AU2010214730A1 - Gaming machine - Google Patents

Gaming machine Download PDF

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Publication number
AU2010214730A1
AU2010214730A1 AU2010214730A AU2010214730A AU2010214730A1 AU 2010214730 A1 AU2010214730 A1 AU 2010214730A1 AU 2010214730 A AU2010214730 A AU 2010214730A AU 2010214730 A AU2010214730 A AU 2010214730A AU 2010214730 A1 AU2010214730 A1 AU 2010214730A1
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AU
Australia
Prior art keywords
light
light guide
gaming machine
controller
numeral
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Abandoned
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AU2010214730A
Inventor
Hideaki Kishi
Tatsuhiko Tanimura
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Universal Entertainment Corp
Aruze Gaming America Inc
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Universal Entertainment Corp
Aruze Gaming America Inc
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Publication date
Application filed by Universal Entertainment Corp, Aruze Gaming America Inc filed Critical Universal Entertainment Corp
Publication of AU2010214730A1 publication Critical patent/AU2010214730A1/en
Abandoned legal-status Critical Current

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    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • GPHYSICS
    • G07CHECKING-DEVICES
    • G07FCOIN-FREED OR LIKE APPARATUS
    • G07F17/00Coin-freed apparatus for hiring articles; Coin-freed facilities or services
    • G07F17/32Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
    • G07F17/3202Hardware aspects of a gaming system, e.g. components, construction, architecture thereof
    • G07F17/3216Construction aspects of a gaming system, e.g. housing, seats, ergonomic aspects

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

Description

Australian Patents Act 1990 - Regulation 3.2 ORIGINAL COMPLETE SPECIFICATION STANDARD PATENT Invention Title Gaming machine The following statement is a full description of this invention, including the best method of performing it known to me/us: P/00/011 <I ( CROSS-REFERENCE TO RELATED APPLICATIONS 5 [0001] This application is based on and claims a priority from the prior Japanese Patent Application No. 2009-211271 filed on September 14, 2009, the entire contents of which are incorporated herein by reference. BACKGROUND OF THE INVENTION 10 Technical Field [0002] The present invention relates to a gaming machine for illuminating a front-surface panel with the use of a light source such as an LED. Background Art 15 [0003] Conventionally, there has existed a display device employing a light guide panel, the whole of which is formed to have a surface in convex curved shape in a light-exiting direction. This light guide panel is provided to the display device so as to be spaced at a longer distance from a liquid crystal display panel in a position closer to the side surfaces of the light guide panel (refer to Japanese Unexamined Patent 20 Application Publication No. Hei 9-219109). In this manner, the conventional display device has been intended to achieve high-quality display by uniforming brightness across the entire area of a display surface and eliminating the unevenness in contrast. [0004] In this conventional display device, a light source is provided at an end 25 portion of the light guide panel so that the light guide panel can guide light emitted by the light source to exit through the light guide panel and to enter the liquid crystal display panel. Such a configuration causes a problem that the liquid crystal display panel, generally, can be illuminated brightly in a position near the light source but not in a position distant from the light source. The conventional display device 30 described above has been proposed to solve such a problem. Specifically, the light guide panel is formed in a convex curved shape and positioned with respect to the liquid crystal display panel so as to be spaced from the liquid crystal display panel in a position near the light source and approached to the liquid crystal display panel in a position distant from the light source. In this manner, the conventional display 35 device uniforms brightness across the entire area of the display surface without - la thickening the display device in a depth direction. [0005] As described above, the conventional display device achieves the uniform brightness across the entire area of the display surface without thickening of the 5 display device in its depth direction. However, the conventional device requires the light guide panel, the whole of which is formed in a convex curved shape, to be prepared and disposed in a predetermined position so as to gradually enlarge a distance from the liquid crystal display panel. Therefore, the light guide panel needs to be processed or deformed into a convex curved shape, which inevitably increases 10 production cost, as compared to a flat-shaped device. Furthermore, compared to the flat-shaped light guide panel, the light guide panel having such a convex curved shape requires more difficult work for installation to a rear surface of the liquid crystal display panel or sometimes requires an additional component for facilitating the installation, inevitably resulting in cost increase, complicated work, and so on. 15 [0006] Depending on type of an illuminated object which is to be illuminated with light emitted by the light source, for example, a light-transmission panel such as a pattern-printed panel, it may be desired to illuminate a specific area brightly to bring it into prominence and the other area uniformly and less brightly than the specific area. 20 SUMMARY OF THE INVENTION [0007] The present invention has been made in view of the above-described circumference and aims to provide a gaming machine which is capable of illuminating an illuminated object with substantially uniform brightness and facilitating installation 25 work at low cost. [0008] In accordance with an embodiment of the present invention, a gaming machine has an illuminated object made up of a specific area and a non-specific area different from the specific area, the illuminated object being disposed on a front 30 surface of the gaming machine. The gaming machine includes: a first light source for emitting light caused to enter the specific area from a rear-surface side of the illuminated object; a second light source for emitting light, the second light source being different from the first light source, and a light guide body for causing the light emitted by the second light source to enter the non-specific area through the 35 rear-surface side of the illuminated object, the light guide body being disposed in a - 2 position spaced apart from the illuminated object. [0009] According to this embodiment, the non-specific area can be illuminated by the second light source with substantially uniform brightness while the specific area 5 can be illuminated by the first light source more brightly than the non-specific area. [0010] In another embodiment of the present invention, the light guide body is disposed at a predetermined distance from the illuminated object. 10 [0011] According to this embodiment, the non-specific area can be illuminated with substantially uniform brightness without complicating the light guide body in shape or disposition. [0012] In yet another embodiment of the present invention, the predetermined 15 distance is set to be larger than 40 millimeters. [0013] According to this embodiment, the non-specific area can be precisely illuminated with substantially uniform brightness. 20 [0014] In still another embodiment of the present invention, the first light source is disposed based on a pattern drawn on the specific area of the illuminated object. [0015] According to this embodiment, the specific area can be illuminated in a desired light-emission mode depending on shape or size of a pattern drawn on the 25 specific area. [0016] In accordance with y et another embodiment of the present invention, the gaming machine includes a display device for displaying predetermined information; a first controller for controlling progress of a game; and a second controller for 30 controlling light emission of the first light source. The first controller and the second controller are programmed to execute the following processing (Al) to (A3). The first controller executes processing (Al) of transmitting, to the second controller, an instruction signal of instructing a light-emission mode of the first light source in accordance with the progress of the game. The second controller executes 35 processing (A2) of transmitting a confirmation signal to the first controller upon -3 receipt of the instruction signal. The first controller executes processing (A3) of displaying an error message on the display device, in a case where the first controller has not received the confirmation signal before a predetermined time elapses. 5 [0017] According to this embodiment, even with a configuration in which the first and second controllers are separately configured and connected to each other via connection line such as a cable, a judgment can be made as to whether or not a connection condition between the first and second controllers is appropriate. 10 [0018] The present invention provides a gaming machine which is capable of illuminating an illuminated object with substantially uniform brightness and facilitating installation work at low cost. BRIEF DESCRIPTION OF THE DRAWINGS 15 [0019] Fig. 1 is a schematic view showing a configuration of a gaming machine according to an embodiment of the present invention. Fig. 2 is a view illustrating a function flow of the gaming machine according to the embodiment of the present invention. Fig. 3 is a view illustrating a game system including the gaming machine 20 according to the embodiment of the present invention. Fig. 4 is a view illustrating an overall configuration of the gaming machine according to the embodiment of the present invention. Fig. 5 is a block diagram illustrating an internal configuration of the gaming machine according to the embodiment of the present invention. 25 Fig. 6 is a flowchart illustrating a main control processing for the gaming machine according to the embodiment of the present invention. Fig. 7 is a flowchart illustrating coin-insertion/start-check processing for the gaming machine according to the embodiment of the present invention. Fig. 8 is a flowchart illustrating jackpot-related processing for the gaming 30 machine according to the embodiment of the present invention. Fig. 9 is a flowchart illustrating symbol lottery processing for the gaming machine according to the embodiment of the present invention. Fig. 10 is a flowchart illustrating symbol display control processing for the gaming machine according to the embodiment of the present invention. 35 Fig. I 1 is a flowchart illustrating number-of-payouts determination processing .4-.
for the gaming machine according to the embodiment of the present invention. Fig. 12 is a front view illustrating a first mode of a pattern displayed on an upper image display panel 131. Fig. 13 is a perspective view illustrating disposition of 5 LEDs and light guide panels corresponding to the first mode of the pattern. Fig. 14 is a perspective view illustrating the light guide panels and a backlight panel corresponding to the first mode of the pattern. Fig. 15 is a perspective view illustrating a configuration of the light guide panels. 10 Fig. 16 is a front view illustrating a second mode of the pattern displayed on the upper image display panel 131. Fig. 17 is a perspective view illustrating disposition of the LEDs and the light guide panels corresponding to the second mode of the pattern. Fig. 18 is a perspective view illustrating the light guide panels and the 15 backlight panel corresponding to the second mode of the pattern. Fig. 19 is a front view illustrating a third mode of the pattern displayed on the upper image display panel 13 1. Fig. 20 is a perspective view illustrating disposition of the LEDs and the light guide panels corresponding to the third mode of the pattern. 20 Fig. 21 is a perspective view illustrating the light guide panelss and the backlight panel corresponding to the third mode of the pattern. Fig. 22 is a schematic block diagram illustrating a sub-control circuit 400 and various types of LEDs for emitting light under control of the sub-control circuit 400. Fig. 23 is a flowchart illustrating a subroutine of 25 light-emission-pattern-number-determination processing to be executed by a main CPU 71. Fig. 24 is a table as an example of a light-emission-pattern-number-determination table. Fig. 25 is a flowchart illustrating a subroutine of 30 light-emission-pattern-number-reception processing to be executed by a sub-CPU 422. Fig. 26 is a table as an example of a light-emission-pattern table. Fig. 27 is a flowchart illustrating a subroutine of confirmation-signal-reception processing to be executed by the main CPU 71. 35 DESCRIPTION OF THE PREFERRED EMBODIMENTS - 5 - [0020] Hereinafter, exemplary embodiments of the present invention will be described with reference to the drawings. [0021] 5 <<Outline of gaming machine>> Fig. 1 is a schematic view showing a configuration of a gaming machine according to an embodiment of the present invention. [0022] The gaming machine according to the embodiment of the present invention 10 has an illuminated object made up of a specific area and a non-specific area different from the specific area, the illuminated object being disposed on a front surface of the gaming machine. The gaming machine includes: a first light source for emitting light caused to enter the specific area from a rear-surface side of the illuminated object; a second light source for emitting light, the second light source being different 15 from the first light source, and a light guide body for causing the light emitted by the second light source to enter the non-specific area through the rear-surface side of the illuminated object, the light guide body being disposed in a position spaced apart from the illuminated object. 20 [0023] The gaming machine according to the embodiment of the present invention includes the illuminated object. This illuminated object is disposed on a front surface of the gaming machine. Typically, the front surface of the gaming machine may be the one disposed on a side on which a player is positioned to play a game on the gaming machine. The illuminated object is made up of the specific area and the 25 non-specific area. Typically, the non-specific area may be any area other than the specific area. The illuminated object may have at least one specific area. These specific and non-specific areas may be unchanged or changed in size or position over time. 30 [0024] The gaming machine according to the embodiment of the present invention includes the first light source, the second light source, and the light guide body. It is preferable that the first light source and the second light source emit light having a wavelength in a visible light range. The light emitted by the first light source enters the specific area from the rear-surface side of the illuminated object. The first light 35 source is preferably disposed on the rear-surface side of the illuminated object but not - 6limited to this position. [0025] The light guide body is disposed in a position spaced apart from the illuminated object. Light emitted by the second light source is caused to enter the 5 light guide body. The light having entered is repeatedly reflected inside the light guide body and then exits therefrom through a predetermined surface (hereinafter, referred to as light-exiting surface) of the light guide body. The light having exited from the light guide body enters the non-specific area from the rear-surface side of the illuminated object. Repeated reflection inside the light guide body enables the light 10 to exit through the light-exiting surface while exhibiting substantially uniform brightness, so that the non-specific area can be illuminated with substantially uniform brightness. Further, because the light guide body is spaced apart from the illuminated object, the light exiting from the light guide body may be reflected more than once between the light guide body and the illuminated object. The light having 15 exited from the light guide body exhibits brightness which is rendered substantially uniform through repeated reflection between the light guide body and the illuminated object, thereby being able to illuminate the non-specific area with substantially uniform brightness. Yet further, even in a case where another component adapted for the purpose of producing effects is disposed between the light guide body and the 20 illuminated object, such a component hardly casts a shade because the light exiting from the light guide body is reflected more than once between the light guide body and the illuminated object, thereby being able to reach the non-specific area. [0026] It is preferable that the light guide body and the illuminated object be 25 disposed so that a predetermined surface of the light guide body is faced to the rear surface of the illuminated object. In this manner, the light exiting through the predetermined surface can precisely enter the rear surface of the illuminated object. [0027] It is preferable that the light guide body be disposed so that the first light 30 source is placed between the light guide body and the illuminated object. In this manner, the light emitted by the first light source can enter the specific area of the illuminated object without being shielded by the light guide body. [0028] It is more preferable that the first light source be disposed at a predetermined 35 distance from the illuminated object. In this manner, the light emitted by the second .7.
light source can be propagated between the illuminated object and the first light source and caused to enter the non-specific area of the illuminated object without interference by the first light source. In this manner, because the light emitted by the second source can be propagated between the illuminated object and the first light source, 5 even in a case where not only the first light source but also another component such as a circuit board, a connector, or a cable is disposed between the illuminated object and the light guide body, the light emitted by the second light source can be caused to enter the non-specific area of the illuminated object without being affected by the aforementioned component, thereby achieving precise illumination on the non-specific 10 area. Further, even in a case where the first light source is turned off, the light emitted by the second light source can still be caused to enter the specific area of the illuminated object, so that the specific area can be prevented from becoming less bright due to the shade of the first light source, as compared to the non-specific area. 15 [0029] It is preferable that the light-exiting surface of the light guide body be larger in area or width than the first light source. This allows the light exiting through the light-exiting surface of the light guide body to enter the non-specific area of the illuminated object without interference by the first light source. 20 [0030] With such a configuration, the non-specific area can be illuminated by the second light source with substantially uniform brightness while the specific area can be illuminated by the first light source more brightly than the non-specific area. [0031] It is preferable that the light guide body be disposed at a certain distance from 25 the illuminated object. It is more preferable that such a distance be set to be larger than 40 millimeters. With such a configuration, the non-specific area can be illuminated with substantially uniform brightness without complicating a shape of the light guide body or making the disposition of the light guide body difficult. Further, not only the first light source but also other component such as a circuit board, a 30 connector, or a cable can be disposed in a space between the light guide body and the illuminated object. At the same time, the light emitted by the second light source can be caused to enter the non-specific area of the illuminated object without being affected by the aforementioned component, thereby being able to precisely illuminate the non-specific area with substantially uniform brightness. 35 -8- [0032] It is preferable that the first light source be disposed based on a pattern drawn on the specific area of the illuminated object. In this manner, the specific area can be illuminated in a desired light-emission mode in accordance with the shape or the size of the pattern drawn as the specific area, thereby giving light effects to such a pattern. 5 The light effects can be independently given to each of the specific and non-specific areas without the light emitted by the first light source affecting illumination on the non-specific area or the light emitted by the second light source affecting illumination on the special area. 10 [0033] The gaming machine according to the embodiment of the present invention further includes a display device for displaying predetermined information; a first controller for controlling progress of a game; and a second controller for controlling light emission of the first light source. The first controller and the second controller are programmed to execute the following processing (Al) to (A3). The first 15 controller executes processing (Al) of transmitting, to the second controller, an instruction signal of instructing a light-emission mode of the first light source in accordance with the progress of the game. The second controller executes processing (A2) o f transmitting a confirmation signal to the first controller upon receipt of the instruction signal. The first controller executes processing (A3) of 20 displaying an error message on the display device, in a case where the first controller has not received the confirmation signal before a predetermined time elapses. [0034] The gaming machine includes the display device, the first controller, and the second controller. The display device displays predetermined information. It is 25 especially preferable that the display device display an image concerning a game to progress the game. The first controller executes a program for performing the game. The second controller controls I ight emission of the first light source, The first controller and the second controller are programmed to execute the following processing (Al) to (A3). 30 [0035] Processing (Al), which is to be executed by the first controller, is processing of transmitting, to the second controller, an instruction signal of instructing a light-emission mode of the first light source in accordance with the progress of the game. Processing (A2), which is to be executed by the second controller, is 35 processing of transmitting a confirmation signal to the first controller upon receipt of -9the instruction signal therefrom. Processing (A3), which is to be executed by the first controller, is processing of displaying an error message on the display device in a case where the first controller has not received the confirmation signal before a predetermined time elapses. 5 [0036] In this manner, the first controller and the second controller are configured as separate bodies. At the same time, even in a case where these first controller and the second controller are configured to be connected to a connection line such as a cable in a detachably attachable manner, these controllers can accurately detect 10 disconnection of the connection line such as a cable, thereby being able to determine whether or not a connection condition between the first controller and the second controller is appropriate. Further, because the first controller and the second controller are configured as separate bodies, the gaming machine is still usable without connecting the connection line such as a cable to the second controller in a 15 case where the illuminated object is not necessary or not available for use. As described above, the present invention provides a gaming machine which is capable of increasing the degree of freedom for installation depending on the environment in which the gaming machine is to be installed. Further, because the processing can be dispersed between the first controller and the second controller, the processing burden 20 can be reduced. Yet further, because the first controller and the second controller can be separately developed, the development work is also shared, to thereby promote the development efficiency. [0037] 25 [Explanation of function flow diagram] With reference to Fig. 2, basic functions of the gaming machine according to the present embodiment are described. Fig. 2 is a view illustrating a function flow of the gaming machine according to the embodiment of the present invention. 30 [0038] <Coin-insertion/Start-check> First, the gaming machine checks whether or not a BET button has been pressed by the player, and subsequently checks whether or not a spin button has been 35 pressed by the player. 10 - [0039] <Symbol determination> Next, when the spin button has been pressed by the player, the gaming 5 machine extracts random values for symbol determination, and determines symbols to be displayed at the time of stopping scrolling of symbol arrays for the player, for a plurality of respective video reels displayed to a display. [0040] 10 <Symbol display> Next, the gaming machine starts scrolling of the symbol array of each of the video reels and then stops scrolling so that the determined symbols are displayed for the player. 15 [0041] <Winning determination> When scrolling of the symbol array of each video reel has been stopped, the gaming machine determines whether or not a combination of symbols displayed for the player is a combination related to winning. 20 [0042] <Payout> When the combination of symbols displayed for the player is a combination related to winning, the gaming machine offers benefits according to the combination 25 to the player. For example, when a combination of symbols related to a payout of coins has been displayed, the gaming machine pays out coins of the number corresponding to the combination of symbols to the player. 30 [0043] Further, when a combination of symbols (trigger symbols) related to a free game trigger has been displayed, the gaming machine starts the free game. This embodiment adopts a three-choice bonus game as a bonus game, in which a bonus game trigger is established when three bonus symbols are stopped and a player is allowed to select one of the three stop-displayed symbols, so that a payment is paid 35 out and various types of games are executed according to a result of the selection - 1] made by the player. [0044] When a combination of symbols related to a jackpot trigger is displayed, the gaming machine pays out coins in an amount of jackpot to the player. The jackpot 5 refers to a function which accumulates parts of coins used by players at the respective gaming machines as the amount of jackpot and which, when the jackpot trigger has been established in any of the gaming machines, pays out coins of the accumulated amount of jackpot to that gaming machine. In each game, the gaming machine calculates the amount (amount for 10 accumulation) to be accumulated to the amount of jackpot and transmits to an external control device. The external control device accumulates to the amount of jackpot the amounts for accumulation transmitted from the respective gaming machines. [0045] Further, in addition to the aforementioned benefits, the gaming machine is 15 provided with benefits such as a mystery bonus or the like. The mystery bonus is a bonus in which a predetermined amount of coins are paid out for winning of a lottery that is intended for the mystery bonus. When the spin button has been pressed, the gaming machine extracts a random value for mystery bonus and determines whether or not to establish a mystery bonus by lottery. 20 [0046] <Determination of effects> The gaming machine produces effects by displaying images to the display, outputting the light from lamps, and outputting sounds from speakers. The gaming 25 machine extracts a random value for effect and determines contents of the effects based on the symbols and the like determined by lottery. [0047) [Overall game system] 30 The basic functions of the gaming machine have been described above. Next, with reference to Fig. 3, a game system including the gaming machine is described. Fig. 3 is a view illustrating the game system including the gaming machine according to the embodiment of the present invention. 35 - 12 - [0048] A game system 300 includes the plurality of gaming machines 1, and an external control device 200 that is connected to each of the gaming machines I through a communication line 301. 5 [0049] The external control device 200 is for controlling the plurality of gaming machines 1. In the present embodiment, the external control device 200 is a so-called hall server which is installed in a game facility having the plurality of gaming machines 1. Each of the gaming machines I is provided with a unique identification number, and the external control device 200 identifies transmission 10 sources of data transmitted from the respective gaming machines I by using the identification numbers. Also in the case where the external control device 200 transmits data to a gaming machine 1, the identification numbers are used for specifying the transmission destination. Further, the external control device 200 accumulates the amount of jackpot 15 based on the number of gaming media having been betted through each of the gaming machines 1. [0050] It is to be noted that the game system 300 may be constructed within a single game facility where various games can be conducted, such as a casino, or may be 20 constructed among a plurality of game facilities. Further, when the game system 300 is constructed in a single game facility, the game system 300 may be constructed in each floor or section of the game facility. The communication line 301 may be a wired or wireless line, and can adopt a dedicated line, an exchange line or the like. 25 [0051] This embodiment describes a case in which the plurality of gaming machines 1 are connected through the communication line 301 so as to be able to communicate with each other. However, the gaming machine according to the present invention may be a stand-alone type which is not network-connected. 30 [0052] [Overall configuration of gaming machine] The game system according to the present embodiment has been described above. Next, with reference to Fig. 4, an overall configuration of the gaming machine 1 is described. 35 Fig. 4 is a view illustrating the overall configuration of the gaming machine 13 according to the embodiment of the present invention. [0053] A coin, a bill, or electrically valuable information corresponding to these is used as a game medium in the gaming machine 1. Further, in the present 5 embodiment, a later-described ticket with a barcode is also used. It is to be noted that the game medium is not limited to these, and for example a medal, a token, electric money or the like can be adopted. [0054] The gaming machine 1 includes a cabinet 11, a top box 12 installed on the 10 upper side of the cabinet 11, and a main door 13 provided at the front face of the cabinet 11. [0055] A lower image display panel 141 is provided at the center of the main door 13. The lower image display panel 141 includes a liquid crystal panel, and forms the 15 display. The lower image display panel 141 has a symbol display region 4. To the symbol display region 4, five video reels 3 (3a, 3b, 3c, 3d, 3e) are displayed. The symbol display region 4 is further provided with fifteen display blocks 28, in which the display blocks 28 are assigned three by three to positions corresponding to the video reels 3, respectively. 20 [0056] In the present embodiment, a video reel depicts through videos the rotational and stop motions of a mechanical reel having a plurality of symbols drawn on the peripheral surface thereof. To each of the video reels 3, a symbol array comprised of a previously determined plurality of symbols is assigned. 25 [0057] In the symbol display region 4, the symbol arrays assigned to the respective video reels 3 are separately scrolled, and are stopped after predetermined time has elapsed. As a result, a part (four consecutive symbols in the present embodiment) of each of the symbol arrays is displayed for the player. 30 [0058] The symbol display region 4 has three regions, namely, an upper region, a central region, and a lower region, for each of the video reels 3, and a single symbol is to be displayed to each of the regions. That is, 15 (= 5 columns x 3 symbols) symbols are to be displayed in the symbol display region 4. 35 - 14 - [0059] In the present embodiment, a line formed by selecting one of the aforementioned three regions for each of the video reels 3 and connecting the respective regions is referred to as a winning line (hereinafter also referred to as a "pay line"). 5 It is to be noted that any desired shape of the winning line can be adopted, and examples of the shape of the winning line may include a straight line formed by connecting the central regions for the respective video reels 3, a V-shaped line, and a bent line. Also, whereas the number of lines is 30 lines in this embodiment, any desired number of lines can be adopted. 10 [0060] As described with reference to Fig. 1, the lower image display panel 141 displays a number-of-credits display portion 201, a number-of-BETs display portion 202, a number-of-payouts display portion 203, a HELP display button 204, a payout-table display button 205, a denomination display portion 206, a 15 payline-generation portion 65, and the like. A payline-generation portion 65L and a payline-generation portion 65R make a pair to generate a payline. [0061] The lower image display panel 141 has a built-in touch panel 114. The 20 player can input various commands by touching the lower image display panel 141. [0062] A ticket printer 171, a card slot 176, a data display 174, and a keypad 173 are provided on the lower side of the lower image display panel 141. 25 [0063] The ticket printer 171 prints on a ticket a barcode representing encoded data of the number of credits, date, the identification number of the gaming machine 1, and the like, and outputs the ticket as the ticket 175 with a barcode. The player can make a gaming machine read the ticket 175 with a barcode so as to play a game thereon, and can also exchange the ticket 175 with a barcode with a bill or the like at a 30 predetermined place (e.g. a cashier in a casino) in the game facility. [0064] The card slot 176 is for inserting a card in which predetermined data is stored. For example, the card stores data for identifying the player, and data about the history of games played by the player. 35 When the card is inserted into the card slot 176, a later-described card reader 15 - 172 reads data from the card or writes data into the card. It is to be noted that the card may store data corresponding to a coin, a bill or a credit. [0065] The data display 174 includes a fluorescent display, LEDs and the like, and 5 displays the data read by the card reader 172 or the data inputted by the player via the keypad 173, for example. The keypad 173 is for inputting a command and data related to ticket issuance or the like. [0066] On the lower side of the ticket printer 171 or the like, there are arranged 10 various buttons set in a control panel 30, and various devices to be operated by the player. [0067] A spin button 31 is used when starting scrolling of the symbol arrays of the respective video reels 3. A change button 32 is used when requesting a game facility 15 staff member to exchange money. A CASHOUT button 33 is used when paying out the coins retained inside the gaming machine I to a coin tray 15. [0068] A 1-BET button 34 and a maximum BET button 35 are used for determining the number of coins (hereinafter also referred to as "the number of BETs") to be used 20 in the game from the coins retained inside the gaming machine 1. The I-BET button 34 is used when determining one coin at a time for the aforementioned number of BETs. The maximum BET button 35 is used when setting the aforementioned number of BETs to a defined upper limit number. 25 [0069] A coin accepting slot 36 is provided to accept coins. A bill validator 115 is provided to accept bills. The bill validator 115 validates a bill, and accepts a valid bill into the cabinet 11. It is to be noted that the bill validator 115 may be configured so as to be capable of reading a later-described ticket 175 with a barcode. 30 [0070] An upper image display panel 131 is provided at the front face of the top box 12. The upper image display panel 131 includes a liquid crystal panel, and forms the display. The upper image display panel 131 displays images or the like related to effects. 35 [0071] A jackpot display portion 210 for displaying the current amount of jackpot is - 16
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provided on the upper side of the upper image display panel 13 1. [0072] The upper image display panel 131 is provided with a clock-like roulette portion 220 which imitates a clock. The clock-like roulette portion 220 is provided 5 with twelve hand portions 221a to 2211 and twelve numeral portions 222a to 2221. As described later, these twelve hand portions 221a to 2211 and twelve numeral portions 222a to 2221 can be brightly displayed by causing light emission of LED light emitting portion 231a to 2311 and twelve LED light emitting portions 232a to 2321 (see Fig. 13) provided on a rear-surface side of the clock-like roulette portion 220. 10 On the right and left of a lower portion of the clock-like roulette portion 220, character images 223a, 223b indicative of game characters are displayed, respectively. On the right and left of an upper portion of the clock-like roulette portion 220, background areas 224a, 224b are displayed, respectively. As described later, this mode of the upper image display panel 131 15 corresponds to the first mode of the top box 12. [0073] Further, the top box 12 is provided with a decoration member 211, a speaker 12, and a lamp 111. The gaming machine 1 produces effects by displaying images, outputting sounds, and outputting the light. 20 [0074] The overall configuration of the gaming machine I has been described above. Next, with reference to Fig. 5, a configuration of a circuit included in the gaming machine 1 is described. Fig. 5 is a block diagram illustrating an internal configuration of the gaming 25 machine according to the embodiment of the present invention. [0075] A gaming board 50 is provided with: a CPU 51, a ROM 52, and a boot ROM 53, which are mutually connected by an internal bus; a card slot 55 corresponding to a memory card 54; and an IC socket 57 corresponding to a GAL (Generic Array Logic) 30 56. [0076] The memory card 54 includes a non-volatile memory, and stores a game program and a game system program. The game program includes a program related to game progression, a lottery program, and a program for producing effects by 35 images and sounds (e.g. see Figs. 6 to 11, 23, 25, and 27 which are described later). - 17 - Further, the aforementioned game program includes data (see Fig. 5) specifying the configuration of the symbol array assigned to each video reel 3. [0077] The lottery program is a program for determining to-be stopped symbol of 5 each video reel 3 by lottery. The to-be stopped symbol is data for determining three symbols to be displayed to the symbol display region 4 out of the plurality of symbols forming each symbol array. The gaming machine I of the present embodiment determines as the to-be stopped symbol the symbol to be displayed in a predetermined region (the upper region) out of the three regions provided for each of the video reels 10 3 of the symbol display region 4. [0078] The aforementioned lottery program includes symbol determination data. The symbol determination data is data that specifies random values so that each of the plurality of symbols forming the symbol array is determined at an equal probability, 15 for each video reel 3. The probabilities of the respective plural symbols being determined are basically equal. However, the numbers of the respective types of symbols included in the plurality of symbols vary, and thus the probabilities of the respective types of symbols being determined vary (i.e. different weights on the probabilities are 20 generated). [0079] It is to be noted that, although the data specifies that the equal numbers of symbols be provided to form the symbol arrays of the respective video reels 3 in the present embodiment, different numbers of symbols may form the respective video 25 reels 3. For example, the symbol array of the first video reel 3a may consist of 22 symbols whereas the symbol array of the second video reel 3b may consist of 30 symbols. Such a configuration increases the degree of freedom in setting the probabilities of the respective types of symbols being determined for each video reel 3. 30 [0080] Further, the card slot 55 is configured so that the memory card 54 can be inserted thereinto and removed therefrom, and is connected to a motherboard 70 by an IDE bus. 35 [0081] The GAL 56 is a type of PLD (Programmable Logic Device) having a fixed 18 - OR array structure. The GAL 56 is provided with a plurality of input ports and output ports, and predetermined input into the input port causes output of the corresponding data from the output port. 5 [0082] Further, the IC socket 57 is configured so that the GAL 56 can be inserted thereinto and removed therefrom, and is connected to the motherboard 70 by a PCI bus. The contents of the game to be played on the gaming machine 1 can be changed by replacing the memory card 54 with another memory card 54 having another program written therein or by rewriting the program written into the memory card 54 10 as another program. [0083] The CPU 51, the ROM 52 and the boot ROM 53 mutually connected by the internal bus are connected to the motherboard 70 by a PCI bus. The PCI bus enables a signal transmission between the motherboard 70 and the gaming board 50, and 15 power supply from the motherboard 70 to the gaming board 50. [0084] The ROM 52 stores an authentication program. The boot ROM 53 stores a pre-authentication program, a program (boot code) to be used by the CPU 51 for activating the pre-authentication program, and the like. 20 The authentication program is a program (tamper check program) for authenticating the game program and the game system program. The pre-authentication program is a program for authenticating the aforementioned authentication program. The authentication program and the pre-authentication program are written along a procedure (authentication procedure) for proving that the 25 program to be the subject has not been tampered. [0085] The motherboard 70 is provided with a main CPU 71, a ROM 72, a RAM 73, and a communication interface 82. The motherboard 70 corresponds to the controller of the present invention. In this embodiment, the controller is made tIp of a single 30 CPU referred to as a main CPU 71. However, the controller of the present invention may be made up of a plurality of CPUs. [0086] The ROM 72 includes a memory device such as a flash memory, and stores a program such as BIOS to be executed by the main CPU 71, and permanent data. 35 When the BIOS is executed by the main CPU 71, processing for initializing - 19predetermined peripheral devices is conducted; further, through the gaming board 50, processing of loading the game program and the game system program stored in the memory card 54 is started. 5 [0087] The RAM 73 stores data and programs which are used in operation of the main CPU 71. For example, when the processing of loading the aforementioned game program, game system program or authentication program is conducted, the RAM 73 can store the program. The RAM 73 is provided with working areas used for operations in execution of these programs. Examples of the areas include: an 10 area that stores a counter for managing the number of games, the number of BETs, the number of payouts, the number of credits and the like; and an area that stores symbols (code numbers) determined by lottery. [0088] The communication interface 82 is for communicating with the external 15 control device 200 such as a server, through the communication line 301. Further, the motherboard 70 is connected with a later-described door PCB (Printed Circuit Board) 90 and a body PCB 110 by respective USBs. The motherboard 70 is also connected with a power supply unit 8 1. When the power is supplied from the power supply unit 81 to the 20 motherboard 70, the main CPU 71 of the motherboard 70 is activated, and then the power is supplied to the gaming board 50 through the PCI bus so as to activate the CPU 51. [0089] The door PCB 90 and the body PCB 110 are connected with input devices 25 such as a switch and a sensor, and peripheral devices the operations of which are controlled by the main CPU 71. The door PCB 70 is connected with a control panel 30, a reverter 91, a coin counter 92C and a cold cathode tube 93. 30 [0090] The control panel 30 is provided with a spin switch 31 S, a change switch 32S, a CASHOUT switch 33S, a 1-BET switch 34S and a maximum BET switch 35S which correspond to the aforementioned respective buttons. Each of the switches outputs a signal to the main CPU 71 upon detection of press of the button corresponding thereto by the player. 35 - 20 - [0091] The coin counter 92C validates a coin inserted into the coin accepting slot 36 based on its material, shape and the like, and outputs a signal to the main CPU 71 upon detection of a valid coin. Invalid coins are discharged from a coin payout exit I5A. 5 [0092] The reverter 91 operates based on a control signal outputted from the main CPU 71, and distributes valid coins validated by the coin counter 92C into a hopper 113 or a cash box (not illustrated). That is, coins are distributed into the hopper 113 when the hopper 113 is not filled with coins, while coins are distributed into the cash 10 box when the hopper 113 is filled with coins. [0093] The cold cathode tube 93 functions as a backlight installed on the rear face sides of the upper image display panel 131 and the lower image display panel 141, and lights up based on a control signal outputted from the main CPU 71. 15 [0094] The body PCB 110 is connected with the lamp 111, the speaker 112, the hopper 113, a coin detecting portion 113S, the touch panel 114, the bill validator 115, a graphic board 130, the ticket printer 171, the card reader 172, a key switch 173S and the data display 174. 20 [0095] The lamp 111 lights up based on a control signal outputted from the main CPU 71. The speaker 112 outputs sounds such as BGM, based on a control signal outputted from the main CPU 71. 25 [0096] The hopper 113 operates based on a control signal outputted from the main CPU 71, and pays out coins of the specified number of payouts from the coin payout exit I5A to the coin tray 15. The coin detecting portion I1 3S outputs a signal to the main CPU 71 upon detection of coins paid out by the hopper 113. 30 [0097] The touch panel 114 detects a place on the lower image display panel touched by the player's finger or the like, and outputs to the main CPU 71 a signal corresponding to the detected place. Upon acceptance of a valid bill, the bill validator 115 outputs to the main CPU 71 a signal corresponding to the face amount of the bill. 35 - 21 - [0098] The graphic board 130 controls display of images conducted by the respective upper image display panel 131 and lower image display panel 141, based on a control signal outputted from the main CPU 71. The symbol display region 4 of the lower image display panel 141 displays the five video reels 3 by which the scrolling and stop 5 motions of the symbol arrays included in the respective video reels 3 are displayed. The graphic board 130 is provided with a VDP generating image data, a video RAM temporarily storing the image data generated by the VDP, and the like. The number-of-credits display portion 201 of the lower image display panel 141 displays the number of credits stored in the RAM 73. The number-of-payouts display portion 10 203 of the lower image display panel 141 displays the number of paid-out coins. [0099] The graphic board 130 is provided with the VDP (Video Display Processor) generating image data based on a control signal outputted from the main CPU 71, the video RAM temporarily storing the image data generated by the VDP, and the like. 15 It is to be noted that the image data used in generation of image data by the VDP is included in the game program that has been read from the memory card 54 and stored into the RAM 73. [0100] Based on a control signal outputted from the main CPU 71, the ticket printer 20 171 prints on a ticket a barcode representing encoded data of the number of credits stored in the RAM 73, date, the identification number of the gaming machine 1, and the like, and then outputs the ticket as the ticket 175 with a barcode. [0101] The card reader 172 reads data stored in a card inserted into the card slot 176 25 and transmits the data to the main CPU 71, or writes data into the card based on a control signal outputted from the main CPU 71. [0102] The key switch 173S is provided in the keypad 173, and outputs a predetermined signal to the main CPU 71 when the keypad 173 has been operated by 30 the player. [0103] The data display 174 displays data read by the card reader 172 and data inputted by the player through the keypad 173, based on a control signal outputted from the main CPU 71. 35 - 22 - [0104] The body PCB 110 is electrically connected to an interface circuit 180. The interface circuit 180 is a circuit to establish communication between the body PCB 110 and a sub-control circuit 400 to be described later and to achieve bidirectional communication. For example, specifications such as RS-232C or USB may be 5 employed. [0105] The interface circuit 180 is electrically connected to a connector of a predetermined specification (not shown). The connecter can be connected in a detachably attachable manner to a cable 185 for making communication. For 10 example, the RC-232C cable or USB cable may be connected to the connector in a detachably attachable manner. The sub-control circuit 400 to be described later is connected to the body PCB 110 via this cable 185. This achieves a bidirectional communication between the main CPU 71 and the sub-control circuit 400. 15 [0106] [Contents of program] The circuit configuration of the gaming machine I has been described above. Next, with reference to Figs. 6 to 11, the program to be executed by the gaming machine I is described. 20 [0107] <Main control processing> First, with reference to Fig. 6, main control processing is described. Fig. 6 is a view illustrating a flowchart of the main control processing for the 25 gaming machine according to the embodiment of the present invention. [0108] First, when the power is supplied to the gaming machine 1, the main CPU 71 reads the authenticated game program and game system program from the memory card 54 through the gaming board 50, and writes the programs into the RAM 73 (step 30 Sl1). [0109] Next, the main CPU 71 conducts at-one-game-end initialization processing (step S12). For example, data that becomes unnecessary after each game in the working areas of the RAM 73, such as the number of BETs and the symbols 35 determined by lottery, is cleared.
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23- [0110] The main CPU 71 conducts coin-insertion/start-check processing which is described later with reference to Fig. 7 (step S 13). In the processing, input from the BET switch and the spin switch is checked. 5 [0111] The main CPU 71 then conducts symbol lottery processing which is described later with reference to Fig. 9 (step S14). In the processing, to-be stopped symbols are determined based on the random values for symbol determination. 10 [0112] Next, the main CPU 71 conducts mystery bonus lottery processing (step S 15). In the processing, lottery determining whether or not to establish a mystery bonus trigger is held. For example, the main CPU 71 extracts a random value for mystery bonus from the numbers in a range of "0 to 99", and establishes the mystery bonus trigger when the extracted random value is "0". 15 [0113] The main CPU 71 conducts effect contents determination processing (step S16). The main CPU 31 extracts a random value for effect, and determines any of the effect contents from the preset plurality of effect contents by lottery. 20 [0114] The main CPU 71 then conducts symbol display control processing which is described later with reference to Fig. 10 (step S17). In the processing, scrolling of the symbol array of each video reel 3 is started, and the to-be stopped symbol determined in the symbol lottery processing of step S14 is stopped at a predetermined position (e.g. the upper region in the symbol display region 4). That is, three 25 symbols including the to-be stopped symbol are displayed in the symbol display region 4. For example, when the to-be stopped symbol is the symbol associated with the code number of "10" and it is to be displayed to the upper region, the symbols associated with the respective code numbers of "I1" and "12" are to be displayed to the central region and lower region in the symbol display region 4, respectively. 30 [0115] Next, the main CPU 71 conducts number-of-payouts determination processing which is described later with reference to Fig. 11 (step S18). In the processing, the number of payouts is determined based on the combination of symbols displayed along one of the winning lines, and is stored into a number-of-payouts 35 storage area provided in the RAM 73. - 24- [0116] Next, the main CPU 71 determines whether or not the bonus game trigger is established (step S19). As described above, the bonus game trigger according to this embodiment is established when three bonus symbols 250 are stopped within the 5 symbol display region 4. When determining that the bonus game trigger has been established, the main CPU 71 conducts the bonus game processing (step S20). [0117] It is to be noted that a feature game to be described later is a game which is executed depending on a result of the bonus game executed in this step S20. 10 [0118] After the processing of step S20 or when determining in step Si 9 that the bonus game trigger has not been established, the main CPU 71 determines whether or not the mystery bonus trigger is established (step S21). When determining that the mystery bonus trigger has been established, the main CPU 71 conducts mystery bonus 15 processing (step S22). In this processing, the number of payouts being set for the mystery bonus is stored in the number-of-payouts storage area provided in the RAM 73. [0119] After the processing of step S22 or when determining in step S21 that the 20 mystery bonus trigger has not been established, the main CPU 71 conducts payout processing (step S24). The main CPU 71 adds a value stored in the number-of-payouts storage area to a value stored in the number-of-credits storage area provided in the RAM 73. It is to be noted that operation of the hopper 113 may be controlled based on input from the CASHOUT switch 33S, and coins of the number 25 corresponding to a value stored in the number-of-payouts storage area may be discharged from the coin payout exit 15A. Further, operations of the ticket printer 171 may be controlled and a ticket with a barcode may be issued on which a value stored in the number-of-payouts storage area is recorded. After the processing has been conducted, the processing is shifted to step S12. 30 [0120] The game executed through steps S12 to 18 of the main control processing corresponds to a normal game according to the present invention. [0121] 35 <Coin-insertion/start-check processing> - 25- Next, with reference to Fig. 7, coin-insertion/start-check processing is described. Fig. 7 is a view illustrating a flowchart of the coin-insertion/start-check processing for the gaming machine according to the embodiment of the present 5 invention. [0122] First, the main CPU 71 determines whether or not insertion of a coin has been detected by the coin counter 92C (step S41). When determining that the insertion of a coin has been detected, the main CPU 71 makes an addition to the number-of-credits 10 storage area (step S42). It is to be noted that, in addition to the insertion of a coin, the main CPU 71 may determine whether or not insertion of a bill has been detected by the bill validator 115, and when determining that the insertion of a bill has been detected, the main CPU 71 may add a value according to the bill to the number-of-credits storage area. 15 [0123] After step S42 or when determining in step S41 that the insertion of a coin has not been detected, the main CPU 71 determines whether or not the number-of-credits storage area is zero (step S43). When the main CPU 71 determines that the number-of-credits storage area is not zero, the main CPU 71 20 permits operation acceptance of the BET buttons (step S44). [0124] Next, the main CPU 71 determines whether or not operation of any of the BET buttons has been detected (step S45). When the main CPU 71 determines that the BET switch has detected press of the BET button by the player, the main CPU 71 25 makes an addition to a number-of-BETs storage area provided in the RAM 73 and makes a subtraction from the number-of-credits storage area, based on the type of the BET button (step S46). [0125] The main CPU 71 then determines whether or not a value stored in the 30 number-of-BETs storage area is at its maximum (step S47). When the main CPU 71 determines that a value stored in the number-of-BETs storage area is at its maximum, the main CPU 71 prohibits updating of a value stored in the number-of-BETs storage area (step S48). After step S48 or when determining in step S47 that a value stored in the number-of-BETs storage area is not at its maximum, the main CPU 71 permits 35 operation acceptance of the spin button (step S49). - 26
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[0126] After step S49 or when determining in step S45 that the operation of any of the BET buttons has not been detected, or when determining in step S43 that a value stored in the number-of-credits storage area is zero, the main CPU 71 determines 5 whether or not operation of the spin button has been detected (step S50). When the main CPU 71 determines that the operation of the spin button has not been detected, the processing is shifted to step S41. [0127] When the main CPU 71 determines that the operation of the spin button has 10 been detected, the main CPU 71 conducts jackpot-related processing which is described later with reference to Fig. 8 (step S51). In the processing, the amount to be accumulated to the amount of jackpot is calculated, and the amount is transmitted to the external control device 200. After the processing has been conducted, the coin-insertion/start-check processing is completed. 15 [0128] <Jackpot-related processing> Now, with reference to Fig. 8, the jackpot-related processing is described. Fig. 8 is a view illustrating a flowchart of the jackpot-related processing for 20 the gaming machine according to the embodiment of the present invention. [0129] First, the main CPU 71 calculates the amount for accumulation (step S71). The main CPU 71 obtains the product of the value of the number-of-BETs storage area and a preset accumulation ratio, so that the amount for accumulation to the amount of 25 jackpot is calculated. [0130] Next, the main CPU 71 transmits the calculated amount for accumulation to the external control device 200 (step S72). Upon reception of the amount for accumulation, the external control device 200 updates the amount of jackpot. After 30 the processing has been conducted, the jackpot-related processing is completed. [0131] <Symbol lottery processing> Next, with reference to Fig. 9 the symbol lottery processing is described. 35 Fig. 9 is a view illustrating a flowchart of the symbol lottery processing for
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the gaming machine according to the embodiment of the present invention. [0132] First, the main CPU 71 extracts random values for symbol determination (step SI11). The main CPU 71 then determines to-be stopped symbols for the respective 5 video reels 3 by lottery (step Si 12). [0133] Each of video reels 3 (a first video reel 3a, a second video reel 3b, a third video reel 3c, a fourth video reel 3d, and a fifth video reel 3e) included in the gaming machine I of this embodiment is assigned with a symbol array made up of the 10 plurality of symbols corresponding to code numbers. The ROM 72 stores a data table indicative of a correspondence relationship between the video reels 3 and the symbol arrays, respectively. [0134] The main CPU 71 holds a lottery for each video reel 3, and determines any 15 one of the plurality of symbols as a to-be stopped symbol. At this time, each of the plural symbols is determined at an equal probability. [0135] The main CPU 71 then stores the determined to-be stopped symbols for the respective video reels 3 into a symbol storage area provided in the RAM 73 (step 20 S 13). Next, the main CPU 71 references the number-of-payouts determination table (Fig. 8) and determines a winning combination based on the symbol storage area (step S114). [0136] The symbol combination table specifies a combination of symbols according 25 to a winning prize and the number of payouts. In the gaming machine 1, when scroll of the symbol array of each video reel 3 is stopped, a winning prize is established in a case where a combination of symbols displayed on a payline is coincident with a combination of symbols specified in the symbol combination table. In a case where a combination of the symbols displayed on the payline fails to coincide with any 30 combination of symbols specified in the symbol combination table, no winning prize (so called "losing") is established. [0137] In step S114, the main CPU 71 determines whether or not a combination of symbols displayed on the winning line by each of the video reels 3 coincides with a 35 combination of symbols specified in the symbol combination table, thereby -28 determining a winning combination. After the processing has been conducted, the symbol lottery processing is completed. [0138] In this embodiment, when determining in the symbol lottery processing that 5 three bonus symbols 250 are to be stop-displayed, the main CPU 71 determines which benefits (credit award, a free game, or a twenty-nine-choice game) is to be correlated with each of the bonus symbols 250. The main CPU 71 made this determination based on the data table indicative of a correspondence relationship between a position in which the bonus symbol 250 is stopped and a benefit (credit award, a free game, or 10 a twenty-nine-choice game). This data table is stored in the ROM. [0139] <Symbol display control processing> Next, with reference to Fig. 10, the symbol display control processing is 15 described. Fig. 10 is a view illustrating a flowchart of the symbol display control processing for the gaming machine according to the embodiment of the present invention. 20 [0140] First, the main CPU 71 starts scrolling of the symbol arrays of the respective video reels 3 that are displayed to the symbol display region 4 of the lower image display panel 141 (step S131). The main CPU 71 then stops the scrolling of the symbol arrays of the respective video reels 3, based on the aforementioned symbol storage area (step S132). After the processing has been conducted, the symbol 25 display control processing is completed. [0141] Whereas this embodiment describes a case in which each of the symbols makes up symbol arrays which are longitudinally scrolled, a mode of scroll-display of symbols according to this invention is not limitative thereto. For example, the 30 symbols may be horizontally scrolled or each of the symbols may be independently scrolled within the display region. [0142] <Number-of-payouts determination processing> 35 Next, with reference to Fig. 11, the number-of-payouts determination - 29processing is described. Fig. 11 is a view illustrating a flowchart of the number-of-payouts determination processing for the gaming machine according to the embodiment of the present invention. 5 [0143] The main CPU 71 first determines whether or not the winning combination is the jackpot (step S151). When the main CPU 71 determines that the winning combination is not the jackpot, the main CPU 71 determines the number of payouts corresponding to the winning combination (step S152). It is to be noted that the 10 main CPU 71 determines "0" as the number of payouts in the case where the game is lost. Next, the main CPU 71 stores the determined number of payouts into the number-of-payouts storage area (step S153). After the processing has been conducted, the number-of-payouts determination processing is completed. 15 [0144] When the main CPU 71 determines that the winning combination is the jackpot, the main CPU 71 notifies the external control device 200 of the winning of the jackpot (step S154). It is to be noted that, upon reception of the notification, the external control device 200 transmits to the gaming machine I the amount of jackpot having updated up to that time. At this time, a part (e.g. 80%) of the amount of 20 jackpot may be the payout subject and the rest (e.g. 20%) may be carried over for the upcoming establishment of the jackpot trigger. [0145] Next, the main CPU 71 receives the amount of jackpot from the external control device 200 (step S 155). The main CPU 71 then stores the received amount of 25 jackpot into the number-of-payouts counter (step S156). After the processing has been conducted, the number-of-payouts determination processing is completed. [0146] <<First mode of top box 12>> 30 Fig. 12 is a front view illustrating the first mode of a pattern drawn on the upper image display panel 131 of the top box 12. As shown in Fig. 4, the first mode of the pattern includes the clock-like roulette portion 220 imitating a clock. The clock-like roulette portion 220 is provided with the twelve hand portions 221a to 2211 and the twelve numeral portions 222a to 2221. 35 30- [0147] The twelve numeral portions 222a to 2221 are made up of the numeral portion 222a indicative of a number "100", the numeral portion 222b indicative of a number "200", the numeral portion 222c indicative of a number "300", the numeral portion 222d indicative of a number "400", the numeral portion 222e indicative of a number 5 "500", the numeral portion 222f indicative of a number "600", the numeral portion 222g indicative of a number "700", the numeral portion 222h indicative of a number "800", the numeral portion 222i indicative of a number "900", the numeral portion 222j indicative of a number "1000", the numeral portion 222k indicative of a number "1100" , and the numeral portion 2221 indicative of a number "1200". The hand 10 portions 221a to 2211 correspond to the numeral portions 222a to 2221, respectively, in alphabetical order. [0148] The upper image display panel 131 of the first mode displays the character images 223a, 223b indicative of two game characters on the right and left of the lower 15 portion of the clock-like roulette portion 220, respectively. Further, the background regions 224a, 224b are displayed on the right and left of the upper portion of the clock-like roulette portion 220, respectively. [0149] Fig. 13 is a perspective view illustrating disposition of the twelve LED light 20 emitting portions 231a to 2311, the twelve LED light emitting portions 232a to 2321, the four LED light emitting portions 233a to 233d, the four LED light emitting portions 233e to 233h, and light guide panels 234a, 234b, all of which are disposed in accordance with the first mode of the pattern. 25 [0150] The twelve LED light emitting portions 232a to 2321 are disposed on the rear surface of the aforementioned twelve numeral portions 222a to 2221 so that the LED light emitting portions 232a to 2321 correspond to the numeral portions 222a to 2221, respectively, in alphabetical order. 30 [0151] Each of the twelve LED light emitting portions 232a to 2321 is made up of four LEDs. The four LEDs making up one of the twelve LED light emitting portions 232a to 2321 are simultaneously turned on so that the corresponding one of the LED light emitting portions 232a to 2321 emits light, thereby illuminating one of the numeral portions corresponding to this LED light emitting portion. In this manner, 35 the numeral portion can be illuminated brightly. For example, the four LEDs making - 31 up the LED light emitting portion 232c, which is one of the twelve LED light emitting portions 232a to 2321, are simultaneously turned on so that the LED light emitting portion 232c emits light, thereby illuminating the numeral portion 222c corresponding to the LED light emitting portion 232c. In this manner, the numeral portion 222c can 5 be illuminated brightly. [0152] Similarly, the twelve LED light emitting portions 231a to 2311 are disposed on the rear surface of the twelve hand portions 221a to 2211 so that the LED light emitting portions 231a to 2311 correspond to the hand portions 221a to 2211, 10 respectively, in alphabetical order. [0153] Each of the twelve LED light emitting portions 231a to 2311 is made up of three LEDs. The three LEDs making up one of the twelve LED light emitting portions 231a to 2311 are simultaneously turned on so that the corresponding one of 15 the LED light emitting portions 231a to 2311 emits light, thereby illuminating one of the numeral portions corresponding to this LED light emitting portion. In this manner, the numeral portion can be illuminated brightly. For example, the three LEDs making up the LED light emitting portion 231 f, which is one of the twelve LED light emitting portions 231a to 2311, are simultaneously turned on so that the LED 20 light emitting portion 231f emits light, thereby illuminating the hand portion 221f corresponding to the LED light emitting portion 231f. In this manner, the hand portion 221f can be illuminated brightly. [0154] As described above, the twelve hand portions 221a to 2211 and the twelve 25 numeral portions 222a to 2221 make up the clock-like roulette portion 220. More specifically, the hand portion 221a and the numeral portion 222a can be brightly illuminated by turning on the LED emitting portions 231a, 232a, simultaneously. Next, these hand portion 221 a and numeral portion 222a can be blacked out by turning off the LED emitting portions 231a, 232a, simultaneously. At the same instant, the 30 hand portion 221b and the numeral portion 222b can be brightly illuminated by turning on the LED light emitting portions 231b, 232b, simultaneously. Repeated operation of this produces visual effects as if the hand gradually rotates along the numbers from "100" to "1200" on the clock. In this manner, a roulette game can be performed. 35 32 - [0155] The aforementioned twelve LED light emitting portions 232a to 2321 and twelve LED light emitting portions 23 1a to 2311 are disposed between two light guide panels 234a, 234b, to be described later, and the upper image display panel 131, in a position at a predetermined distance from the upper image display panel 131. 5 Further, a shielding partition 238 is formed in each of interspaces between the adjacent LED light emitting portions 232a to 2321 and the adjacent LED light emitting portions 231a to 2311. With the aid of this shielding partition 238, one LED light emitting portion can emit light in a manner to illuminate only the corresponding numeration portion and hand portion, while being prevented from illuminating other numeral 10 portions or hand portions corresponding to other LED light emitting portions. In this manner, only a corresponding numeral portion or hand portion can be brightly displayed by one LED light emitting portion, thereby preventing a player from misreading these portions. 15 [0156] The upper image display panel 131 of this first mode displays the two character images 223a, 223b, indicative of two game characters. The four LED light emitting portions 233a to 233d are disposed on a rear surface of the character image 223a. The four LED light emitting portions 233e to 233h are disposed on a rear surface of the character image 223b. Each of the four LED light emitting portions 20 233a to 233d and the four LED light emitting portions 233e to 233h is made up of four LEDs. All of the LEDs making up the four LED light emitting portions 233a to 233d are simultaneously turned on so that the character image 223a can be brightened up by illumination from the rear surface thereof. Similarly, all of the LEDs making up the four LED light emitting portions 233e to 233h are simultaneously turned on so that the 25 character image 223b can be brightened up by illumination from the rear surface thereof. With this configuration, one of the character images 223a, 223b can be selected as a partner to play a game with. [0157] The top box 12 according to the first mode is provided with the two light 30 guide panels 234a, 234b. The light guide panel 234a is disposed on a rear surface of the background area 224a so as to be aligned with the background area 224a. The light guide panel 234b is disposed on a rear surface of the background area 224b so as to be aligned with the background area 224b. As shown in Fig. 14, the two light guide panels 234a, 234b are provided on a backlight panel 235. The backlight panel 35 235 has a substantially plate-like shape and is provided with a panel surface 237
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formed thereon. The backlight panel 235 is fixed to a bottom surface of the top box 12 so that the panel surface 237 of the backlight panel 235 is faced to the upper image display panel 131. The two light guide panels 234a, 234b are fixed to the panel surface 237 by means of a predetermined supporting member (not shown) through a 5 light guide panel case 243 to be described later, so that these light guide panels 234a, 234b are disposed substantially parallel to the panel surface 237. [0158] The backlight panel 235 further provided with two backlights 236a, 236b (not shown) disposed thereon. Light emitted by the backlight 236a enters the light guide 10 panel 234a. Light emitted by the backlight 236b enters the light guide panel 234b. [0159] As shown in Fig. 15, each of the two light guide panels 234a, 234b is made up of a light guide panel acrylic 241, a light guide panel reflector 242, and the light guide panel case 243. The light guide panel acrylic 241 has a plate-like shape with a 15 substantially uniform thickness. The light guide panel reflector 242 is affixed to an end portion of the light guide panel acrylic 241. The light that has reached the end portion of the light guide panel acrylic 241 and then emitted from the light guide panel acrylic 241 can be reflected by the light guide panel reflector 242, so that this light can be caused to re-enter the light guide panel acrylic 241. The light guide panel case 20 243 is configured to receive the light guide panel acrylic 241 so as to dispose the light guide panel case 243 in a predetermined position of the backlight panel 235. [0160] Light that has entered the light guide panel acrylic 241 through a predetermined surface thereof as a light-entering surface is repeatedly reflected inside 25 the light guide panel acrylic 241, and thereafter, exits therefrom through a light-exiting surface 244. As just described, the light having entered the light guide panel acrylic 241 exits therefrom after being reflected more than once inside the light guide panel acrylic 241. Thus, the light having substantially uniform brightness across the entire area of the light-exiting surface 244 can be caused to exit through the light-exiting 30 surface 244, thereby causing the light having the brightness free from unevenness to exit the light-exiting surface 244. As shown in Fig. 13, the two light guide panels 234a, 234b are each disposed so that the light-exiting surface 244 of the light guide panel acrylic 241 (light guide panels 234a, 234b) is faced to the background area 224a or 224b. In this manner, the background areas 224a, 224b can be illuminated with 35 substantially uniform brightness, so that the background areas 224a, 224b can be -34
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brightened up without unevenness in brightness. [0161] As described above, the background areas 224a, 224b are illuminated with the light exiting through the light-exiting surface 244 of the light guide panel acrylic 241. 5 Therefore, a position, size, the number, or the like of the two backlights 236a, 236b and a position or the like of the two light guide panels 234a, 234b with respect to these two backlights 236a, 236b can be appropriately determined so that the light can enter the light guide panel acrylic 241 so as to exit through the light-exiting surface 244 of the light guide panel acrylic 241. 10 [0162] As described above, the light guide panel case 243 receives the light guide panel acrylic 241. As illustrated in Fig. 15, the light guide panel case 243 is provided with a holding wall 246 and a holding surface 247 for holding the light guide panel acrylic 241, which are formed along the periphery of the light guide panel case 15 243. The holding wall 246 and the holding surface 247 are provided with an opening (not shown) for allowing the light emitted by the backlight 236a or 236b to enter the light guide panel acrylic 241. The backlight 236a or 236b is disposed so as to be aligned with this opening. The light emitted by the backlight 236a or 236b can be caused to enter the light guide panel acrylic 241 through this opening. Further, a 20 reflection member (not shown) is provided inside the holding wall 246 and the holding surface 247. Even in a case where the light having entered the light guide panel acrylic 241 exits through a surface other than the light-exiting surface 244, this light having exited is reflected so as to re-enter the light guide panel acrylic 241. Thus, the light can be caused to exit therefrom through the light-exiting surface 244 25 efficiently. [0163] The light-exiting surface 244 of the light guide panel acrylic 241 is disposed with the aid of the backlight panel 235 so as to be spaced at a predetermined distance of, e.g., larger than 40 millimeters, from the rear surface of the upper image display 30 panel 131. The light emitted from the light-exiting surface 244 of the light guide panel acrylic 241 travels radially so as to spread at various angles. Because the light-exiting surface 244 of the light guide panel acrylic 241 is disposed at a distance from the rear surface of the upper image display panel 131, the light which travels radially from the light-exiting surface 244 of the light guide panel acrylic 241 can 35 reach the rear surface of the upper image display panel 131 through optical paths at -35
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various angles. Therefore, even in a case where an additional member such as a cable needs to be disposed between the light-exiting surface 244 and the rear surface of the upper image display panel 131, the background areas 224a, 224b can be illuminated without being shielded by the member such as a cable. 5 [0164] <<Second mode of pattern>> Fig. 16 is a front view illustrating a second mode of a pattern drawn on the upper image display panel 131 of the top box 12. The upper image display panel 131 10 of the second mode is provided with four numeral display portions each in a heart shape. A first numeral display portion is made up of four numeral portions 252a to 252d. A second numeral display portion is made up of four numeral portions 252e to 252h. A third numeral display portion is made up of four numeral portions 252i to 2521. A fourth numeral display portion is made up of four numeral portions 252m to 15 252p. [0165] The four numeral portions 252a to 252d are made up of the numeral portion 252a indicative of a number "300", the numeral portion 252b indicative of a number "450", the numeral portion 252c indicative of a number "750", and the numeral 20 portion 252d indicative of a number "1500". The four numeral portions 252e to 252h are made up of the numeral portion 252e indicative of a number "300", the numeral portion 252f indicative of a number "450", the numeral portion 252g indicative of a number "750", and the numeral portion 252h indicative of a number "1500". The four numeral portions 252i to 2521 are made up of the numeral portion 25 252i indicative of a number "300", the numeral portion 252j indicative of a number "450", the numeral portion 252k indicative of a number "750", and the numeral portion 2521 indicative of a number "1500". The four numeral portions 252m to 252p are made up of the numeral portion 252m indicative of a number "300", the numeral portion 252n indicative of a number "450", the numeral portion 252o 30 indicative of a number "750", and the numeral portion 252p indicative of a number "1500". [0166] The upper image display panel 131 of the second mode displays character images 253a to 253d indicative of four game characters so as to corresponds to the 35 four heart-shaped numeral display portions, respectively. The character image 253a - 36 corresponds to the first numeral display portion. The character image 253b corresponds to the second numeral display portion. The character image 253c corresponds to the third numeral display portion. The character image 253d corresponds to the fourth numeral display portion. Further, three background areas 5 254a, 254b, 254c are displayed at the upper portion of the four heart-shaped numeral display portions. [0167] Fig. 17 is a perspective view illustrating disposition of LEDs 262a to 262p, the LEDs 263a to 263d, and the light guide panels 264a, 264b, 264c, all of which are 10 disposed in accordance with the second mode of the pattern. [0168] The four LED light emitting portions 262a to 262d are disposed on the rear surface of the four numeral portions 252a to 252d of the first numeral display portion so that the LED light emitting portions 262a to 262d correspond to the numeral 15 portions 252a to 252d, respectively, in alphabetical order. [0169] The four LED light emitting portions 262e to 262h are disposed on the rear surface of the four numeral portions 252e to 252h of the second numeral display portion so that the LED light emitting portions 262e to 262h correspond to the 20 numeral portions 252e to 252h, respectively, in alphabetical order. [0170] The four LED light emitting portions 262i to 2621 are disposed on the rear surface of the four numeral portions 252i to 2521 of the third numeral display portion so that the LED light emitting portions 262i to 2621 correspond to the numeral 25 portions 252i to 2521, respectively, in alphabetical order. [0171] The four LED light emitting portions 262m to 262p are disposed on the rear surface of the four numeral portions 252m to 252p of the fourth numeral display portion so that the LED light emitting portions 262m to 262p correspond to the 30 numeral portions 252m to 252p, respectively, in alphabetical order. [0172] As described above, the character images 253a to 253d indicative of four game characters are also displayed so as to correspond to the four heart-shaped numeral display portions, respectively. The LED light emitting portions 263a to 35 263d are disposed on the rear surface of the character images 253a to 253d, -37respectively, in alphabetical order. [0173] Each of the LED light emitting portions 262a to 262p and the LED light emitting portions 263a to 263d described above is made up of four LEDs. These four 5 LEDs are simultaneously turned on so that the corresponding LED light emitting portion emits light, thereby illuminating the numeral portion or the character image corresponding to this LED light emitting portion. In this manner, the numeral portion or the character image can be displayed brightly. 10 [0174] The aforementioned LED light emitting portions 262a to 262p and LED light emitting portions 263a to 263d are disposed between the three light guide panels 264a, 264b, 264c, and the upper image display panel 131, in a position at a predetermined distance from the upper image display panel 131. Further, a shielding portion 268 is formed in each of interspaces between the adjacent LED light emitting portions 252a 15 to 252p and the adjacent LED light emitting portions 263a to 263d. With the aid of this shielding portion 268, one LED light emitting portion can emit light in a manner to illuminate only the corresponding numeration portion or hand portion, while being prevented from illuminating other numeral portions or hand portions corresponding to other LED light emitting portions. In this manner, only a corresponding numeral 20 portion or hand portion can be brightly displayed by one LED light emitting portion, thereby preventing a player from misreading these portions. [0175] The top box 12 of the second mode is provided with the three light guide portions 264a, 264b, 264c. The light guide portion 264a is disposed on the rear 25 surface of the background area 254a so as to be aligned with the background area 254a. The light guide portion 264b is disposed on the rear surface of the background area 254b so as to correspond to the background area 254b. The light guide portion 264c is disposed on the rear surface of the background area 254c so as to be aligned with the background area 254c. These light guide panels 264a, 264b, 264c are the same in 30 configuration as the light guide panel 234a or 234b described above. Specifically, as shown in Fig. 15, each of the light guide panels 264a, 264b, 264c is made up of the light guide panel acrylic 241, the light guide panel reflector 242, and the light guide panel case 243. Each of the light guide panels 264a, 264b, 264c has the light-exiting surface 244. The light having entered the light guide panel acrylic 241 is caused to 35 exit therefrom through the light-exiting surface 244 after being repeatedly reflected
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38
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inside the light guide panel acrylic 241. [0176] As shown in Fig. 18, the three light guide panels 264a, 264b, 264c are provided on the backlight panel 265. The backlight panel 265 has a substantially 5 plate-like shape and is provided with a panel surface 267 formed thereon. The backlight panel 265 is fixed to the bottom surface of the top box 12 so that the panel surface 267 of the backlight panel 265 is faced to the upper image display panel 131. The three light guide panels 264a, 264b, 264c are fixed to the panel surface 267 by means of a predetermined supporting member (not shown) through the light guide 10 panel case 243 to be described later, so that these light guide panels 264a, 264b, 264c are disposed substantially parallel to the panel surface 267. [0177] Three backlights 266a, 266b, 266c (not shown) are disposed on the backlight panel 265. Light emitted by the backlight 266a enters the light guide panel 264a. 15 Light emitted by the backlight 266b enters the light guide panel 264b. The light emitted by the backlight 266c enters the light guide panel 264c. [0178] As shown in Fig. 17, three light guide panels 264a, 264b, 264c are each disposed so that the light-exiting surface 244 of the light guide panel acrylic 241 (light 20 guide panels 264a, 264b, 264c) is faced to the background area 254a, 254b, or 254c. In this manner, the background areas 254a, 254b, 254c can be illuminated with substantially uniform brightness and also be brightened up without unevenness in brightness. 25 [0179] As described above, the background areas 254a, 254b, 254c are illuminated with the light exiting through the light-exiting surface 244 of the light guide panel acrylic 241. Therefore, a position, size, the number, or the like of the three backlights 266a, 266b, 266c and a position or the like of the three light guide panels 264a, 264b, 264c with respect to the three backlights 266a, 266b, 266c can be 30 appropriately determined so that the light can enter the light guide panel acrylic 241 so as to exit therefrom through the light-exiting surface 244 of the light guide panel acrylic 241. [0180] The light-exiting surface 244 of the light guide panel acrylic 241 is disposed 35 with the aid of the backlight panel 265 so as to be spaced at a predetermined distance -39 of, e.g., larger than 40 millimeters, from the rear surface of the upper image display panel 131. The light emitted from the light-exiting surface 244 of the light guide panel acrylic 241 travels radially so as to spread at various angles. Since the light-exiting surface 244 of the light guide panel acrylic 241 is disposed at a distance 5 from the rear surface of the upper image display panel 131, the light which travels radially from the light-exiting surface 244 of the light guide panel acrylic 241 reaches the rear surface of the upper image display panel 131 through optical paths at various angles. Therefore, even in a case where an additional member such as a cable needs to be disposed between the light-exiting surface 244 and the rear surface of the upper 10 image display panel 131, the background areas 254a, 254b, 254c can be illuminated without being shielded by the member such as a cable. [0181] <<Third mode of pattern> 15 Fig. 19 is a front view illustrating a third mode of a pattern drawn on the upper image display panel 131 of the top box 12. The upper image display panel 131 of the third mode is provided with four numeral display portions each in a circular shape. A first numeral display portion is made up of four numeral portions 272a to 272d. A second numeral display portion is made up of four numeral portions 272e to 20 272h. A third numeral display portion is made up of four numeral portions 272i to 2721. A fourth numeral display portion is made up of four numeral portions 272m to 272p. [0182] The four numeral portions 272a to 272d are made up of the numeral portion 25 272a indicative of a number "100", the numeral portion 272b indicative of a number "150", the numeral portion 272c indicative of a number "200", and the numeral portion 272d indicative of a number "450". The four numeral portions 272e to 272h are made up of the numeral portion 272e indicative of a number "150", the numeral portion 272f indicative of a number "300", the numeral portion 272g indicative of a 30 number "450", and the numeral portion 272h indicative of a number "1500". The four numeral portions 272i to 2721 are made up of the numeral portion 272i indicative of a number "100", the numeral portion 272j indicative of a number "150", the numeral portion 272k indicative of a number "250", and the numeral portion 2721 indicative of a number "500". The four numeral portions 272m to 272p are made up 35 of the numeral portion 272m indicative of a number "150", the numeral portion 272n - 40 indicative of a number "250", the numeral portion 272o indicative of a number "500", and the numeral portion 272p indicative of a number "1000". [0183] The upper image display panel 131 of the third mode displays text images 5 273a to 273d indicative of four text images so as to correspond to the four circular-shaped numeral display portions, respectively. The text image 273a corresponds to the first numeral display portion. The text image 273b corresponds to the second numeral display portion. The text image 273c corresponds to the third numeral display portion. The text image 273d corresponds to the fourth numeral 10 display portion. Two background areas 274a, 274b are displayed between the four circular-shaped numeral display portions. A character image 273e indicative of a game character is also displayed at the center of the upper image display panel 131 of the third mode. 15 [0184] Fig. 20 is a perspective view illustrating disposition of LEDs 282a to 282d, LEDs 283a to 283e, and light guide panels 284a, 284b, all of which are disposed in accordance with the third mode of the pattern. [0185] The four LED light emitting portions 282a to 282d are disposed on the rear 20 surface of the four numeral portions 272a to 272d of the first numeral display portion so that the LED light emitting portion 282a to 282d correspond to the numeral portions 272a to 272d, respectively, in alphabetical order. [0186] The four LED light emitting portions 282e to 282h are disposed on the rear 25 surface of the four numeral portions 272e to 272h of the second numeral display portion so that the LED light emitting portions 282e to 282h correspond to the numeral portions 272e to 272h, respectively, in alphabetical order. [0187] The four LED light emitting portions 282i to 2821 are disposed on the rear 30 surface of the four numeral portions 272i to 2721 of the third numeral display portion so that the LED light emitting portions 282i to 2821 correspond to the numeral portions 272i to 2721, respectively, in alphabetical order. [0188] The four LED light emitting portions 282m to 282p are disposed on the rear 35 surface of the four numeral portions 272m to 272p of the fourth numeral display -41 portion so that the LED light emitting portions 282m to 2 82 p correspond to the numeral portions 272m to 272p, respectively, in alphabetical order. [0189] As described above, the four text images 273a to 273d are also displayed so 5 as to correspond to the four circular-shaped numeral display portions, respectively. The LED light emitting portion 283a is disposed on the rear surface of the text image 273a. The LED light emitting portion 283b is disposed on the rear surface of the text image 273b. The LED light emitting portion 283c is disposed on the rear surface of the text image 273c. The LED light emitting portion 283d is disposed on the rear 10 surface of the text image 273d. [0190] As described above, the character image 273e indicative of a game character is also displayed at the center of the upper image display panel 131. Eight LED light emitting portions 283e are disposed on the rear surface of the character image 273e. 15 [0191] Each of the LED light emitting portions 282a to 282p and the LED light emitting portions 283a to 283e described above is made up of four LEDs. These four LEDs are simultaneously turned on so that the corresponding LED light emitting portion emits light, thereby illuminating the numeral portion, the text image, or the 20 character image corresponding to this LED light emitting portion. In this manner, the numeral portion, the text image, or the character image can be brightly displayed. [0192] The aforementioned LED light emitting portions 282a to 282p and LED light emitting portions 283a to 283e are disposed between the two light guide panels 284a, 25 284b, and the upper image display panel 131, in a position at a predetermined distance from the upper image display panel 131. Further, a shielding portion 288 is formed in each of interspaces between the adjacent LED light emitting portions 282a to 282p and the adjacent LED light emitting portions 283a to 283e. With the aid of this shielding portion 288, one LED light emitting portion can emit light in a manner to 30 illuminate only the corresponding numeral portion or hand portion, while being prevented from illuminating other numeral portions or hand portions corresponding to other LED light emitting portions. In this manner, only a corresponding numeral portion or hand portion can be brightly displayed by one LED light emitting portion, thereby preventing a player from misreading these portions. 35 - 42 - [0193] The top box 12 of the third mode is provided with the two light guide portions 284a, 284b. The light guide portion 284a is disposed on the rear surface of the background area 274a so as to be aligned with the background area 274a. The light guide panel 284b is disposed on the rear surface of the background area 274b so as to 5 be aligned with the background area 274b. These light guide panels 284a, 284b are the same in configuration as the light guide panel 234a or 234b described above. Specifically, likewise the light guide panel 234a or 234b shown in Fig. 15, each of the light guide panels 284a, 284b is made up of the light guide panel acrylic 241, the light guide panel reflector 242, and the light guide panel case 243. Each of the light guide 10 panels 284a, 284b has the light-exiting surface 244. Light having entered the light guide panel acrylic 241 is caused to exit therefrom through the light-exiting surface 244 after being repeatedly reflected inside the light guide panel acrylic 241. [0194] As illustrated in Fig. 21, the two light guide panels 284a, 284b are provided 15 on the backlight panel 285. The backlight panel 285 has a substantially plate-like shape and is provided with a panel surface 287. The backlight panel 285 is fixed to the bottom surface of the top box 12 so that the panel surface 287 of the backlight panel 285 is faced to the upper image display panel 131. The two light guide panels 284a, 284b are fixed to the panel surface 287 by means of a predetermined supporting 20 member (not shown) through the light guide panel case 243 to be described later so that these light guide panels 284a, 284b are disposed substantially parallel to the panel surface 287. [0195] Two backlights 286a, 286b (not shown) are also disposed on the backlight 25 panel 285. Light emitted by the backlight 286a enters the light guide panel 284a. Light emitted by the backlight 286b enters the light guide panel 284b. [0196] As shown in Fig. 20, two light guide panels 284a, 284b are each disposed so that the light-exiting surface 244 of the light guide panel acrylic 241 (light guide 30 panels 284a, 284b) is faced to the background area 274a or 274b. In this manner, the background areas 274a, 274b can be illuminated with substantially uniform brightness and also be brightened up without unevenness in brightness. [0197] As described above, the background areas 274a, 274b are illuminated with the 35 light exiting through the light-exiting surface 244 of the light guide panel acrylic 241. - 43- Therefore, a position, size, the number, or the like of the two backlights 286a, 286b and a position or the like of the two light guide panels 284a, 284b with respect to the two backlights 286a, 286b can be appropriately determined so that the light can enter the light guide panel acrylic 241 so as to exit therefrom through the light-exiting 5 surface 244 of the light guide panel acrylic 241. [0198] The light-exiting surface 244 of the light guide panel acrylic 241 is disposed with the aid of the backlight panel 285 so as to be spaced at a predetermined distance of, e.g., larger than 40 millimeters, from the rear surface of the upper image display 10 panel 131. The light emitted from the light-exiting surface 244 of the light guide panel acrylic 241 travels radially so as to spread at various angles. Since the light-exiting surface 244 of the light guide panel acrylic 241 is disposed at a distance from the rear surface of the upper image display panel 131, the light which travels radially from the light-exiting surface 244 of the light guide panel acrylic 241 reaches 15 the rear surface of the upper image display panel 131 through optical paths at various angles. Therefore, even in a case where an additional member such as a cable needs to be disposed between the light-exiting surface 244 and the rear surface of the upper image display panel 131, the background areas 274a, 274b can be illuminated without being shielded by the member such as a cable. 20 [0199] <<Sub-control circuit 400>> Fig. 22 is a block diagram illustrating the sub-control circuit 400 and various types of LEDs for emitting light under control of the sub-control circuit 400. 25 Exemplified here is the sub-control circuit 400 configured to control the various types of LEDs of the top box 12 according to the first mode described above. [0200] The sub-control circuit 400 is made up of a sub-PCB 410 and a sub-circuit 420. The sub-PCB 410 performs bidirectional communication with the main CPU 71 30 via the body PCB 110. As described above, the cable 185 is connected in a detachably attachable manner between the body PCB 110 and the sub-PCB 410. As the cable 185, RC-232C cable or USB cable can be employed. [0201] The sub-PCB 410 and the sub-circuit 420 are connected to each other so as to 35 establish a serial communication therebetween, which enables these sub-PCB 410 and - 44 sub-circuit 420 to transmit and receive predetermined data. In this manner, various types of commands or data transmitted from the main CPU 71 can be transmitted to the sub-circuit 420. Further, an OUTPORT terminal of the sub-circuit 420 is electrically connected to an INPORT terminal of the sub-PCB 410. Various types of 5 control signals output from the OUTPORT terminal of the sub-circuit 420 is supplied to the sub-PCB 410. Part of the control signals output from the sub-circuit 420 is transmitted to the main CPU 71. For example, a confirmation signal is transmitted from the sub-circuit 420 to the main CPU 71 through the processing in step S2513 to be described later. In accordance with the part of the control signals output from the 10 sub-circuit 420, turning-on, turning-off, or blinking is controlled in the twelve LED light emitting portions 231a to 2311, the twelve LED light emitting portions 232a to 2321, the four LED light emitting portions 233a to 233d, the four LED light emitting portions 233e to 233h, and the two backlights 236a, 236b. 15 [0202] The sub-circuit 420 has a sub-CPU 422, sub-ROM 424, and sub-RAM 426. The sub-CPU 422 executes a subroutine shown in Fig. 25, to be described later. The sub-ROM 424 stores, for example, a program of a subroutine shown in Fig. 25 and a light-emission-pattern shown in Fig. 26, which are described later. Upon execution of the subroutine shown in Fig. 25, the sub-RAM 426 temporarily stores values such 20 as variables. [0203] The sub-PCB 410 has an OUTPORT terminal. The twelve LED light emitting portions 231a to 2311, the twelve LED light emitting portions 232a to 2321, the four LED light emitting portions 233a to 233d, the four LED light emitting 25 portions 233e to 233h, and the two backlights 236a, 236b are electrically connected to this OUTPORT terminal. The sub-PCB 410 controls turning-on, turning-off, or blinking of the twelve LED light emitting portions 231a to 2311, the twelve LED light emitting portions 232a to 2321, the four LED light emitting portions 233a to 233d, the four LED light emitting portions 233e to 233h, and the two backlights 236a, 236b, in 30 accordance with a control signal transmitted from the sub-circuit 420. [0204] Turning-on, turning-off, or blinking of the twelve LED light emitting portions 231a to 2311 and the twelve LED light emitting portions 232a to 2321 can be controlled through the processing shown in Figs. 23, 25, and 27 to be described later. 35 Turning-on, turning-off, or blinking of the four LED light emitting portions 233a to - 45
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233d and the four LED light emitting portions 233e to 233h may be controlled through the processing shown in Figs. 23, 25, and 27. Only the numeral portion or the hand portion (see Fig. 12) is turned on or turned off, thereby producing visual effects as if the hand gradually rotates along the numbers from "100" to "1200" on the clock. In 5 this manner, a roulette game can be performed. (0205] The two backlights 236a, 236b are controlled so as to maintain certain brightness at all times without being turned on or off, or blinked by the sub-CPU 422. Specifically, the background areas 224a, 224b are illuminated with the certain 10 brightness at all times. In this manner, a region for performing a roulette game can be changed in its brightness over time by the turning-on or turning-off of the LEDs, and thus the game can be progressed. On the other hand, the background areas 224a, 224b can be illuminated indistinctively to an extent that the player can visually recognize these regions. 15 [0206] The two backlights 236a, 236b may be controlled by the sub-CPU 422 to be turned on, turned off, or blinked. In this manner, visual effects can be produced such that not only the numeral portion or the hand portion but also the background areas 224a, 224b can be changed in its brightness over time. 20 [0207] As described above, the top box 12 of the first mode is provided with the twelve LED light emitting portions 231a to 2311, the twelve LED light emitting portions 232a to 2321, the four LED light emitting portions 233a to 233d, the four LED light emitting portions 233e to 233h, and the two backlights 236a, 236b. 25 [0208] The twelve LED light emitting portions 231a to 2311 are configured to illuminate and brighten up the twelve hand portions 221a to 2211, respectively. These twelve LED light emitting portions 231a to 2311 are collectively denoted by "CK-BK-LED" in Fig. 22. The twelve LED light emitting portions 232a to 2321 are 30 configured to illuminate and brighten up the twelve numeral portions 222a to 2221, respectively. These twelve LED light emitting portions 232a to 2321 are collectively denoted by "CK-hd-LED" n Fig. 22. [0209] The four LED light emitting portions 233a to 233d are configured to 35 illuminate and brighten up the character image 223a. These four LED light emitting - 46 portions 233a to 233d are collectively denoted by "RB-LED" in Fig. 22. The four LED light emitting portions 233e to 233h are configured to illuminate and brighten up the character image 223b. These four LED light emitting portions 233e to 233h are collectively denoted by "LB-LED" in FIG. 22. 5 [0210] The backlight 236a is configured to illuminate and brighten up the background area 224a via the light guide panel 234a. This backlight 236a is denoted by "RM-BK-LED" in Fig. 22. The backlight 236b is configured to illuminate and brighten up the background area 224b via the light guide panel 234a. This backlight 10 236b is denoted by "LM-BK-LED" in Fig. 22. [0211] With this configuration, the sub-circuit 420 (sub-CPU 422) can control turning-on, turning-off, or blinking of the twelve LED light emitting portions 231a to 2311, the twelve LED light emitting portions 232a to 2321, the four LED light emitting 15 portions 233a to 233d, the four LED light emitting portions 233e to 233h, the two backlights 236a, 236b. [0212] As described above, the sub-control circuit 400 shown in Fig. 22 is configured to control the various types of LEDs of the top box 12 according to the 20 first mode described above. However, this sub-control circuit 400 can be adapted to the top box 12 according to the second or third mode by changing the LEDs to be connected to the sub-PCB 410. [0213] 25 <<Light-emission-pattern-number-determination processing>> Fig. 23 illustrates a subroutine of light-emission-pattern-number-determination processing to be executed by the main CPU 71. This subroutine is invoked and executed by the main CPU 71 at a time of shifting a game mode into a predetermined game such as, e.g., a specific feature game 30 (not shown). It is preferable that the feature game provide a possibility of giving an advantage to a player. For example, this subroutine shown in Fig. 23 is invoked and executed when a game mode is shifted into a feature game which is to be executed in accordance with a result of a bonus game executed in step S20 of Fig. 6 described above. 35 - 47 [0214] First, the main CPU 71 searches a light-emission-pattern-number-determination table based on a lottery result and a progressive phase of the feature game to determine a light-emission pattern (step S2311). A correspondence relationship of a light-emission-pattern number, with 5 respect to these lottery result and progressive phase of the feature game is predetermined and stored as the light-emission-pattern-number-determination table in the ROM 72. The light-emission-pattern number can be determined by reading a light-emission-pattern number corresponding to the lottery result and progressive phase of the feature game, from the light-emission-pattern-number-determination 10 table. [0215] The correspondence relationship of a light-emission-pattern number, with respect to a lottery result and progressive phase of the feature game is predetermined and stored in the ROM 72, as a light-emission-pattern-number-determination table 15 shown in Fig. 24. In Fig. 24, the lottery result of the feature game is indicated as a first lottery result, a second lottery result, and the like. Further, the progressive phase of the feature game is indicated as a step 1-1, a step 1-2, and the like. For example, in a case where the lottery result is the first lottery result and the progressive phase of the feature game is a step 1-8, the light-emission-pattern number is determined as "7" 20 by searching the light-emission-pattern-number-determination table shown in Fig. 24. [0216] The light-emission-pattern number may be determined using not only the feature game lottery result and progressive phase but also a value such as a random value generated by another lottery processing. In such a case, the random value may 25 use a random number which is generated from integer numbers in a predetermined value range, by a lottery processing. The random value may be generated using either of hardware and software. In this manner, even under the condition of the same lottery result and progressive phase of the feature game, the plurality of LEDs can be turned on and turned off in accordance with different light-emission patterns by 30 using the random values, thereby enabling the upper image display panel 131 to expand the range of visual effects. [0217] As described above, the top box 12 according to the first mode is provided with the LED light emitting portions 231a to 2311, 232a to 2321, 233a to 233d, 233e to 35 233h, a light-emission-pattern number of which is determined by executing the -48 processing shown in Fig. 23. The top box 12 according to the second mode is provided with the LED light emitting portions 262a to 262p, 263a to 263d, a light-emission-pattern number of which is determined by executing the processing shown in Fig. 23. The top box 12 according to the third mode is provided with the 5 LED light emitting portions 282a to 282p, 283a to 283e, a light-emission-pattern number of which is determined by executing the processing shown in Fig. 23. [0218] The main CPU 71 then transmits the determined light-emission-pattern number to the sub-CPU 422 (step S2313), and invokes to execute a subroutine of 10 confirmation-signal-reception processing to be described later (step S2315), thereby completing this subroutine. [0219] <<Light-emission-pattern-number-reception processing>> 15 Fig. 25 illustrates a subroutine of light-emission-pattern-number-reception processing to be executed by the sub-CPU 422. The subroutine is invoked and executed by the sub-CPU 422. [0220] First, the sub-CPU 422 determines whether or not a light-emission-pattern 20 number transmitted by the main CPU 71 has been received (step S2511). In a case of determining that the light-emission-pattern number transmitted by the main CPU 71 has not been received (a case of "NO"), the sub-CPU 422 immediately terminates this subroutine. 25 [0221] On the other hand, in a case of determining that the light-emission-pattern number transmitted by the main CPU 71 has been received (a case of "YES"), the sub-CPU 422 transmits to the main CPU 71 a confirmation signal indicative of a status that the light-emission-pattern number has been received (step S2513). 30 [0222] Next, the sub-CPU 422 searches the light-emission-pattern-determination table, based on the received light-emission-pattern number, to read out and determine a light-emission pattern (step S2515). The sub-CPU 422 then writes and sets the read-out light-emission pattern into a predetermined area of the sub-RAM 426 (step S2517), thereby terminating this subroutine. The sub-CPU 422 controls turning-on 35 and turning-off of the LEDs in accordance with the light-emission pattern written into -49the predetermined area of the sub-RAM 426. [0223] A correspondence relationship between a light-emission-pattern number and a light-emission pattern is predetermined and stored as the 5 light-emission-pattern-determination table in the sub-ROM 424. The light-emission pattern can be determined by reading a light-emission pattern corresponding to the light-emission-pattern number, from the light-emission-pattern-determination table. [0224] A correspondence relationship between a light-emission-pattern number and a 10 light-emission pattern is predetermined in the light-emission-pattern-determination table illustrated in Fig. 26. As for the light-emission pattern, a plurality of unit light-emission patterns are determined for one light-emission-pattern number. Exemplified in Fig. 26 is the light-emission-pattern-determination table used to control turning-on and turning-off of the twelve LEDs, in which each of the unit 15 light-emission patterns determines turning-on and turning -off of the twelve LEDs. Each of the unit light-emission patterns is made up of a combination of numbers"O" and "1". Number "1" indicates turning-on while number "0" indicates turning-off. [0225] For example, serial number "000000000000" indicates that all of the twelve 20 LEDs are to be turned off. Serial number "010000000000" indicates that only the second LED is to be turned on. Serial number "000000000010" indicates that only the eleventh LED is to be turned on. In this example, the light-emission pattern used to control turning-on and turning-off of the twelve LEDs. However, such a light-emission pattern may be appropriately determined in accordance with the 25 number of disposed LEDs and a pattern drawn on the upper image display panel 13 1. [0226] In this matter, turning-on and turning-off of the twelve LEDs can be controlled by reading one unit light-emission pattern from the light-emission-pattern-determination table. As described above, the light-emission 30 pattern is determined so as to contain the plurality unit light-emission patterns with respect to one light-emission-pattern number. The plurality of unit light-emission patterns are sequentially read out one by one at predetermined time intervals and written into a predetermined area of the sub-RAM426, thereby setting the unit light-emission pattern. The twelve LEDs are controlled by setting the unit 35 light-emission pattern at predetermined time intervals as described above, so that not 50 only turning-on and turning-off but also blinking of the twelve LEDs can be controlled. In this manner, the condition of turning-on and turning-off of the twelve LEDs can be changed over time. 5 [0227] As described above, the top box 12 of the first mode has the LED light emitting portions 231a to 2311, 232a to 2321, 233a to 233d, 233e to 233h. The light-emission-pattern-determination table shown in Fig. 26 is determined so as to correspond to these LED light emitting portions. These LED light emitting portions can be turned on, turned off, or blinked in accordance with a predetermined 10 light-emission pattern through execution of the processing shown in Fig. 25. [0228] Further, the top box 12 of the second mode has the LED light emitting portions 262a to 262p, 263a to 263p. The light-emission-pattern-determination table shown in Fig. 26 is determined so as to correspond to these LED light emitting 15 portions. These LED light emitting portions can be turned on, turned off, or blinked in accordance with a predetermined light-emission pattern through execution of the processing shown in Fig. 25. [0229] Yet further, the top box 12 of the third mode has the LED light emitting 20 portions 282a to 282p, 283a to 283e. The light-emission-pattern-determination table shown in Fig. 26 is determined so as to correspond to these LED light emitting portions. These LED light emitting portions can be turned on, turned off, or blinked in accordance with a predetermined light-emission pattern through execution of the processing shown in Fig. 25. 25 [02301 <<Confirmation-signal-reception processing>> Fig. 27 illustrates the subroutine of the light-emission-pattern-number-determination processing to be executed by the main 30 CPU 71. This subroutine is invoked and executed through the processing in step S2315 shown in Fig. 23 described above. [0231] First, the main CPU 71 determines whether or not a confirmation signal transmitted by the sub-CPU 422 has been received (step S2711). In a case of 35 determining that the confirmation signal has been received (a case of "YES"), the 51 main CPU 71 immediately terminates this subroutine. [0232] In a case of determining that the confirmation signal has not been received (a case of "NO"), the main CPU 71 determines whether or not the number of times that 5 the confirmation signal is not received, namely, the number of retries, has reached a predetermined value or more (step S2713). In a case of determining that the number of times that the confirmation signal is not received has not yet reached the predetermined value or more (a case of "NO"), the main CPU 71 returns the processing to step S2711. 10 [0233] On the other hand, in a case of determining that the number of times that the confirmation signal is not received has reached the predetermined value or more (in a case of "YES"), the main CPU 71 displays on the lower image display panel 141 an error message indicative of a status that the confirmation signal is not received from 15 the sub-CPU 422 (step S2715), and force-quits the game by terminating game-progressing processing (step S2717), thereby terminating this subroutine. [0234] <<Outline of gaming machine>> 20 The gaming machine 1 according to an embodiment of the present invention includes an illuminated object (upper image display panel 131) which is disposed on a front surface and made up of a specific area (hand portions 221a to 2211, numeral portions 222a to 2221, character images 223a, 223b, numeral portions 252a to 252p, character images 253a to 253d, numeral portions 272a to 272p, text images 273a to 25 273d, character image 273e) and a non-specific area (background areas 224a, 224b, background areas 254a, 254b, 254c, background areas 274a, 274b) which is different from the specific area. The gaming machine I is characterized by including: a first light source (LED light emitting portions 231a to 2311, 232a to 2321, 233a to 233d, 233e to 233h, 262a to 262p, 263a to 263p, 282a to 283p, 283a to 283e) for emitting 30 light caused to enter the specific area from a rear-surface side of the illuminated object; a second light source (backlights 236a, 236b, 266a, 266b, 266c, 286a, 286b) for emitting light; and a light guide body (light guide panels 234a, 234b, 264a, 264b, 264c, 284a, 284b) for causing the light emitted by the second light source to enter the non-specific area from the rear-surface side of the illuminated object, the light guide 35 body disposed in a position spaced apart from the illuminated object. - 52 - [0235] In this manner, the non-specific area can be illuminated by the second light source with substantially uniform brightness while the specific area can be illuminated by the first light source more brightly than the non-specific area. 5 [0236] Further, in the gaming machine I according to the embodiment of the present invention, the light guide body is disposed at a certain distance from the illuminated object. 10 [0237] In this manner, the non-specific area can be illuminated with substantially uniform brightness without complicating a shape of the light guide body or making disposition difficult. [0238] In the gaming machine 1 according to the embodiment of the present 15 invention, the aforementioned certain distance is set to be larger than 40 millimeters. [0239] In this manner, the non-specific area can be precisely illuminated with substantially uniform brightness. 20 [0240] Still further, in the gaming machine I according to the embodiment of the present invention, the first light source is disposed in accordance with a pattern drawn in the specific area of the illuminated object. [0241] In this manner, the specific area can be illuminated in a desired light-emission 25 mode in accordance with the shape or the size of the picture drawn in the specific area. [0242] Yet further, the gaming machine 1 according to the embodiment of the present invention further includes a display device (lower image display panel 141) configured to display predetermined information; a first controller (main CPU 71) 30 configured to control progress of a game; and a second controller (sub-CPU 422) configured to control light emission of the first light source. The gaming machine I is characterized in that the first controller and the second controller are programmed to execute the following processing (Al) to (A3). The first controller executes processing (Al) oft ransmitting, to the second controller, an instruction signal of 35 instructing a light-emission mode of the first light source in accordance with the
-
53
-
progress of the game (step S23 13). The second controller executes processing (A2) of transmitting a confirmation signal to the first controller upon receipt of the instruction signal (step S2513). The first controller executes processing (A3) of displaying an error message on the display device in a case where the confirmation 5 signal has not received before a predetermined time elapses (step S2715). [0243] In this manner, even in a case where the first controller a nd the second controller are configured as separate bodies and are connected to each other through a connection line such as a cable, a determination can be made as to whether a 10 connection condition between the first controller and the second controller is appropriate or not. [0244] Throughout this specification and the claims which follow, unless the context requires otherwise, the word "comprise", and variations such as "comprises" or 15 "comprising", will be understood to imply the inclusion of a stated integer or step or group of integers or steps but not the exclusion of any other integer or step or group of integers or steps. [0245] The reference in this specification to any prior publication (or information 20 derived from it), or to any matter which is known, is not, and should not be taken as an acknowledgment or admission or any form of suggestion that that prior publication (or information derived from it) or known matter forms part of the common general knowledge in the field of endeavour to which this specification relates. 54 -

Claims (9)

1. A gaming machine having an illuminated object made up of a specific area and a non-specific area different from the specific area, the illuminated object being disposed on a front surface of the gaming machine, the gaming machine comprising: 5 a first light source for emitting light caused to enter the specific area through a rear-surface side of the illuminated object; a second light source for emitting light, the second light source being different from the first light source, and a light guide body for causing the light emitted by the second light source to 10 enter the non-specific area through the rear-surface side of the illuminated object, the light guide body being disposed in a position spaced apart from the illuminated object.
2. The gaming machine according to claim 1, wherein: the light guide body has a certain thickness, and includes a predetermined 15 surface; the light guide body is disposed so that the predetermined surface is faced to the rear-surface side of the illuminated object; and light exiting through the predetermined surface enters the rear-surface side of the illuminated object. 20
3. The gaming machine according to claim 1, wherein: the light guide body has a certain thickness, and includes a light-entering surface and a light-exiting surface; the light guide body is disposed so that the light-exiting surface is faced to the 25 rear-surface side of the illuminated object; light emitted by the second light source enters the light-entering surface; and the light entering through the light-entering surface is repeatedly reflected inside the light guide body and then exits through the light-exiting surface. 30
4. The gaming machine according to claim 1, wherein: the light guide body is disposed so that the first light source is positioned between the light guide body and the illuminated object.
5. The gaming machine according to claim 1, wherein: 35 the first light source is disposed so as to be spaced at a predetermined - 55 - distance from the illuminated object.
6. The gaming machine according to claim 1, wherein: the light guide body is disposed at a predetermined distance from the 5 illuminated object.
7. The gaming machine according to claim 6, wherein: the predetermined distance is set to be larger than 40 millimeters. 10
8. The gaming machine according to claim 1, wherein: the first light source is disposed based on a pattern drawn on the specific area of the illuminated object.
9. The gaming machine according to claim 1, further comprising: 15 a display device for displaying predetermined information; a first controller for controlling progress of a game; and a second controller for controlling light emission of the first light source, wherein: the first controller and the second controller are programmed to execute the 20 processing of: (A l) transmitting, by the first controller, an instruction signal to the second controller, the instruction signal being for instructing a light-emission mode of the first light source in accordance with the progress of the game; (A2) transmitting, by the second controller, a confirmation signal to the first 25 controller, in a case where the second controller receives the instruction signal; and (A3) displaying, by the first controller, an error message on the display device, in a case where the first controller has not received the confirmation signal before a predetermined time elapses. - 56
AU2010214730A 2009-09-14 2010-08-30 Gaming machine Abandoned AU2010214730A1 (en)

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Family Cites Families (9)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6695703B1 (en) * 2000-07-27 2004-02-24 Igt Illumination display having replaceable inserts
US7322884B2 (en) * 2002-11-20 2008-01-29 Aruze Corporation Gaming machine having a variable display
US20040214637A1 (en) * 2003-03-03 2004-10-28 Nobuyuki Nonaka Gaming machine
US20040224758A1 (en) * 2003-04-30 2004-11-11 Kazuo Okada Gaming machine
US6937298B2 (en) * 2003-05-14 2005-08-30 Aruze Corp. Gaming machine having a protective member covering drive unit and at least a portion of the light emission means
CN1663650B (en) * 2004-03-01 2010-07-07 环球娱乐株式会社 Game machine
CN100435896C (en) * 2004-03-01 2008-11-26 阿鲁策株式会社 Game machine
CN100462120C (en) * 2004-03-19 2009-02-18 阿鲁策株式会社 Game machine
US8403743B2 (en) * 2006-06-30 2013-03-26 Wms Gaming Inc. Wagering game with simulated mechanical reels

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