EP1008969A2 - Machine de jeu - Google Patents

Machine de jeu Download PDF

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Publication number
EP1008969A2
EP1008969A2 EP99124083A EP99124083A EP1008969A2 EP 1008969 A2 EP1008969 A2 EP 1008969A2 EP 99124083 A EP99124083 A EP 99124083A EP 99124083 A EP99124083 A EP 99124083A EP 1008969 A2 EP1008969 A2 EP 1008969A2
Authority
EP
European Patent Office
Prior art keywords
game
displayed
attraction
ready
display section
Prior art date
Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
Ceased
Application number
EP99124083A
Other languages
German (de)
English (en)
Other versions
EP1008969A3 (fr
Inventor
Yoshikazu Sakamoto
Hiroshi Yoshida
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Universal Entertainment Corp
Original Assignee
Aruze Corp
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Priority claimed from JP11312324A external-priority patent/JP2000229145A/ja
Priority claimed from JP34020199A external-priority patent/JP2001198258A/ja
Application filed by Aruze Corp filed Critical Aruze Corp
Publication of EP1008969A2 publication Critical patent/EP1008969A2/fr
Publication of EP1008969A3 publication Critical patent/EP1008969A3/fr
Ceased 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
    • G07F17/3225Data transfer within a gaming system, e.g. data sent between gaming machines and users
    • G07F17/3227Configuring a gaming machine, e.g. downloading personal settings, selecting working parameters
    • 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
    • G07F17/326Game play aspects of gaming systems
    • G07F17/3267Game outcomes which determine the course of the subsequent game, e.g. double or quits, free games, higher payouts, different new games

Definitions

  • the present invention relates to a gaming machine and, in particular, to a gaming machine in which a player can reliably and effectively recognize special game information in a special game and the like.
  • a slot machine 50 shown in Fig. 9, for example has conventionally been known.
  • Fig. 9 is a front view of the conventional slot machine 50.
  • the conventional slot machine 50 has a housing 3 whose front side is provided with a front door 2 which is adapted to open and close.
  • the front door 2 is formed with a display window 4 at an upper part near the center of the front face thereof, whereas the respective outer peripheral faces of three reels 5a to 5c disposed within the housing 3 face the display window 4.
  • five winning line indicators 6 for indicating respective effective winning lines are formed across the display window 4 so as to extend to the peripheries thereof.
  • a replay display lamp 8 for indicating that a combination of symbols displayed in their stopped state is in a replay winning mode
  • game stop display lamp 9 for indicating the wait time from the starting of the last game until the starting of the next game
  • winning display lamp 10 for indicating that a combination of symbols displayed in their stopped state constitutes a predetermined winning mode
  • game start display lamp 11 for indicating that a start switch 20 is operable
  • game medal insertion lamp 12 for indicating that game medals are permitted to be inserted.
  • the front door 2 is provided with display sections such as a credit number display section 51 for indicating the number of game medals stored (hereinafter referred to as credited), a chance display section 52 for indicating that there is a possibility of a special game occurring, a bonus number display section 53 for indicating the number of possible elections and number of playable normal games in a special gaming state, a payout number display section 54 for displaying the number of game medals to be paid out at the time of winning, and the like. Also, an upper part on the front face of the housing 3 is provided with a dividend display section 26 for indicating the number of game medals to be paid out in reward for a winning. Further, the uppermost part in the front face of the housing 3 is provided with a decorating section 27 in which a plurality of decorating lamps (not depicted) is arranged.
  • a credit number display section 51 for indicating the number of game medals stored (hereinafter referred to as credited)
  • a chance display section 52 for indicating that there is a possibility of a special
  • the front face of the front door 2 is provided with a medal insertion slot 14 for inserting game medals used for gaming, a first bet switch 16 for inserting, one by one, game medals used for gaming within a credited range, a second bet switch 17 for inserting, two by two, game medals used for gaming within the credited range, and a max bet switch 18 for inserting the game medals used for gaming up to the maximum permissible bet number (e.g., three) within the credited range.
  • the maximum permissible bet number e.g., three
  • the front face of the front door 2 is provided with a C/P (credit/payout) switch 19 for changeover between the credit and the payout of the medals acquired by the player, a start switch 20 for starting rotating each of the reels 5a to 5c on condition that a game medal is inserted, and three stop switches 21a to 21c for stopping rotating the respective reels 5a to 5c.
  • C/P credit/payout
  • the lowermost part of the front door 2 is provided with a medal tray 22 for receiving the game medals paid out as a prize, and a medal payout slot 23 facing the medal tray 22.
  • a sound transmission hole 24 is formed on the right side of the medal payout slot 23, whereas a speaker (not depicted) is provided within the housing 3 so as to face the sound transmission hole 24.
  • Such a conventional slot machine 50 can start a game when a game medal is inserted therein.
  • a player operates the start switch 20 after a game starting condition is set in order, a plurality of reels 5a to 5c rotate, so that a plurality of symbols formed on the surface of each of the reels 5a to 5c move at a high speed.
  • the player operates the respective stop switches 21a to 21c corresponding to the individual reels 5a to 5c, the latter stop rotating, whereby a plurality of symbols formed on the surfaces of reels 5a to 5c are displayed in their stopped state.
  • This special game is a game known as a so-called big bonus or regular bonus, in which a greater number of game medals can be acquired than in a normal game.
  • a big bonus game for example, games substantially similar to a normal game with a raised sampling probability of small hands, i.e., normal games in a big bonus game (normal games in BB), can be played up to 30 times after the gaming state has shifted to this big bonus game. While this game similar to a normal game is being played, if the combination of symbols displayed on an effective winning line in their stopped state constitutes a particular winning mode, then so-called JAC games are allowed to play up to 3 times.
  • the start switch 20 is operated so as to start rotating the reels 5a to 5c, and then the stop switches 21a to 21c are operated so as to stop rotating the respective reels 5a to 5c.
  • the maximum number of games and the maximum number of winnings are restricted. For example, when the above-mentioned games similar to a normal game are played 12 times, which constitute the maximum game number, or the number of the above-mentioned winnings reaches 8, which is the maximum winning number, then the JAC game ends.
  • the normal games in BB are played under conditions substantially similar to those of normal games played not during the big bonus game in terms of the combinations of stopped symbols constituting winning modes, the number of game medals paid out when winning modes are attained, and the like.
  • winning modes include, as frequently occurring winning modes in general, so-called small hands such as cherry, orange, bell, and watermelon, and those known as replay by which the next game can be played without game medal insertion.
  • small hands such as cherry, orange, bell, and watermelon
  • replay by which the next game can be played without game medal insertion Usually, if no winning occurs in an internally elected game, the established internally elected hand will not be transferred to the next and later games. Also, a relatively small number of game medals, i.e., 15 or less medals, are paid out.
  • winning modes which are generated at the time of special games such as big bonuses (e.g., CT-attached big bonuses including games known as challenge time (CT) in which stop control for the reels 5a to 5c by random number sampling is stopped for a predetermined period after the completion of a big bonus game) known as a special winning mode, regular bonuses, and the like, and when combinations of special game starting symbols align on the winning lines, by which games can be played for a predetermined period in a state where winning hands occur at a higher probability than in normal games.
  • big bonuses e.g., CT-attached big bonuses including games known as challenge time (CT) in which stop control for the reels 5a to 5c by random number sampling is stopped for a predetermined period after the completion of a big bonus game
  • CT challenge time
  • regular bonuses and the like
  • stop mode refers to the stationary displaying of variably displayed symbols in their stopped state in response to a player's stopping operation regardless of whether winning hands align on a winning line or not, i.e., whether a game is won or not, or the state thereof
  • winning mode refers to, of the stop mode, the stationary displaying of symbols in a state where a winning occurs, or the state thereof.
  • established flag or “flag is established” refers to an internal elected state of each winning hand according to a sampled random number and a probability sampling table, or occurrence of this state.
  • the reels 5a to 5c are regulated to stop so as to construct the winning mode.
  • the flag is not established, by contrast, even if the player carries out a stopping operation of the stop switches 21a to 21c so as to construct a winning mode, control is made so as not to attain the winning mode.
  • a plurality of display sections separately disposed on the front face of the slot machine 50 are respectively indicated, a decorating lamp is lit or blinked, or sound effects are generated from the speaker.
  • the front face of the conventional slot machine 50 is provided with a plurality of display sections and decorating lamps for enhancing the fun of gaming, which are lit or blinked. Further, various sound effects are generated from the speaker. As a consequence, when indications are simply made in a display section which does not particularly stand out from the other display sections, or alarming sounds are generated between various sound effects, the player has not always been able to recognize game information reliably and effectively.
  • the number of probable winnings and the number of probable normal games in BB are displayed in the bonus number display section 53 constituted by a seven-segment indicator or the like, so as to notify the player of the state of progress of the big bonus game.
  • the display in the bonus number display section 53 is relatively small, while the player looks at the movement of reels 5a to 5c during the big bonus game in particular, whereby it has been difficult to reliably report the state of progress of the big bonus game to the player by the display in the bonus number display section 53 alone. Hence, the player may suddenly notice that the big bonus game ends, thus losing the fun of gaming.
  • the conventional slot machine 50 Upon each occurrence of winning, the conventional slot machine 50 displays the number of paid-out game medals in the payout number display section 54.
  • the number of game medals to be paid out as a prize is smaller than the number of game medals inserted in general, whereby the player consumes game medals while waiting for the big bonus to be played soon.
  • winnings mainly winning hands known as small hands such as bell, watermelon, and the like
  • small hands such as bell, watermelon, and the like
  • the conventional slot machine 50 has means for displaying the number of games until a big bonus occurs, it lacks means for ascertaining the investment per unit game. Therefore, it has been difficult for the player to grasp the investment per unit game, whereby the player may not fully enjoy the fun of gaming.
  • a big bonus game is a scene in which the player can acquire a greater number of game medals than in a normal game, thus being able to fully enjoy the fun of gaming. Consequently, when the big bonus game is being played, it has been a matter of great importance for the player to know how many game medals are acquired.
  • the conventional slot machine 50 displays the number of paid-out game medals in the payout number display section 54 constituted by a seven-segment indicator or the like.
  • the conventional slot machine 50 has no means for indicating the number of game medals acquired by other players, thus failing to fully provide the player with the fun of gaming in this regard as well.
  • the conventional slot machine 50 Upon each occurrence of winning, the conventional slot machine 50 displays the number of paid-out game medals in the payout number display section 54.
  • the number of game medals to be paid out as a prize is smaller than the number of game medals inserted.
  • a combination of stopped symbols constitutes a special winning mode, so that the gaming state shifts to a big bonus, which is a special game, then a predetermined number of normal games and a predetermined number of JAC games can be played.
  • the number of acquirable game medals will decrease unless the gaming state shifts to a JAC game, in which the player can play a game under a condition advantageous to the player, before the normal games in BB reach the maximum number. For example, unless a particular winning mode for shifting to a JAC game is attained 3 times during the maximum number of normal games in BB, i.e., 30 games, the number of JAC games becomes 2 or 1.
  • the total number of acquirable game medals will decrease if winnings do not reach the maximum winning number before the number of games reaches the maximum game number. For example, unless winning modes in JAC games are attained 8 times, which constitute the maximum winning number, during 12 games which constitute the maximum game number in JAC games, the total number of acquirable game medals will decrease.
  • the conventional slot machine 50 indicates the number of possible elections in a big bonus game and the possible number of normal games in BB by means of the bonus number display section 53 constituted by a seven-segment indicator or the like.
  • the player can exert so-called "see-and-push” skill or the like, so as to play the big bonus game under more advantageous conditions.
  • the display in the bonus number display section 53 is relatively small, while the player looks at the movement of reels 5a to 5c during the big bonus game in particular, whereby it has been difficult to reliably report the winning history to the player. Hence, the player may overlook the maximum number of games or the maximum number of winnings and fail to obtain the number of game medals that should have been acquired, thereby losing the fun of gaming.
  • a big bonus which is a special game
  • a predetermined number of normal games in BB and a predetermined number of JAC games can be played.
  • the JAC game is a game which can be played if a particular winning mode is attained in normal games in BB.
  • the JAC game is played in a mode different from that of the normal games in BB. Namely, in the JAC game, the maximum permissible bet number and winning modes are different from those of normal games in BB, whereby the player must play the game according to each gaming mode.
  • the conventional slot machine 50 changes the blinking mode of decorating lamps disposed in the decorating section 27, so as to indicate whether a normal game in BB or a JAC game is being played.
  • the normal games in BB and the JAC games having gaming modes different from each other can be played in a big bonus game, which is a special game.
  • the maximum permissible bet number is set to 3, for example, whereby the game can be played while up to three game medals are inserted.
  • the maximum permissible bet number is set to 1, for example, whereby the game can be played while only one game medal is allowed to be inserted.
  • the winning probability for watermelon is 1/50 when two game medals are inserted, whereas it is 1/15 when three game medals are inserted.
  • the player can play games under conditions more advantageous thereto.
  • the conventional slot machine 50 displays the number of inserted game medals by lighting the effective line display lamps 7a to 7e and lighting back lamps (not depicted) for illuminating the respective reels 5a to 5c from inside. Also, the blinking mode of the decorating lamps arranged in the decorating section 27 is changed, so as to indicate whether a normal game in BB or a JAC game is being played.
  • the conventional slot machine 50 since the conventional slot machine 50 has no means for indicating changes in the maximum permissible bet number, the player may insert only one game medal although a normal game in BB is being played, thus lowering the total number of game medals acquirable by the player. The player who has failed to obtain the profit to be acquired (a higher-probability sampling due to betting of three game medals) may lose the fun of gaming.
  • the ending of the big bonus has been reported by generating sound effects from the speaker so as to indicate that a big bonus is over.
  • the player absorbed in the big bonus may fail to notice the sound effects indicating the ending of the game. To such a player, the big bonus appears to end suddenly. Hence, the player may lose the fun of gaming.
  • the gaming machine in accordance with the present invention is configured as follows.
  • the gaming machine in accordance with the present invention comprises:
  • the gaming machine in accordance with the present invention may be a slot machine comprising:
  • value information is information by which gaming is allowed in a gaming machine. When it is under the player's hand, it refers to cash, game medals, and information equivalent thereto stored in a prepaid card. When it is stored within a gaming machine, it refers to credited numbers.
  • the gaming machine in accordance with the present invention may be configured such that:
  • the gaming machine in accordance with the present invention may be configured such that:
  • the gaming machine in accordance with the present invention may be configured such that:
  • the gaming machine in accordance with the present invention may be configured such that:
  • the gaming machine in accordance with the present invention may be configured such that:
  • the bet information is information concerning whether a bet operation is effected or not.
  • the gaming machine in accordance with the present invention may be configured such that:
  • the gaming machine in accordance with the present invention may further comprise an indicating section for indicating related special game information relating to the special game information displayed in the image display section.
  • the gaming machine in accordance with the present invention may be configured such that:
  • the gaming machine in accordance with the present invention comprises:
  • the gaming machine in accordance with the present invention comprises:
  • the gaming machine in accordance with the present invention comprises:
  • the gaming machine in accordance with the present invention comprises:
  • the gaming machine may be a slot machine comprising:
  • the gaming machine in accordance with the present invention may be configured such that:
  • a slot machine will be explained as a typical gaming machine in the following.
  • Fig. 1 is a perspective view showing an embodiment of the slot machine in accordance with the present invention.
  • the slot machine 1 in accordance with the present invention has a housing 3 whose front side is provided with a front door 2 which is adapted to open and close.
  • the front door 2 is formed with a display window 4 located above near the center of the front face thereof, whereas the respective outer peripheral surfaces of three reels 5a to 5c disposed within the housing 3 face the display window 4.
  • winning line indicators 6a to 6e for indicating respective effective winning lines are formed across the display window 4 so as to extend to the peripheries thereof.
  • five winning line indicators 6a to 6e in total constituted by three horizontal ones and two oblique ones crossing the horizontal ones are provided.
  • effective line indicator lamps 7a to 7e for indicating the respective effective winning lines are provided.
  • the three reels 5a to 5c are disposed within one display window 4 in the embodiment shown in Fig. 1, discrete display windows may be provided so as to correspond to the respective reels 5a to 5c. Also, though five effective winning lines are provided here, they may have any number, such as seven, nine, and so forth.
  • a replay display lamp 8 Disposed on the right end side of the winning line indicators 6a to 6e are a replay display lamp 8 which is lit at the time of a replay winning, a game stop display lamp 9 for displaying a wait time from the starting of the last reel rotation until the next reel rotation is permitted to start, a winning display lamp 10 for indicating that a winning is generated, a game start display lamp 11 for indicating that a start switch 20 is made effective, and a game medal insertion lamp 12 for indicating that game medals are permitted to be inserted.
  • the image display section 13 Disposed in the front face of the front door 2 nearly at the center thereof below the display window 4 is an image display section 13 for displaying game information.
  • the image display section 13 is made of, for example, a liquid-crystal display, a plasma display, an EL display, a CRT display, a dot-matrix indicator, or the like, and is capable of displaying each special game information item, which will be explained later in detail, and the like.
  • reels 5a to 5c which are variable display means, and the image display section 13 are constructed as devices separate from each other, both of them may be displayed in the same display device by use of a CRT display having a size of about 17 inches, or the like. In this case, simulated reels can be displayed on the CRT in place of the reels 5a to 5c.
  • a medal insertion slot 14 for inserting, one by one, game medals used for gaming; and a collective medal insertion slot 15 for simultaneously inserting a plurality of game medals used for gaming.
  • a first bet switch 16 for inserting, one by one, game medals used for gaming within a credited range
  • a second bet switch 17 for inserting, two by two, game medals used for gaming within the credited range
  • a max bet switch 18 for inserting game medals used for gaming up to a maximum bet number (three in this embodiment) within the credited range.
  • a card unit may be attached to the slot machine 1 so as to form a card type slot machine which accepts a valued medium such as a prepaid card or the like for loaning out game medals, so that credit can be made in a credit section as in the case where the game medals are inserted into the slot machine 1.
  • the card type slot machine may be configured such that, while the card unit is attached to the slot machine 1, a hopper of the slot machine main body is actuated upon a game medal loan-out operation, so as to loan out a predetermined number of game medals to a medal tray 22.
  • the front face of the front door 2 is provided with a C/P switch 19 for changeover between the credit and the payout of the medals acquired by the player, the start switch 20 for starting rotating each of the reels 5a to 5c on condition that a game medal is inserted, and three stop switches 21a to 21c for stopping rotating the respective reels 5a to 5c.
  • the medal tray 22 for receiving the game medals paid out as a prize, and a medal payout slot 23 facing the medal tray 22.
  • the front face of the front door 2 is provided with a pair of right and left sound transmission holes 24, 24, whereas speakers 25, 25 are provided within the housing 3 so as to face the respective sound transmission holes 24, 24.
  • the upper part of the front face of the housing 3 is provided with a dividend display section 26 for displaying the number of dividend game medals to be paid out in reward for a winning, whereas a decorating section 27 provided with a plurality of decorating lamps (not depicted) is disposed above the dividend display section 26.
  • the decorating section 27 is divided into a plurality of (e.g., 8) lateral sections, each section including a decorating lamp therewithin which is lit or blinked according to the state of gaming, thus being able to enhance the fun of gaming.
  • the reels 5a to 5c are rotatably disposed at their respective positions where their outer peripheral surfaces face the display window 4, whereas a hopper (not depicted) for paying out game medals as a prize is disposed at a position communicating with the medal payout slot 23. Also, a control unit (not depicted) for electrically controlling the slot machine 1 is disposed within the housing 3.
  • a light-transparent reel tape having a plurality of kinds of symbols displayed thereon at predetermined intervals is attached to the outer peripheral surface of each of the reels 5a to 5c.
  • the kinds of symbols include “7,” “BAR,” “watermelon,” “cherry,” “plum,” and the like, for example, and each of the reels 5a to 5c displays 21 symbols.
  • the kinds of symbols and the number of symbols displayed in each of the reels 5a to 5c can be changed as appropriate.
  • the kinds of symbols may include, in addition to those mentioned above, "bell,” “orange,” “person,” “animal,” “fish,” “JAC,” and the like.
  • a plurality of colors may be applied to each symbol, such that the symbols are distinguishable from each other.
  • each of the reels 5a to 5c Disposed inside each of the reels 5a to 5c are three back lamps (not depicted) in a vertical row for illuminating from inside the respective reel 5a to 5c in a transmitting manner the symbols seen through the display window 4. As the back lamps are lit, each of the reels 5a to 5c can be illuminated from inside, whereby the symbols displayed in their stopped state on effective winning lines can be highlighted.
  • the combination of the symbols displayed on an effective winning line in their stopped state constitutes a predetermined winning mode
  • the number of game medals corresponding to this winning mode are paid out as a prize or added as a credit.
  • Predetermined winning modes include normal winning modes, and special winning modes to become a starting condition for special games which are more advantageous to the player than normal games. Further, the special winning modes include those of so-called big bonus and those of so-called regular bonus.
  • the normal winning modes include, for example, the cases where the combination of the symbols displayed on an effective winning line in their stopped state is constituted by "watermelon,” “watermelon,” and “watermelon”; where "cherry” is displayed in its stopped state on the left side of the display window; and the like, whereby a predetermined number of, e.g., 2 to 10, game medals are paid out.
  • 10 game medals are paid out when the combination of the symbols displayed on an effective winning line in their stopped state is constituted by "watermelon,” “watermelon,” and “watermelon”; 2 game medals are paid out when "cherry” is displayed in its stopped state on the left side of the display window; and so forth.
  • replay winning modes are set, so as to allow the player to play a game again under the same condition as that of the last game when the combination of the symbols displayed on an effective winning line in their stopped state is constituted by "plum,” “plum,” and "plum.”
  • the winning modes of big bonus are concerned with games started on condition that the combination of symbols displayed on an effective winning line in their stopped state is constituted by "7,” “7,” and “7,” for example, whereby a predetermined number of, e.g., 15, game medals are paid out, and then a big bonus game in which the player can advantageously acquire a greater number of game medals than in a normal game can be played.
  • normal games in BB are played under conditions substantially similar to those of normal games not played during the big bonus game in terms of the combinations of stopped symbols constituting winning modes, the number of game medals paid out when winning modes are attained, and the like, except for the lack of replay winning modes and the existence of special winning modes for shifting to JAC games in place of special winning modes which act as starting conditions for special games.
  • the start switch 20 is operated so as to start rotating the reels 5a to 5c, and then the stop switches 21a to 21c are operated so as to stop rotating the respective reels 5a to 5c.
  • stopped symbols constitute a predetermined combination, e.g., "plum,” “plum,” and “plum,” then a predetermined number of, e.g., 15, game medals are paid out.
  • the maximum number of games and the maximum number of winnings are restricted. For example, when the above-mentioned game similar to a normal game is played 12 times, which constitute the maximum game number, or the number of the above-mentioned winnings reaches 8, which is the maximum winning number, then the JAC game ends.
  • the winning modes of regular bonus are concerned with games started on condition that the combination of symbols displayed on an effective winning line in their stopped state is constituted by "BAR,” “BAR,” and “BAR,” for example, whereby a predetermined number of, e.g., 15, game medals are paid out, and then regular bonus games are allowed to be played.
  • the acquirable profit is smaller than that in the above-mentioned big bonus game.
  • the above-mentioned JAC game is allowed to be played only once.
  • the foregoing series of gaming operations are controlled by the control unit disposed within the housing 3.
  • occurrences of winning modes and special winning modes are controlled by the control unit. Namely, for balancing the profits between the game parlor and the player and enhancing the fun of gaming, the reels 5a to 5c are not stopped according to the operations of stop switches 21a to 21c alone. Namely, whether to permit a special game to occur or not is sampled beforehand in the control unit, and the individual reels 5a to 5c are controlled to stop such that a combination of stopped symbols constitutes a special winning mode only when the sampled results permits the special game to occur.
  • a rotation control operation for reels 5a to 5c known as so-called draw-in is effected such that the combination of stopped symbols constitutes the special winning mode.
  • a rotation control operation for the reels 5a to 5c known as so-called slip is effected such that the combination of stopped symbols does not constitute the special winning mode.
  • Such a control operation by the control unit is also carried out for the occurrence of a winning mode in a big bonus which is a special game.
  • Figs. 2 to 7C are explanatory views for explaining the special game information displayed by the image display section 13 during a special game in the above-mentioned slot machine 1.
  • the example shown in Fig. 2 indicates the state where, after a particular winning mode for shifting to a JAC game, composed of "plum,” “plum,” and “plum,” was displayed in their stopped state in the 4th normal game in BB, the gaming state has shifted to the 1st JAC game, and the 8th game is over in the first JAC game.
  • the example shown in Fig. 3 indicates the state where, after the particular winning mode for shifting to a JAC game, composed of "plum,” “plum,” and “plum,” was displayed in their stopped state in the 12th normal game in BB, the gaming state has shifted to the 3rd JAC game, and the 8th game is over in the 3rd JAC game, among which 8 winnings have been obtained.
  • the display of the image display section is divided into three sections, i.e., left, center, and right sections.
  • Information concerning normal games in BB is displayed in the left section, whether a normal game in BB or a JAC game is being played is indicated in the center section, and information concerning the JAC game is displayed in the right section.
  • Each frame displays the number of games 401 on the upper part, a winning mode 402 on the middle part, and the number of paid-out game medals 403 and the total number of paid-out game medals 404 until the current game are displayed in the lower part.
  • the right section for displaying information concerning the JAC game is divided into three stages, i.e., upper, middle, and lower stages, each stage displaying the number of JAC games and 12 frames.
  • Each frame displays the number of games 401 on the upper part, a winning mode 402 on the middle part, and the number of paid-out game medals 403 and the total number of paid-out game medals 404 until the current game are displayed in the lower part.
  • the center section for displaying information for distinguishing the normal game in BB and the JAC game from each other is divided into three stages, i.e., upper, middle, and lower stages, displaying respective female characters different from each other.
  • These three female characters (“Yumi” 405, "Ami” 406, and "Kumi” 407) indicate the number of JAC games, and change their poses so as to indicate whether the normal game in BB or the JAC game is being played.
  • each character indicates that a normal game in BB is being played when it takes the left-side pose 405A, 406A, 407A in Fig. 4, and that a JAC game is being played when it takes the right-side pose 405B, 406B, 407B in Fig. 4.
  • the player can exert a so-called "see-and-push" skill in normal games in BB so as to intentionally keep a particular winning mode for shifting to a JAC game from occurring, thereby playing normal games in BB as many as possible up to the maximum game number, whereby a larger number of game medals can be acquired.
  • a larger number of game medals can be acquired when the maximum number of (8) winnings are acquired before the maximum game number (12) is attained.
  • the display in the image display section 13 is not restricted to those mentioned above, and it may be of any mode as long as the state of progress, winning history, gaming mode, and the like of big bonus can be indicated.
  • the front face of the front door 2 may be provided with a bonus number display section constituted by a seven-segment indicator or the like so as to display the number of possible elections and the number of possible normal games, while the above-mentioned display in the image display section 13 is carried out, so as to notify the player of the state of progress and winning history of special games. Further, while the above-mentioned display by the image display section 13 is being effected, the mode of blinking of decorating lamps disposed in the decorating section 27 may be changed, so as to notify the player whether a normal game in BB or a JAC game is being played.
  • a predetermined winning mode is constructed in a normal game in BB or in a JAC game, then a predetermined number of game medals are paid out as a prize.
  • the number of game medals acquired in a big bonus game is a matter of great importance to the player, and how much game medals have been acquired by other players in the same slot machine 1 is important reference information for the player to see the own gaming skill.
  • the above-mentioned slot machine 1 displays the payout history of game medals in the slot machine 1 in the image display section 13, thereby enhancing the fun of gaming.
  • the number of game medals paid out to the current player in the slot machine 1 the ranking of game medals acquired in the current day, and the highest number of game medals acquired in the current day, thereby indicating the payout history of game medals in a big bonus.
  • the information of the current player, the ranking information of the current day, and the top information of the current day are displayed for each of the items of the total number of acquired game medals, the total number of inserted game medals, the net number of acquired game medals, and the number of times when winning modes were failed to be constructed although the result of sampling permitted winning modes to occur in JAC games.
  • the total number of acquired game medals refers to the total number of game medals paid out as a prize in the big bonus game
  • the total number of inserted game medals refers to the total number of game medals subjected to gaming in the big bonus game
  • the net number of acquired game medals is the number of game medals obtained by subtracting the total number of inserted game medals from the total number of acquired game medals.
  • replay flag is used in the column indicating the number of times when winning modes cannot be constructed although the result of sampling permits winning modes to occur in JAC games, it is because of the fact that the particular winning mode acting as the condition for generating a JAC game is the same as the replay winning mode of "plum,” “plum,” and “plum” in normal games. Thus, though the same flag is used, no replay is carried out.
  • the number of acquired or inserted game medals in normal games in BB and the number of acquired or inserted game medals in JAC games are displayed separately.
  • the ranking information of the current day and the top information of the current day information in normal games in BB and information in JAC games are displayed separately.
  • the example shown in Fig. 5 is displayed so as to correspond to the example shown in Fig. 3, from which it can be seen that the current player inserted 64 game medals to play games, and 423 game medals were resultantly paid out as a prize, and 359 game medals were acquired after the deduction. Also, it can be seen that, of the total number of 423 acquired game medals, 63 were paid out in normal games in BB, whereas 360 were paid out during JAC games. Further, it can be seen that there is one game in which particular winning modes were failed to be constructed although the result of sampling permitted particular winning modes to occur.
  • the player takes the eighth place in the total number of acquired game medals, the third place in the net number of acquired game medals, and the fourth place in the number of times when particular winning modes were failed to be constructed although the result of sampling permitted particular winning modes to occur.
  • the total number of acquired game medals is 455, the total number of inserted game medals is 75, the net number of acquired game medals is 380, and the number of times when particular winning modes were failed to be constructed although the result of sampling permitted particular winning modes to occur is 2.
  • the current player in this slot machine 1 is, for example, a player during the period from when a big bonus game is started as a combination of stopped symbols constitutes a special winning mode until the big bonus game is over, but may be determined according to other criteria.
  • the display in the image display section 13 is not restricted to those mentioned above, and it may be of any mode as long as the payout history of game medals in big bonus games can be indicated.
  • the front face of the front door 2 may be provided with a payout number display section constituted by a seven-segment indicator or the like so as to display the number of paid-out game medals, while the above-mentioned display in the image display section 13 is carried out.
  • a big bonus which is a special game, as mentioned above, normal games in BB and JAC games can be played with their respective different maximum permissible bet numbers.
  • the maximum permissible bet number is set to 3, for example, whereby the game can be played while up to three game medals are inserted.
  • the number of maximum permissible bet number is set to 1, for example, whereby the game can be played with only one medal being inserted.
  • the above-mentioned slot machine 1 displays the maximum permissible bet number of the current game in the image display section 13, so as to call the player's attention thereto.
  • Fig. 6 displays the number of permissible bet number in JAC games, so as to indicate that only so-called “one medal bet” is permitted during JAC games. Though not depicted, during normal games in a big bonus game, it is displayed that so-called “three medal bet” is permitted, so as to indicate that the maximum permissible bet number is 3.
  • the winning probability for watermelon is 1/50 when two game medals are inserted, whereas it is 1/15 when three game medals are inserted.
  • the player can play games under conditions more advantageous thereto.
  • the display in the image display section 13 is not restricted to those mentioned above, and it may be of any mode as long as the maximum permissible bet number in big bonus games can be indicated.
  • the effective line indicator lamps 7a to 7e and the back lamps for illuminating the individual reels 5a to 5c from inside may be lit according to the number of inserted game medals, so that the player can recognize the maximum permissible bet number.
  • normal games in BB can be played up to 30 times, which constitute the maximum number of games; and, when a particular winning mode for shifting to a JAC game is attained during the normal games in BB, then JAC games can be played up to 3 times.
  • JAC game on the other hand, if 12 games, which constitute the maximum game number, are played or 8 winnings, which constitute the maximum winning number, are attained, then the JAC game is over.
  • the big bonus game is over.
  • a display for indicating the ending of the big bonus game is effected in the image display section 13 as shown in Figs. 7A to 7C.
  • Figs. 7A to 7C displays characters and messages so as to indicate the ending of the big bonus, such that a male character (Fig. 7A) and a set of three female characters (Fig. 7B) are successively displayed, and then letters of "END" are displayed together with the three female characters (Fig. 7C), so as to indicate that the big bonus game is over.
  • the display in the image display section 13 is not restricted to those mentioned above, and it may be of any mode as long as the ending of the big bonus game can be indicated.
  • each of the above-mentioned special game information items may be displayed while normal games (including normal games in BB) are being displayed.
  • the payout history of game medals and winning history in normal games other than those in big bonus games may be displayed as shown in Fig. 8.
  • 50 frames are displayed in the image display section 13.
  • Each of the frames displays the number of games 501 in the upper part, the winning mode 502 in the middle part, and the total number of inserted game medals 503 and the total number of paid-out game medals 504 in the lower part.
  • the front face of the front door 2 may be provided with a payout number display section constituted by a seven-segment indicator or the like so as to display the number of paid-out game medals, while the above-mentioned display in the image display section 13 is carried out.
  • an indicating section for indicating related special game information relating to the special game information displayed in the image display section 13 may be provided, so as to indicate the related special game information.
  • This indicating section is constituted, for example, by the effective line indicator lamps 7a to 7e, the speakers 25, a plurality of lamps disposed in the decorating section 27, and the like. Also, though not depicted, back lamps for illuminating the respective reels 5a to 5c from inside, the bonus number display section, the payout number display section, and the like may constitute the indicating section as well. Further, another indicating section constituted by a seven-segment indicator, a dot-matrix indicator, a decorating lamp, an LED, or the like may be provided.
  • any one of these indicating sections or a combination of a plurality of indicating sections may indicate the related game information. Also, one indicating section may indicate a plurality of related game information items.
  • the indicating section may indicate the game medal payout history and winning history in normal games as well.
  • each of the above-mentioned special game information items can be displayed similarly in regular bonus games as well.
  • FIG. 10 is a front view of the slot machine in accordance with this embodiment.
  • this slot machine 60 has a configuration substantially similar to that of the above-mentioned slot machine 1, and the front face of its housing 3 is provided with an image display section 13 made of a liquid crystal display device for displaying game information.
  • symbols such as "cherry,” “diamond,” “ball,” “dragon,” “EXTRA,” white “7,” red “7,” and the like are displayed on each of reels 5a to 5c; and, a combination of these symbols constitutes a winning mode or special winning mode.
  • Gaming operations in the slot machine 60 is controlled by a control unit.
  • control unit comprises a main control board 100, a sub-control board 200, and an image control board 300.
  • the main control board 100 is a board for carrying out the main control of gaming operations in the slot machine; and comprises a CPU 101, a ROM 102, a RAM 103, a clock circuit 104 for generating an operating clock signal for the CPU 101, and a probability setting section 105 for setting the probability of election of big bonus and the like.
  • the ROM 102 stores therein not only the procedure of processing in games of the slot machine 60 as a sequence program but also data such as a winning probability table for determining the probability of sampling, internally elected hands, a stop control table for controlling the reels 5a to 5c to stop according to the state of gaming, and the like. As the CPU 101 and the like operate according to the sequence program, games in the slot machine 60 are controlled.
  • the clock circuit 104 comprises a clock pulse generator 106 for generating a reference clock at a predetermined frequency, and a divider 107 for generating an operating clock signal for the CPU 101 by dividing the reference clock signal.
  • the probability setting section 105 comprises a random number generator 108 for generating random numbers within a predetermined range under the control of the CPU 101, and a random number sampling circuit 109 for extracting a given random number from the random numbers generated in the random number generator 108 and transmitting thus extracted random number to the CPU 101. Also, a setting switch 110 for setting the probability of occurrence of big bonus is connected to the probability setting section 105.
  • the probability setting section 105 generates random numbers used for normal games, big bonus, and the like.
  • the random number value extracted at the instant when the start switch 20 is operated and the winning probability table stored in the ROM 102 are compared with each other, and whether there is an internal election or not, i.e., whether there is an internally elected hand or not, and the winning hand are determined according to the result of comparison.
  • Internally elected bonus hands which are the results of internal election of big bonus or regular bonus, can be transferred to the next and later games, whereas small hands and internally elected replay hands are only valid in the game in which they are internally elected.
  • the first bet switch 16 Connected to a plurality of I/O ports provided with the CPU 101 are the first bet switch 16, the second bet switch 17, the max bet switch 18, the C/P switch 19, the start switch 20, a medal sensor 111 for detecting game medals inserted from the medal insertion slot 14 or collective medal insertion slot 15, a play-out setting switch 112 for selecting whether to effect a play-out process or not, a play-out cancel switch 113 for canceling the play-out state, a motor driving circuit 114, a reel position detecting circuit 115, a reel stop signal circuit 116, a hopper driving circuit 117, a payout completion signal circuit 118, a speaker driving circuit 119, and a lamp driving circuit 120.
  • stepping motors 121a to 121c Connected to the motor driving circuit 114 are stepping motors 121a to 121c for driving the respective reels 5a to 5c to rotate. As driving pulses are supplied or stopped being supplied to the individual stepping motors 121a to 121c under the control of the CPU 101, the respective reels 5a to 5c are caused to start or stop rotating.
  • the reel position detecting circuit 115 is provided with a position detecting sensor (not depicted) comprising an optical sensor or the like for detecting the rotating position of each of the reels 5a to 5c, so that the position detection signals concerning the reels 5a to 5c detected by the position detecting sensor are transmitted to the CPU 101.
  • a position detecting sensor (not depicted) comprising an optical sensor or the like for detecting the rotating position of each of the reels 5a to 5c, so that the position detection signals concerning the reels 5a to 5c detected by the position detecting sensor are transmitted to the CPU 101.
  • stop switches 21a to 21c Connected to the reel stop signal circuit 116 are stop switches 21a to 21c. As the player operates the stop switches 21a to 21c, the operation is detected, and the resulting stop switch detection signal is transmitted to the CPU 101. In a specific control operation, after the individual reels 5a to 5c attain a constant-speed rotation after the start switch 20 was operated, operations of the respective stop switches 21a to 21c are permitted. When each of the stop switches 21a to 21c is pressed, seven frames in total extending to the fourth frame from the shortest stoppable position are inspected according to the stop switch detection signal, the position detection signal, and the stop control table stored in the ROM 102.
  • the individual reels 5a to 5c are stopped so as to carry out a draw-in control operation such that this symbol aligns on the effective winning line, while carrying out a kick control operation so as not to establish any other winning hands which are not internally elected.
  • the individual reels 5a to 5c are stopped such that no internally elected hand is established.
  • internally elected hands other than the internally elected bonus hand are sampled; and, if a small hand or replay is internally elected, then a draw-in control operation is carried out so as to preferentially attain the small hand or replay.
  • a hopper 122 Connected to the hopper driving circuit 117 is a hopper 122 for storing game medals.
  • the medal storage section 123 is a section for storing the game medals inserted from the medal insertion slot 14 or collective medal insertion slot 15 or the game medals to be paid out as a prize, and is adapted to store the game medals until they reach a predetermined maximum permissible storage number.
  • the maximum permissible storage number is 50, for example, so that up to 50 game medals are stored, whereas the 51st and later game medals are actually paid out from the hopper 122 to the medal tray 22.
  • the actually paid-out medals are counted by the medal detecting section 124 at the time when being paid out from the hopper 122 to the medal tray 22.
  • back lamps 125 Connected to the lamp driving circuit 120 are back lamps 125 for illuminating from inside the reels 5a to 5c in a transmitting manner the symbols seen through the display window 4.
  • Three back lamps 125 in a vertical row are provided for each of the reels 5a to 5c, whereby nine back lamps 125 in total illuminate the reels 5a to 5c from inside in a transmitting manner.
  • the sub-control board 200 and the image control board 300 are mainly used for controlling the image display section 13; and, while receiving a signal from the main control board 100 so as to generate sound effects and the like out of the speaker 25, carry out image display operations in the image display section 13.
  • the sub-control board 200 is mounted with a sub-CPU 201, a program ROM 202, and a control RAM 203; and receives a signal from the main control board 100 at the sub-CPU 201 by way of an IN port 204. Further, according to the data received from the main control board 100, selection tables stored in the program ROM 202, and the like, the sub-CPU 201 determines various attraction images for an attraction image selecting process, an appearing symbol attraction selecting process, and the like which will be explained later, and sends out a signal to the image control board 300 by way of an OUT port 205. Also, the sub-control board 200 is mounted with a sound IC 206, whereby sound effects and the like are generated from the speaker 25 by way of a power amplifier 207.
  • the image control board 300 is mounted with an image control CPU 301, a program ROM 302, a control RAM 303, an image control IC 304, a character ROM 305, and a video RAM 306.
  • the image control board 300 receives a signal from the sub-control board 200 by way of an IN port 307, and transmits a driving signal to the image control IC 304.
  • the image control IC 304 Under the control of the image control CPU 301, the image control IC 304 receives signal inputs from the character ROM 305 and video RAM 306, and controls the image display section 13 (e.g., color liquid crystal panel), thereby effecting image displays.
  • Fig. 13 is a flowchart showing a procedure of selecting flash data and a selection random number value to be transmitted to the sub-control board 200.
  • flash data refers to data for determining combinations between a pattern for blinking the back lamps 125, the sound effects generated from the speaker 25, and whether or not to light a definition lamp for notifying the player of the fact that a bonus hand (BB or RB) is internally elected, in order to foretell the player, under a predetermined condition, which winning hand is internally elected now.
  • BB or RB bonus hand
  • the main control board 100 determines whether a normal game is being played or not (S01). If the normal game is being played, i.e., no internally elected hand for permitting a special winning mode to occur is established, then a flash data table for normal game is selected (S02). If the normal game is not being played, i.e., if a big bonus, a regular bonus, or the like is internally elected, on the other hand, then a flash data table for internally elected bonus hand is selected (S03). Further, thus selected flash data table is used, so as to determine flash data to be transmitted to the sub-control board 200 according to the internally elected hand (S04). Finally, a flash data selecting random number value to be transmitted to the sub-control board 200 together with thus determined flash data is sampled (S05).
  • the flash data selection table comprises two kinds of tables, i.e., a flash data selection table for normal game and a flash data selection table for internally elected bonus.
  • any of "0" to “5" in the flash data selection table corresponds to each of seven patterns of internally elected hands constituted by “miss,” “group 1 (group election of “DB” or “cherry"), " "DG,” “diamond,” “replay,” “RB,” and “BB.”
  • any of "6” to “9” in the flash data selection table corresponds to each of five patterns of internally elected hands constituted by "miss,” “DB,” “DG,” “diamond,” and “replay.”
  • the flash date selecting random number value is selected from 256 random number values from 0 to 255.
  • miss refers to the case where no winning hands are internally elected, i.e., no winning hands are permitted to occur
  • group 1 group election of "DB (dragon break)” or "cherry" refers to the case where the winning hand composed of “dragon,” “dragon,” and “EXTRA,” or the winning hand of "cherry” is internally elected, i.e., the case where the winning mode in which symbols of "dragon,” “dragon,” and “EXTRA” are displayed in their stopped state is permitted to occur, or the winning mode in which "cherry” is stopped at any of the upper, center, and lower stages of the left reel is permitted to occur;
  • DG dragon
  • diamond refers to the case where the winning hand composed
  • the reel blinking pattern refers to a pattern by which nine in total of the back lamps 125 arranged in a vertical row of three within each reel are turned on/off or blinked.
  • flash data are classified into 10 kinds of flash data tables from “0" to “9.”
  • Each flash data table is selected according to the state of gaming and internally elected hand in the slot machine 60. More specifically, the flash data table “9” is selected when “diamond” occurring during internal election of a big bonus (BB) or regular bonus (RB) is internally elected; the flash data table “0” is selected when a miss is elected (no winning hands are elected) in a normal game; the flash data table “1” is selected when group 1 is internally elected in a normal game; the flash data “2” is selected when “dragon” is internally elected in a normal game; the flash data "3” is selected when "diamond” is internally elected in a normal game; the flash data "4" is selected when a replay is internally elected in a normal game; the flash data "5" is selected when a big bonus (BB) or regular bonus (RB) is internally elected in a normal game; the flash data table “6” is selected when a miss is internally elected (BB) or regular bonus (RB
  • each flash data selects, according to the flash data selecting random number value, a combination of whether there is a winning definition data or not (whether the definition lamp is lit or not), one of two kinds of game-starting sounds constituted by "game-starting sound 1" and “game starting sound 2," and one of nine kinds of reel blinking patters constituted by "1" to "8" and "no blinking.”
  • the definition data is data concerning whether to definitely display that a bonus hand is internally elected (i.e., the bonus hand is always internally elected if this display is effected) or not.
  • the internal election may be indicated at a predetermined probability.
  • an indication pattern emerging when a big bonus is internally elected may be executed (the internal election may be indicated at a predetermined reliability).
  • a plurality of internal elections may be provided with a common indication pattern.
  • the game-starting sound refers to sound effects generated from the speaker at the time when a game is started.
  • game-starting sound 1 there are two kinds of different game-starting sound, i.e., game-starting sound 1 and game-starting sound 2.
  • the back lamps 125 are blinked such that 15 kinds of blinking patterns are successively repeated with a shifting time of 150.18 ms in the reel blinking pattern "6" (Fig. 32); the back lamps 125 are blinked such that 15 kinds of blinking patterns are successively repeated with a shifting time of 75.09 ms in the reel blinking pattern "7" (Fig.33); and the back lamps 125 are blinked such that 15 kinds of blinking patterns are successively repeated with a shifting time of 103.25 ms in the reel blinking pattern "8" (Fig.34).
  • no blinking in which no back lamps 125 are blinked, i.e., their lit state is kept.
  • Fig.44 there are eight kinds of transmission commands transmitted from the main control board 100 to the sub-control board 200, which are constituted by a command concerning the state of gaming, a command concerning internally elected hands, a command concerning the game-starting sound, a command concerning the all stop flash pattern, a command concerning definition data, a random number value for selecting a ready-state attraction, random number values (left, right, and center) for selecting appearing symbol attractions, and a random number value for selecting a single character attraction.
  • the command concerning the state of gaming indicates whether the state is during a normal game, during a normal game in a big bonus (BB), during internal election of a regular bonus (RB), during internal election of a big bonus (BB), or during the action of a regular bonus (RB).
  • BB big bonus
  • RB regular bonus
  • RB regular bonus
  • the command concerning internally elected hands indicates any of the internally elected hands of "miss,” "group 1 ("cherry” or “dragon break” (DB: "dragon,” “dragon,” and “EXTRA")),' "diamond,” “regular bonus (RB),” “big bonus (BB),” and "replay.”
  • the command concerning the game-starting sound indicates whether the sound effects generated from the speaker 25 at the time of starting a game is game-starting sound 1 or game-starting sound 2.
  • the command concerning the all stop flash pattern indicates that the blinking pattern of the back lamps 125 effected when all the reels are stopped is any of nine patterns comprising the patterns from "1" to "8" and no blinking pattern ("0").
  • the command concerning definition data indicates whether to turn on or off the definition lamp for notifying the player of the fact that BB or RB is internally elected ("1" when turning on, and "0" when turning off).
  • the random number value for selecting a ready-state attraction, random number values (left, right, and center) for selecting appearing symbol attractions, and random value for selecting a single character attraction are random numbers to be used for selecting the ready-state attraction, selecting appearing symbol attractions, and selecting a single character attraction, which will be explained later in detail, each being selected from 65536 random number values from 0 to 65535.
  • the image attraction process in the image display section 13 is carried out in the sub-control board 200.
  • the commands concerning the gaming state, internally elected hands, game-starting sound, all stop flash pattern, definition data, ready-state attraction selecting random number, appearing symbol attraction selecting random numbers (left, right, and center), and single character attraction selecting random number value are received (S1), an attraction image selecting process (S2) for selecting an attraction image is carried out, and the selected image is displayed in the image display section 13 (S3).
  • the attraction image selecting process (S2) is a process for selecting whether to carry out a ready-state attraction or not, and determining which mode of attraction is to be carried out.
  • a ready-state attraction (ready-state attraction noticing symbol) selecting process is initially carried out (S11). Then, it is determined whether to carry out a ready-state attraction or not (S12). If no ready-state attraction is carried out, then an appearing symbol attraction selecting process (S13) is to be carried out, and a single character attraction selecting process (S14) is further carried out.
  • a ready-state attraction data selection table for the case where with the definition data is selected or not S15. If the ready-state attraction data selection table for the case where with the definition data is selected, then it is further determined whether a big bonus (hereinafter referred to as BB) is internally elected or not (S16).
  • BB big bonus
  • BB is internally elected, then appearing symbols are selected from an identical left, center, and right appearing symbol selection table for ready-state attraction for the internally elected big bonus (S17), and the flow shifts to the single character attraction selecting process (S14). If BB is not internally elected, on the other hand, appearing symbols are selected from an identical left, center, and right appearing symbol selection table for ready-state attraction for the internally elected regular bonus (S18), and the flow shifts to the single character attraction selecting process (S14).
  • ready-state attraction data selection table for the case with definition data is not selected, then ready-hand appearing symbols at the time of losing are selected from a losing ready-hand appearing symbol selection table for ready-state attraction (S19), a losing center appearing symbol in conformity to the ready-state attraction is selected (S20), and the flow shifts to the single character attraction selecting process (S14).
  • ready-hand appearing symbols (left and right appearing symbols) are initially selected (S19A).
  • the ready-hand symbols refer to a combination of appearing symbols in which, of the laterally-aligning three appearing symbols, those on the left and right sides are identical appearing symbols, so as to indicate a so-called ready-hand state.
  • the specific mode of ready-state attraction refers to a specific mode of ready-state attraction selected beforehand from a plurality of ready-state attractions. For example, in this embodiment, three kinds of ready-hand attractions from “f" to "h” among nine kinds of ready-state attractions from “a” to “i” are defined as specific modes of ready-state attractions.
  • the specific mode of ready-state attraction is a ready-state attraction including such a mode of an appearing symbol attraction that one frame each on the plus side and minus side of the reference appearing symbol is displayed so as to fluctuate in a reciprocating manner.
  • Specific examples thereof include a ready-state attraction in which a leading character balances itself on a ball as shown in Fig. 142 and later. In such a case, if the center appearing symbol, which is the last-stopping appearing symbol, is separated from the left and right appearing symbols displayed in their stopped state in terms of arrangement of symbols, they will not match each other in terms of attraction.
  • a losing center appearing symbol selection table for specific mode of ready-state attraction is used, so as to select the appearing symbol at the center (hereinafter referred to as center appearing symbol) corresponding to the ready-state appearing symbol (S20B). If it is not a specific mode of ready-state attraction, then the center appearing symbol is randomly selected (S20C), and it is further determined whether the ready-hand appearing symbols and the center appearing symbol are identical or not (S20D). If the ready-hand appearing symbols and the center appearing symbol are identical, i.e., all of the left, center, and right appearing symbols are the same, the randomly selected appearing symbol (center appearing symbol) is processed to shift by one frame (S20E). As the center appearing symbol is shifted by one frame, all the three appearing symbols are prevented from becoming identical.
  • identical left, center, and right appearing symbol selection table for ready-state attraction for the internally elected big bonus identical left, center, and right appearing symbols are stored in order to indicate that a big bonus is internally elected. Specifically, four kinds of identical left, center, and right appearing symbols constituted by "7,” “Do,” “cake,” and “cookie” exist, and the center appearing symbol is selected therefrom according to a random number value.
  • identical left, center, and right appearing symbol selection table for ready-state attraction for the internally elected regular bonus identical left, center, and right appearing symbols are stored in order to indicate that a big bonus is internally elected.
  • the appearing symbol attraction selecting random number value (left) shown in Fig. 44 is used as the random number.
  • the losing ready-hand appearing symbol selection table for ready-state attraction is used.
  • the appearing symbol attraction selecting random number value (center) shown in Fig. 44 is used.
  • the numbers indicated in the columns of identical left, center, and right appearing symbol and ready-hand appearing symbol show reference values to be compared with random number values. According to the comparison of the reference values with random number values, the identical left, center, and right appearing symbols and the ready-hand appearing symbols are determined.
  • the first identical left, center, and right appearing symbol "7” is selected when any random number value from 0 to 6553 is sampled.
  • the second identical left, center, and right appearing symbol "Do” is selected.
  • the third identical left, center, and right appearing symbol "cake” is selected.
  • the fourth identical left, center, and right appearing symbol "cookie” is selected.
  • a first computation result is initially determined by subtracting the reference value on the first line, 6553, from the sampled random number value. If this first computation result is 0 or less, then the identical left, center, and right appearing symbol on the first line, "7,” is selected. If the first computation result is a positive value, then a second computation result is determined by subtracting the reference value on the second line, 26214, from the first computation result. If this second computation result is 0 or less, then the identical left, center, and right appearing symbol on the second line, "Do,” is selected. If the second computation result is a positive value, then a third computation result is determined by subtracting the reference value on the third line, 19661, from the second computation result.
  • this third computation result is 0 or less, then the identical left, center, and right appearing symbol on the third line, "cake,” is selected. Similar computations are successively carried out, so as to select the identical left, center, and right appearing symbols and ready-hand appearing symbols according to random number values up to 65535.
  • the above-mentioned ready-state attraction (ready-state attraction noticing symbol) selecting process (S11) is a process for displaying the possibility of occurrence of a winning mode to the player before all the reels 5a to 5c stop, in which whether a normal game is being played or not or whether definition data exist or not is determined, and whether to carry out a ready-state attraction or not or what ready-state attraction is carried out is determined depending on each case.
  • the ready-state attraction (ready-state attraction noticing symbol) selecting process S11
  • a ready-state attraction data selection table group for internally elected bonus hand is selected (S402), and it is further determined whether the command concerning the game-starting sound transmitted from the main control board 100 indicates game-starting sound 1 or not (S403). If game-starting sound 1 is indicated, then the ready-state attraction data selection table for internally elected bonus hand (starting sound 1) is selected (S404). If game-starting sound 2 is indicated, then the ready-state attraction data selection table for internally elected bonus hand (starting sound 2) is selected (S405).
  • a ready-state attraction data selection table group for the case with definition data is selected (S501), and it is further determined whether the command concerning the game-starting sound transmitted from the main control board 100 indicates game-starting sound 1 or not (S502). If game-starting sound 1 is indicated, then the ready-state attraction data selection table for the case with definition data (starting sound 1) is selected (S503). If game-starting sound 2 is indicated, then the ready-state attraction data selection table for the case with definition data (starting sound 2) is selected (S504).
  • Figs. 35 to 40 show the ready-state attraction data selection table groups used in the above-mentioned ready-state attraction (ready-state attraction noticing symbol) selecting process (S11), which are constituted by three kinds of ready-state attraction data selection table groups, i.e., the ready-state attraction data selection table group for normal game (Figs. 42 and 43), the ready-state attraction data selection table group for internally elected bonus hand (Figs. 44 and 45), and the ready-state attraction data selection table group for the case with definition data (Figs. 46 and 47). Further, each data table group is composed of two kinds of data tables for starting sound 1 and starting sound 2, respectively.
  • each data table there are 5 kinds of ready-state attraction noticing pattern data constituted by “none” and “A” to “D.” Further, in each ready-state attraction noticing pattern data, there are 10 kinds of ready-state attraction pattern data constituted by “none” and “a” to “i.” Each ready-state attraction pattern data corresponds to any of the all stop flash patterns "0" to "8.”
  • ready-state attraction data selection table group for the case with definition data, as shown in Figs. 39 and 40, there are six kinds of ready-state attraction noticing pattern data constituted by "none" and "A" to "E.”
  • the number listed on the column of each all stop flash pattern indicates the reference values to be compared with ready-state attraction selecting random number values. According to the comparison of the reference values with ready-state attraction selecting random number values, the ready-state attraction noticing pattern and ready-state attraction pattern are determined.
  • the first ready-state attraction noticing pattern "none” and the first line of ready-state attraction pattern “none” in this ready-state attraction noticing pattern are selected. If any random number value from 60116 to 65115 is sampled, then the first ready-state attraction noticing pattern "none” and the second line of ready-state attraction pattern "a” in this ready-state attraction noticing pattern are selected. Further, if any random number value from 65116 to 65165 is sampled, then the first ready-state attraction noticing pattern "none” and the third line of ready-state attraction pattern "b” in this ready-state attraction noticing pattern are selected. Similarly, according to the random number values up to 65535, ready-state attraction noticing patterns and ready-state attraction patterns are selected.
  • a first computation result is initially determined by subtracting the reference value on the first line, 60115, from the sampled random number value. If this first computation result is 0 or less, then the ready-state attraction noticing pattern "none” and ready-state attraction pattern “none” on the first line are selected. If the first computation result is a positive value, then a second computation result is determined by subtracting the reference value on the second line, 5000, from the first computation result. If this second computation result is 0 or less, then the ready-state attraction noticing pattern "none” and ready-state attraction pattern "a” on the second line are selected.
  • a third computation result is determined by subtracting the reference value on the third line, 50, from the second computation result. If this third computation result is 0 or less, then the ready-state attraction noticing pattern "none" and ready-state attraction pattern "b" on the third line are selected. Similar computations are successively carried out, so as to select ready-state attraction noticing patterns and ready-state attraction patterns according to the random number values up to 65535.
  • the above-mentioned appearing symbol attraction selecting process (S13) is a process executed when no ready-state attraction is carried out (S12: Yes) in the above-mentioned ready-state attraction selecting process (S11), so as to carry out an attraction concerning whether the respective stop modes of reels 5a to 5c permit a predetermined winning mode to occur or not, i.e., whether each winning hand is internally elected or not.
  • Figs. 42A and 42B show the appearing symbol selection tables used in the above-mentioned appearing symbol attraction selecting process (S13).
  • “basically correspond” indicates that, though a specific appearing symbol is more likely to be selected for each internally elected hand since the width of random number value for determining the selection of each appearing symbol is biased, the specific appearing symbol is not always selected when the internally elected hand is determined, and appearing symbols other than the specific appearing symbol may be selected.
  • the numbers listed on each column of internally elected hands indicate reference values to be compared with appearing symbol attraction selecting random number values. According to the comparison of the reference values with the appearing symbol attraction selecting random number values, appearing symbols are determined.
  • the first line of appearing symbol "E” is selected if any random number value from 0 to 1966 is sampled. If any random number value from 1967 to 3276 is sampled, then the second line of appearing symbol “X” is selected. Further, if any random number value from 3277 to 43252 is sampled, then the third line of appearing symbol "T" is selected.
  • a first computation result is initially determined by subtracting the reference value on the first line, 1966, from the sampled random number value. If this first computation result is 0 or less, then the first line of appearing symbol "E" is selected. If the first computation result is a positive value, then a second computation result is determined by subtracting the reference value on the second line, 1310, from the first computation result. If this second computation result is 0 or less, then the second line of appearing symbol "X" is selected. Further, if the second computation result is a positive value, then a third computation result is determined by subtracting the reference value on the third line, 39976, from the second computation result. If this third computation result is 0 or less, then the third line of appearing symbol "T” is selected. Similar computations are successively carried out, so as to select appearing symbols according to the random number values up to 65535.
  • both appearing symbols are identical or not (S205). If both appearing symbols are identical, then it is further determined whether both appearing symbols are appearing symbols other than a specific appearing symbol or not. Namely, in this case, the specific appearing symbol is any of "7,” “BAR,” “cake,” “cookie,” and “Do,” and it is determined whether both appearing symbols are any of the other appearing symbols “E,” “X,” “T,” “R,” and “A” or not (S206). If both appearing symbols are a specific appearing symbol, i.e., any of the appearing symbols other than "E,” “X,” “T,” “R,” and “A,” one frame is added to the left appearing symbol (S207).
  • BB or RB is internally elected or not (S101). If BB or RB is internally elected, then a single character attraction selection table for internally elected bonus hand is selected (S102). If not, then a single character attraction selection table for normal game is selected (S103).
  • Figs. 41A and 41B show the single character attraction selection tables used in the above-mentioned single character attraction selecting process (S14).
  • “basically correspond” indicates that, though a specific single character is more likely to be selected for each internally elected hand since the width of random number value for determining the selection of each single character is biased, the specific appearing symbol is not always selected when the internally elected hand is determined, and single characters other than the specific single character may be selected.
  • the numbers listed on each column of internally elected hand patterns indicate reference values to be compared with single character attraction selecting random number values. According to the comparison of the reference values with the single character attraction selecting random number values, single characters are determined.
  • the first appearing symbol noticing pattern "a” is selected if any random number value from 0 to 52427 is sampled. If any random number value from 52428 to 58981 is sampled, then the second appearing symbol noticing pattern "b” is selected. Further, if any random number value from 58982 to 65535 is sampled, then the third appearing symbol noticing pattern "none" is selected.
  • a first computation result is initially determined by subtracting the reference value on the first line, 52427, from the sampled random number value. If this first computation result is 0 or less, then the first line of single character "a” is selected. If the first computation result is a positive value, then a second computation result is determined by subtracting the reference value on the second line, 6554, from the first computation result. If this second computation result is 0 or less, then the second line of single character "b” is selected. Further, if the second computation result is a positive value, then the remaining single character, i.e., the eighth line of single character "none" is selected.
  • Figs. 285A to 285H are charts showing relationships between the overall flows of game information displayed in the image display section 13 of the above-mentioned slot machine and the drawings used for their explanations.
  • Fig. 285A "wait for client” indicates the contents displayed when no game is being played.
  • Fig. 285B "one game” explains the flow from starting gaming until one game is consumed and the flow in the case entering a big bonus (BB) .
  • Figs. 285C to 285G further fragmentally show the flows shown in Fig. 285B.
  • Fig. 285H "error display” lists the contents displayed when errors have occurred.
  • the game information displayed in the image display section 13 in this slot machine is expressed by a series of moving images, such that various kinds of game information are displayed as a story progresses along with the progress of gaming.
  • the maker name is initially displayed.
  • a designed maker name is initially displayed (Fig.45)
  • a bird appears on the screen (Fig.46)
  • this bird is trapped in the maker name, whereby a logo of the maker name is completed (Fig.47).
  • the model name of the slot machine is displayed.
  • the dividend display indicating the numbers of game medals to be paid out to the player according to stop modes of the reels 5a to 5c are displayed.
  • a background is initially displayed (Fig. 51), it is indicated that the following dividends are for a normal game (Fig. 52), and then the stop mode in which a replay in this normal game is attained (Fig.53), the stop mode in which 2 game medals are paid out (Fig.54), the stop mode in which 7 game medals are paid out (Fig.55), the stop mode in which 1 game medal is paid out (Fig.56), and the stop mode in which 15 game medals are paid out (Fig.57) are successively displayed.
  • the stop mode for shifting to a regular bonus game and its number of game medals to be paid out (Fig.58), the first stop mode for shifting to a big bonus game and its number of game medals to be paid out (Fig.59), and the second stop mode for shifting to a big bonus game and its number of game medals to be paid out (Fig. 60) are successively displayed.
  • a dividend table has simply been printed on a panel in the upper part of the housing or the like. Such a printed display has exhibited a lower degree of visual impact. Also, in the case where dividends vary depending on the state of gaming even in similar winning modes or the like, it has been difficult for the player to understand from the printed display at which timing the reels 5a to 5c should be stopped.
  • the dividends are explained by an animated display and the like in the image display section 13 as mentioned above, then not only the degree of visual impression on the player enhances, but also the dividends are easier to understand since they are explained in sequence for each gaming state or each winning mode.
  • the specific game explanation is successively carried out for how to insert medals (Figs. 70 to 72) or how to operate the bet switches 16, 17, and 18 (Figs. 73 and 74), how to operate the start switch 20 (Fig. 75), and how to operate the stop switches 21a to 21c (Fig. 76), whereby the game explanation for one game ends (Fig. 77).
  • a game explanation sheet attached to the housing or the like is used for the game explanation. In a dim parlor or the like, it has been difficult or impossible for the player to read the contents of explanation. Also, the player may have failed to notice the game explanation sheet attached to the housing.
  • Fig. 283 is an enlarged view of the image display section.
  • an appearing symbol variable display area 400 in which a left appearing symbol 400a, a center appearing symbol 400b, and a right appearing symbol 400c are displayed.
  • Each appearing symbol is any of "E,” “X,” “T,” “R,” “A,” “7,” “BAR,” “cake,” and “cookie” as shown on the left-end column of the appearing symbol selection tables of Figs. 42A and 42B.
  • These symbols are displayed in a scrolling manner from the upper side to the lower side upon the starting operation by the player, and then are displayed in their stopped state according to the stopping operation by the player.
  • variable display of appearing symbols is started at the timing at which the variable display of reels 5a to 5c is started in the above-mentioned embodiment, without being restricted thereto, it may be started at any timing, for example, when the insertion of game medals is detected, when the first stopping operation for the stop switches 21a to 21c is effected, when all the reels 5a to 5c are displayed in their stopped state, or at a totally random timing using a random number.
  • the appearing symbols being variably displayed are stopped at stopping timings of the reels 5a to 5c, without being restricted thereto, they may be stopped at any timing, for example, after the lapse of a predetermined time from the starting of the variable display, when the first stopping operation for the stop switches 21a to 21c is effected, when all the reels 5a to 5c are displayed in their stopped state, or at a totally random timing using a random number.
  • Fig. 100 shows a case where the winning hand "cherry” is internally elected, and letters of "CHERRY” and the winning mode are displayed, whereby the internally elected hand ("CHERRY” indicating that group 1 including "DB” is internally elected) is indicated. None is displayed when there is no internally elected hand (i.e., a miss).
  • three frames of "BAR" are displayed from side to side in their stopped state, so as to indicate that a regular bonus has been internally elected (Fig. 108); three frames of "Do! are displayed from side to side in their stopped state, so as to indicate that a big bonus or regular bonus has been internally elected (Fig. 109); three frames of "R” are displayed from side to side in their stopped state, so as to indicate that a replay winning mode has been internally elected (Fig. 110); three frames of "X” are displayed from side to side in their stopped state, so as to indicate that a so-called small hand winning mode has been internally elected (Fig.
  • the ranking of appearing symbols is raised from the BB/ RB common appearing symbols to the BB definition appearing symbols in the above-mentioned embodiment, it may be conversely lowered from the BB definition appearing symbols to the BB/RB common appearing symbols.
  • a ready-state attraction which is one of attractions concerning whether a big bonus or regular bonus is internally elected or not, is carried out.
  • broadly-classified seven modes of ready-state attraction will be explained.
  • the possibility of internal election of the big bonus or regular bonus is noticed with a predetermined reliability, and the noticed bonus hand is not always internally elected.
  • ready-state attraction 2 of three appearing symbols displayed from side to side, identical appearing symbols "BAR” are initially displayed on the left and right sides in their stopped state, and then, while the appearing symbol “BAR” identical to the left and right is displayed at the center in its stopped state, letters of "REACH” are displayed on the lower side of the screen, so as to indicate that it is a ready state (Fig. 116). Further, after letters of "SUPER" are displayed on the lower side of the screen (Fig. 117), the gaming state shifts to a so-called super ready state in which the reliability is higher than that in the normal ready state (Fig. 118), so as to effect a display similar to the above-mentioned ready-state attraction 1, thereby indicating that there is a possibility of a bonus hand being internally elected.
  • This hyper ready state include three patterns.
  • the leading character emerges and acts to throw balls at a target.
  • the third ball hits the target, whereby all the three appearing symbols displayed on the screen become identical, and letters of "HIT" are displayed, so as to indicate that there is a possibility of a bonus hand being internally elected (Figs. 122 to 129).
  • the leading character emerges and acts to throw balls at a target. After the first and second balls miss the target, the third ball also misses the target, and the leading character falls down, thereby indicating that the possibility of a bonus hand being internally elected is weaker (Figs. 130 to 132).
  • This hyper ready state includes four patterns.
  • the leading character emerges, starts balancing itself on a ball, and then falls down from the ball. At this instant, while all the three appearing symbols displayed on the screen become identical, the leading character makes a V sign, so as to indicate that there is a possibility of a bonus hand being internally elected (Figs. 152 to 156).
  • the leading character emerges, starts balancing itself on a ball, and jumps up. Then, letters of "SPECIAL" are displayed, so as to indicate that the gaming state has shifted to a so-called special ready state in which the reliability is higher than that in the hyper ready state (Figs. 157 to 159).
  • this special ready state the ball is displayed in a laterally moving state. Then, the leading character descends from thereabove, jumps on the ball, and lands on the ground. At this instant, all the three appearing symbols displayed on the screen become identical, and the leading character makes a V sign, so as to indicate that a bonus hand is internally elected (Figs. 160 to 164).
  • This hyper ready state includes three patterns.
  • Examples (a) to (g) of the single character are shown in Figs. 284A to 284G, respectively.
  • the single character is displayed at the center of the screen with a predetermined probability according to the internally elected hand, whereby a notice of the internally elected hand is given to the player.
  • the display of the single character is as explained with reference to the single character attraction selection tables of Figs. 41A and 41B.
  • group 1 cherry or DB
  • the character (a) or the character (b) is displayed or no character is displayed.
  • any of group 1, BB, and RB is internally elected.
  • the player can see that there is a possibility of any of group 1, BB, and RB being internally elected, whereby the player not only feels an expectation but also is able to operate the reels 5a to 5c to stop in response thereto.
  • the single character can be displayed at any location on the screen. Also, without being restricted to the period from the starting of changes in appearing symbols to the stopping thereof, the single character can be displayed at any timing.
  • the current state is such that the gaming state is during a normal game, the internally elected hand is "diamond," the flash data selecting random number value is 114, the ready-state attraction selecting random number value is 64500, the appearing symbol attraction selecting random number values are 5050 for left, 740 for right, and 30000 for center, and the single character attraction selecting random number value is 20000;
  • the individual ready-state attractions described in "Notification of Internally Elected Hand by Ready-State Attraction" for ready states a to i in the ready-state attraction data selection table are ready-state attraction 2 for a, ready-state attraction 6 for b, the first pattern of ready-state attraction 3 for c, the second pattern of ready-state attraction 3 for d, the third pattern of ready-state attraction 3 for e, the first pattern of ready-state attraction 4 for f, the second pattern of ready-state attraction 4 for g, the third
  • the second flash data from the upper side in the flash data table 3 (diamond in normal game) in Fig. 24, i.e., "no winning definition data, game-starting sound 1, blinking pattern 4 after stopping all reels," is selected.
  • the flow shifts to the attraction image selecting process in the image attraction process.
  • the ready-state attraction data selection table for normal game starting sound 1 in Fig.
  • ready-state notice B i.e., "ready-state attraction notice 2”
  • ready-state attraction d i.e., "the second pattern of ready-state attraction 3"
  • a ready-hand appearing symbol of "7" is selected according to the appearing symbol selecting random number value (left) of 5050, and a center appearing symbol of "Do” is selected according to the appearing symbol attraction selecting random number value (center) of 30000.
  • the flow shifts to the single character attraction selecting process. Since a normal game is being played, the single character attraction selection table for normal game in Fig. 41A is selected; and, according to the internally elected hand of "diamond" and the single character attraction selecting random number value of 20000, the single character (e) is selected, and the respective attractions are carried out.
  • the flash data selecting random number value 164 the first flash data from the upper side in the flash data table 0 (miss in normal game) in Fig. 23, i.e., "no winning definition data, game-starting sound 1, no blinking pattern after stopping all reels," is selected. Subsequently, on the sub-control board 200 side, the flow shifts to the attraction image selecting process in the image attraction process. In its ready-state attraction selecting process, the ready-state attraction data selection table for normal game (starting sound 1) in Fig. 35 is selected; and, according to the blinking pattern 0 after stopping all reels and the ready-state attraction selecting random number value of 35000, "no ready-state attraction” and "no ready-state notice" are selected.
  • a third specific example will now be explained.
  • the current state is such that the gaming state is during a normal game, the internally elected hand is "BB and replay," the flash data selecting random number value is 252, the ready-state attraction selecting random number value is 18000, the appearing symbol attraction selecting random number values are 2000 for left, 10050 for right, and 4520 for center, and the single character attraction selecting random number value is 8200 (the relation of the items of ready state and ready-state notice in the ready-state attraction data selection table to the actual ready-state attraction and ready-state notice is assumed to be identical to the above-mentioned first specific example).
  • the eleventh flash data from the upper side in the flash data table 8 (DG, replay during internal election of BB or RB) in Fig. 26, i.e., "winning definition data exist, game-starting sound 2, blinking pattern 7 after stopping all reels," is selected.
  • the flow shifts to the attraction image selecting process in the image attraction process.
  • the ready-state attraction data selection table for the case with definition data (starting sound 2) in Fig.
  • ready-state attraction g i.e., "the second pattern of ready-state attraction 4"
  • ready-state notice C i.e., "ready-state notice 3"
  • appearing symbols "7-7-7” are selected according to the identical left, center, right appearing symbol selection table for ready-state attraction for internally elected BB in Fig. 22A and the appearing symbol attraction selecting random number value (left) of 2000.
  • normal games in a big bonus game games similar to a normal game with a raised sampling probability of small hands, i.e., normal games in a big bonus game (normal games in BB), can be played up to 30 times.
  • normal games in BB if the appearing symbols displayed on an effective winning line in their stopped state constitute a predetermined combination, then a predetermined number of game medals are paid out. Also, if the appearing symbols displayed on an effective winning line in their stopped state constitute a specific combination for shifting to a JAC game, then JAC games are allowed to play up to 3 times.
  • This attraction is constituted by four patterns, i.e., a first normal game attraction in BB, a second normal game attraction in BB, a third normal game attraction in BB, and a big bonus ending attraction.
  • the leading character lands on a plain, and picks up an object from the ground (Figs. 209 and 210).
  • This action of the leading character for picking up the object from the ground corresponds to the payout of game medals when a winning mode is attained in an actual game (reels 5a to 5c).
  • the number of game medals to be paid out is displayed as an image (Figs. 211 and 212)
  • the kind of winning hand is displayed.
  • the number of game medals to be paid out is displayed within a speech balloon as if the leading character is speaking.
  • simulated voices may be employed to express: "It's a winning of 10-medal hand," “Sorry, it's a miss, " and so forth. While the payout of game medals occurs at the time of winning, a character may be animated as the game medals are paid out.
  • a display may be effected so as to indicate that it is a miss.
  • a specific symbol e.g., similar to a replay symbol
  • the first normal game in BB refers to a normal game from the starting of the big bonus game until the starting of the first JAC game.
  • the second normal game in BB refers to a normal game from the ending of the first JAC game until the starting of the second JAC game
  • the third normal game in BB refers to a normal game after the ending of the second JAC game.
  • the number of consumed normal games in a big bonus game has been displayed by a seven-segment indicator or lamps.
  • a background image or character which varies by a predetermined unit is used for carrying out attractions, then the player can correctly grasp the progress of gaming. Also, along therewith, the player can correctly determine whether to execute replay avoidance or enter the JAC game. (If the replay avoidance is executed so much that the big bonus game is terminated while not fully consuming the JAC games, then it is meaningless to acquire many small hands during normal games; thus making it necessary to acquire the default number of JAC games while acquiring small hands in the normal game as much as possible.)
  • a map is displayed, so as to indicate the current position of the leading character (Fig. 216), thereby starting an adventure story of the leading character.
  • the leading character lands on a forest (Fig. 217), and an attraction similar to the first normal game attraction in BB is effected.
  • a winning mode is attained in an actual game (reels 5a to 5c)
  • the number of game medals to be paid out in response to thus attained winning mode is displayed as the leading character picks up an object from the ground (Fig. 218), for example, and letters of "FIGHT" are displayed when shifting to a JAC game (Fig. 219).
  • a map is displayed, so as to indicate the current position of the leading character (Fig. 220), thereby starting an adventure story of the leading character.
  • the leading character enters a cavern (Fig. 221), and an attraction similar to the first normal game attraction in BB is effected.
  • a winning mode is attained in an actual game (reels 5a to 5c)
  • the number of game medals to be paid out in response to thus attained winning mode is displayed as the leading character picks up an object from the ground (Fig. 222), for example, and letters of "I'm BOSS" are displayed when shifting to a JAC game so as to indicate that it is the final JAC game, together with a dragon character which is an opponent in the story (Fig. 223).
  • the big bonus ending attraction is constituted by two patterns, i.e., so-called completion attraction for the case where the player has succeeded in obtaining the acquirable profits, and so-called puncture attraction for the case where the big bonus game has ended before the player obtains the acquirable profits.
  • the dragon character which is the opponent in the story, is defeated, so as to indicate that the third JAC game has completely been won, and then letters of "WIN” are displayed (Figs. 224 to 226). Subsequently, the leading character acquires the treasure of the dragon, letters of "SEE YOU” are displayed, and a curtain falls (Figs. 227 to 229).
  • This attraction is constituted by three patterns, i.e., the first JAC game attraction, the second JAC game attraction, and the third JAC game attraction.
  • each JAC game attraction is constituted by three patterns, i.e., a winning attraction in the JAC game, a losing attraction in the JAC game, and a so-called puncture attraction for the case where the JAC game has ended before the acquirable profits are obtained.
  • the leading character and a monster oppose each other at the timing when the player operates the start switch 20, and the number of games in the JAC game is displayed (Figs. 235 and 236).
  • the leading character stores energy, and throws an energy ball at the monster at the timing when the player carries out the third stopping operation of the stop switches 21a to 21c (Figs. 237 to 240).
  • the energy ball hits the monster, whereby the monster disappears, and coins emerge.
  • the number of acquired coins (game medals) is displayed, and the number of winnings in the JAC game is displayed (Figs. 241 to 244).
  • the leading character and a monster 1 oppose each other, and the number of games in the JAC game is displayed (Figs. 245 and 246). Subsequently, the leading character stores energy, and throws an energy ball at the monster 1 (Figs. 247 and 278). Then, the energy ball misses the monster 1 with a large margin, letters of "MISS" are displayed, and the leading character falls down, so as to indicate that it is a miss (Figs. 249 and 250).
  • the stopping operations of the stop switches 21a to 21c by the player and the starting of attraction display in the image display section 13 may be carried out at any timing.
  • the puncture attraction in the first JAC game is effected when the maximum permissible number of (e.g., 8) winnings are not obtained at the time when the maximum number of (e.g., 12) games are consumed.
  • the leading character falls down, letters of "ESCAPE" are displayed, and the leading character runs away, thereby indicating that it is so-called puncture (Figs. 251 to 253).
  • the puncture in the JAC game refers to the case where the maximum permissible number of (e.g., 8) winnings are not obtained in the maximum number of (e.g., 12) games.
  • the winning attraction in the third JAC game an attraction substantially similar to that in the first JAC game is carried out. Namely, the leading character and a dragon, which is the final opponent, oppose each other, and the number of games in the JAC game is displayed (Fig. 263). Subsequently, the leading character throws an energy ball at the dragon. Then, the energy ball hits the dragon, and the number of winnings in the JAC is displayed together with the number of acquired coins (game medals) (Figs. 264 to 266).
  • the above-mentioned game information indicated in the slot machine 60 is an example of game information indicated in the gaming machine in accordance with the present invention.
  • the gaming machine in accordance with the present invention can indicate other modes of game information. For example, the appearing characters, the progressing story, and the like can appropriately be changed, so as to indicate game information.
  • the gaming machine in accordance with the present invention can achieve effects as follows.
  • the gaming machine in accordance with the first aspect of the present invention comprises an image display section for displaying special game information in a special game to a player, whereas game special information corresponding to the state of gaming is displayed in the image display section.
  • the special game information corresponding to the gaming state can correctly be displayed, whereby the special game information can be reported to the player reliably and effectively. Therefore, according to the reported special game information, the player can fully enjoy the fun of gaming.
  • the gaming machine is constituted by a slot machine.
  • the slot machine can also achieve the effects of the first aspect of the present invention.
  • the image display section displays special game information concerning the state of progress of the special game.
  • the state of the progress of the special game can reliably be reported to the player, so that the special game would not end suddenly without the player's knowledge, whereby the player can fully enjoy the fun of gaming.
  • the image display section displays special game information concerning the history of provision of value information provided as a profit for the player in the special game.
  • the history of provision of value information in the special game can reliably be reported to the player, so that the player can see the own gaming skill and grasp the unit of acquired value information. Hence, the player can feel the satisfaction of acquiring the value information and fully enjoy the fun of gaming.
  • the image display section displays special game information concerning the winning history in the special game.
  • the winning history in the special game can reliably be reported to the player, whereby the player can play the special game more advantageously.
  • the player can exert so-called "see-and-push" skill or the like, so as to play the maximum permissible number of games in the special game, thereby being able to receive a greater amount of value information and fully enjoy the fun of gaming.
  • the image display section displays special game information concerning the gaming mode in the special game.
  • the gaming mode in the special game can reliably be reported to the player, whereby the player can fully enjoy the fun of gaming by playing the game according to the gaming mode.
  • the image display section displays special game information concerning the maximum permissible input unit of bet information in the special game.
  • the maximum permissible input unit of bet information in the special game can reliably be reported to the player, so that the player is kept from misunderstanding the maximum permissible input unit. Also, as the bet information is inputted by the unit corresponding to the gaming mode, value information can efficiently be acquired, whereby the player can fully enjoy the fun of gaming.
  • the image display section displays special game information for indicating that the special game is over.
  • the ending of the special game can reliably be reported to the player, so that the special game would not end suddenly for the player who is getting into the special game, whereby the player can fully enjoy the fun of the special game and feel the satisfaction at the time when the special game is over.
  • the gaming machine in accordance with the ninth aspect of the present invention is provided with an indicating section for indicating related special game information relating to the special game information displayed in the image display section, so as to indicate the related special game information.
  • the indication by the indicating section is carried out in addition to the display of special game information in the image display section, special game information corresponding to the game can further reliably be reported to the player, whereby the player can fully enjoy the fun of normal games according to the indicated special game information.
  • the image display section also displays each special game information item while a normal game is being played.
  • each special game information item can reliably be reported to the player, whereby the player can refer to each special game information item, thus being able to fully enjoy the fun of gaming.
  • the gaming machine in accordance with the 11th aspect of the present invention is provided with an image display section for displaying game information to the player, whereas the image display section displays game information concerning the history of provision of value information provided as a prize for the player.
  • the player can see the acquired unit of value information, i.e., the investment per unit game. Therefore, in a normal game in which the unit of value information acquirable for the investment is not so high in particular, the player can be play the game with reference to the investment per unit game, thus being able to fully enjoy the fun of gaming.
  • the gaming machine in accordance with the 12th aspect of the present invention is provided with an image display section for displaying game information to the player, whereas the image display section displays game information concerning the winning history to the player.
  • the player can visually be notified of the winning history, whereby an amusement occurs in the progress of games which have been monotonous.
  • the image display section displays the winning history in normal games which tend to be played aimlessly and thus are hard to be memorized, the latter can be confirmed at a glance, whereby the player can fully enjoy the fun of gaming.
  • the gaming machine in accordance with the 13th aspect of the present invention is constituted by a slot machine.
  • a gaming machine (1) comprising a variable display device (5a to 5c) for variably displaying a plurality of kinds of symbols necessary for gaming, a starting device (20) for starting variable display of the symbols, and a stopping device (21), disposed so as to be operable by a player, for stopping the symbols being variably displayed, wherein, on condition that a combination of symbols displayed when the symbols are stopped constitutes a predetermined special winning mode, the player is allowed to start playing a special game which is more advantageous to the player than is a normal game; an image display section (13) for displaying special game information in the special game to the player is provided.

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  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Slot Machines And Peripheral Devices (AREA)
  • Display Devices Of Pinball Game Machines (AREA)
EP99124083A 1998-12-10 1999-12-10 Machine de jeu Ceased EP1008969A3 (fr)

Applications Claiming Priority (10)

Application Number Priority Date Filing Date Title
JP35101598 1998-12-10
JP35101598 1998-12-10
JP36038298 1998-12-18
JP36038298 1998-12-18
JP11312324A JP2000229145A (ja) 1998-12-10 1999-11-02 遊技機
JP31232499 1999-11-02
JP32197399 1999-11-12
JP32197399 1999-11-12
JP34020199 1999-11-30
JP34020199A JP2001198258A (ja) 1998-12-18 1999-11-30 遊技機

Publications (2)

Publication Number Publication Date
EP1008969A2 true EP1008969A2 (fr) 2000-06-14
EP1008969A3 EP1008969A3 (fr) 2002-07-24

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EP99124083A Ceased EP1008969A3 (fr) 1998-12-10 1999-12-10 Machine de jeu
EP99124082A Withdrawn EP1008968A3 (fr) 1998-12-10 1999-12-10 Machine de jeu

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Application Number Title Priority Date Filing Date
EP99124082A Withdrawn EP1008968A3 (fr) 1998-12-10 1999-12-10 Machine de jeu

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EP (2) EP1008969A3 (fr)

Families Citing this family (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US6939229B2 (en) * 2001-12-19 2005-09-06 Igt Gaming method, device, and system including adventure bonus game
US6964416B2 (en) 2001-12-21 2005-11-15 Igt Method of playing a matching bonus game
US7052392B2 (en) 2001-12-31 2006-05-30 Igt Method and apparatus for providing an advantage to a player in a bonus game
JP2005305021A (ja) * 2004-04-26 2005-11-04 Aruze Corp 多人数参加型ゲーム装置

Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2083936A (en) * 1980-09-12 1982-03-31 Coin Operated Parts Service Lt Amusement machine
EP0253584A2 (fr) * 1986-07-12 1988-01-20 Bell-Fruit Manufacturing Company Limited Machine de jeu et d'amusement
GB2262642A (en) * 1991-12-18 1993-06-23 Maygay Machines Game machine
EP0875870A2 (fr) * 1997-04-30 1998-11-04 Universal Sales Co., Ltd. Machine à sous

Family Cites Families (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2157047A (en) * 1984-04-05 1985-10-16 David Jones Entertainment machines
JP2634474B2 (ja) * 1990-02-10 1997-07-23 ユニバーサル販売株式会社 スロットマシン

Patent Citations (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
GB2083936A (en) * 1980-09-12 1982-03-31 Coin Operated Parts Service Lt Amusement machine
EP0253584A2 (fr) * 1986-07-12 1988-01-20 Bell-Fruit Manufacturing Company Limited Machine de jeu et d'amusement
GB2262642A (en) * 1991-12-18 1993-06-23 Maygay Machines Game machine
EP0875870A2 (fr) * 1997-04-30 1998-11-04 Universal Sales Co., Ltd. Machine à sous

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EP1008968A3 (fr) 2002-07-10
EP1008969A3 (fr) 2002-07-24
EP1008968A2 (fr) 2000-06-14

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