means for performing switch control between~ a sbate enabling a pl*ayer to visually recognize the symbols and another 56 ARF .074 C" j- I S rL.9 Lr(,1 L7 -7 state disabling the player from visually recognizing the symbols; whereir, when winning symbols that are won in a lottery s;op along an activated line, the shielding control means shields other display regions than a dis;lay region of the winning symbols.
8. The gaming machine according to Claim 7, further comprising special gaming control means for generating, based on a predetermined coniition, a special gaming state that is advantageous to the playe:, and wherein the shielding control means activates the shielding meais dtring the special gaming state.
9. A gaming machine comprising: variablE, display means for variably displaying various symbols; lottery mear.s for executing a lottery of a winning combination; stop control means for performing stop control of variable display; stop cor.trol selection means for selecting a kind of control of the stop control moans in reference to a result of the lottery; shielding m ans for shielding, the shielding means being disposed i:n front of the variable display means; and shialding control means for perfo:rming, in accordance w:.th selection by the stop control selection means, switch control of the shielding meahs between a state enabling a player to visually recognize the symbols and another state disabling the player from visually recognizing the synbols; wherein the shieldirg control means performing, in accordance with a kind of 3topping operation by the player, switch control between a first shielding sta;e which is executed when the stopping operation matches the kind of control of the stop control means, and a second shielding state which is executed when the stopping operation'does not match the kind of control of the stop control means. 57 ARF 074 d o i 'The, gaming -machine according to Claim furthller comprising- an E-fflct display, which displ'ays an effect i mage and is A. u~ps m1 rn 01 the variable display me.s wherein the effect im .ge r~ dsply~d n te efectdisplay aftber thie second shielding state is
11. 'The gJaming mnachine according to Claim 1, 3, 7, or 9, wherein the sbie.Iding means comprises an electronic shutter. 2.2. A gaming ma-chine substantially as herein before described with p~articular reference to. the accompanying drawings. Dated this 27th day February 2004 PATENT ATTORNEY SERVICES Attorneys for ARUZE CORP. 58 ARF- 074
AU2004200874A 2003-10-31 2004-03-01 Gaming machine Ceased AU2004200874B2 (en)

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US8968072B2 (en) * 2011-06-02 2015-03-03 Universal Entertainment Corporation Gaming machine and control method thereof
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