FIELD OF THE INVENTION
The present invention relates to a symbol combination gaming machine,
and more particularly, to a slot machine, a pachinko machine, or the like, which
has variable display means for performing variable display of various kinds of
symbols and a function of controlling the variable display so as to provide a
player with advantages based on a result of the control.
RELATED ART
A slot machine may be a typical example of such gaming machines.
The slot machine generally has a plurality of rotating reels, each of which have
a plurality of symbols arranged around each circumferential surface thereof.
When a combination of symbols appearing on respective front surfaces of the
stopped reels matches a predetermined combination (for example, the same
kind of symbols are lined up), the slot machine determines that the player has
won with the symbol combination or that it is the winning symbol combination
such that the slot machine pays out coins, gifts, or the like to the player. In
general, many slot machines make use of various kinds of contingency so that
the player cannot completely control the result of the game even if the player
desires to win the game with his/her best techniques. Accordingly, the slot
machine is mainly characterized with its gambling features.
To realize such contingency, various methods have been adopted. A
control method called "pre-determination" is mainly employed. In the method,
a microcomputer executes a winning lottery with software and performs control
for stopping reels in accordance with a result of the lottery. For example, the
slot machine described in Japanese Examined Patent Publication No.
H03-72313 (JP-B-3-72313) relates to a slot machine with stop buttons
(so-called pachi-slot) and includes random number sampling means for
sampling a random number on the basis of a start lever operation by a player.
The slot machine is provided with a winning probability table having columns
respectively containing "big hit," "medium bit," and "small hit" random number
ranges according to the ranks of respective winning combinations. If a
sampled random number falls in any one of the winning random number ranges
of the winning probability table, the slot machine determines that the
corresponding winning combination is won, and sets a hit (winning) flag for the
winning combination. There are various winning flags such as a winning flag
for a winning combination called "small winning combination" and a winning flag
for a winning combination called "bonus combination". The small winning
combination causes payout of about ten coins to the player when
predetermined symbols (for example, "bell" symbols or "cherry" symbols) are
lined up on an activated pay line. The bonus combination is generated when a
predetermined kind of symbol (for example, "7" symbol or "BAR" symbol)
appears on each reel so as to make a line of symbols of the same kind, and
provides a game state which has higher possibility of winning than the normal
game state during a predetermined number of games, whereby 100 to 400
coins may be paid out.
The state in which a winning flag is set is generally called a state of
"internal winning" such that a combination of symbols corresponding any one of
the winning combinations may line up along a pay line. An actual winning has
not been established yet. In order to generate the actual winning, the player
may need to perform a so-called "observation push", which should be made at
the timing to cause respective desired symbols to line up along the pay line.
The timing is generally at the moment a symbol faces the front within four
precedent symbols from the desired symbol in the series of symbols drawn on
the surface of each reel. Thus, each symbol in the series of symbols may be
referred to as a frame. If such an operation is performed at a bad timing,
so-called "unexpected loss" occurs, that is to say, no winning is established
despite of the achieved internal winning.
The unexpected loss can be referred to as failure in the observation
push on the whole, but the causes of the unexpected loss show several
patterns. The first pattern is that a player fails to recognize each symbol on the
surface of the moving reel and cannot perform a stop operation at a good timing
although he/she has already chosen a target symbol. The second pattern is
that the player fails to specify a target symbol the player should aim at when a
plurality of kinds of winning combinations may cause the winning in a state of
the internal winning such that the player cannot perform a stop operation at a
good timing.
As to the first pattern, 'if the player becomes familiar with the
observation push, the player can expect improvement in the timing accuracy to
some extent. As to the second pattern, improvement in the timing accuracy of
the observation push is not useful since the player needs to grasp an internal
winning state, which is unrecognizable to his/her eyes.
In other words, if the slot machine is designed to notify the player of the
internal winning combination, it is possible to realize such a game state as a
bonus game state in which a large amount of coins may be paid out even during
a normal game state. Further, a gaming machine having a function of
so-called "Assist Time (AT)" is provided such that a gaming characteristic
peculiar to the pachi-slot may be utilized so as to make the unexpected loss
occur less frequently by notifying occurrence of the internal winning as well as
the kind of the internal winning combination during a predetermined period,
thereby decreasing the probability of the unexpected loss to realize payout of a
large number of coins if compared to a normal gaming machine in which no
notification is performed at all. The gaming state of the above may be
categorized in a "general game state", which is one of the "gaming states" to be
described later, and can also be a gaming sate that the actual amount of coins
to be paid out becomes comparable to that in the bonus gaming state.
Similarly, a "Super Time (ST)" may be provided such that the amount of
coins to be paid out may be varied by providing or not providing support to get
the "winning" in an "internal winning state". In the ST, a plurality of "stop
tables" are prepared which determine the number of frames to be slid after the
stop operation is performed during rotation of each reel and before the
corresponding reel stops. When the internal winning is obtained with a winning
combination, one of the stop tables to be used is determined by random number
lottery. If the player does not perform the stop operation in a predetermined
order which is set on the determined stop table, the slot machine performs
stop-control to disable the winning even if a stop button is pushed with the
observation push at a good timing so that a desired symbol is supposed to
appear on the surface facing the front to be aligned along the activated pay line.
In the ST (or with the ST function), the player may be notified of the kind of the
selected stop table or the player may not be notified of such information,
thereby realizing a large number of coins to be paid out comparable to that in
the bonus game, in a similar manner of the case of the above-described "AT".
For example, if the slot machine has three stop buttons for stopping a
left reel, a center reel, and a right reel, respectively, six operation orders are
prepared such as "left stop, center stop, right stop", "left stop, right stop, center
stop", "right stop, left stop, center stop", "center stop, right stop, left stop" and
"center stop, left stop, right stop". If the player does not operate in the
operation order of a stop table determined by random number lottery, the
winning shall not occur.
In an actual game, a special game state where the probability of the
winning generation is rather high if compared to that in the above-described
general game state and the general game state being different from the special
game state are realized alternatively according to occasional game conditions.
In either game state, it is required that a winning combination of symbols, which
corresponds to the predetermined combination, are to be aligned along the pay
line in order that coins are actually paid out to the player. In a general gaming
machine, a plurality of winning modes (or combinations) with which the number
of coins to be paid out ought to be determined, respectively. For example,
small winning combinations such as a "cherry" winning combination and a "bell"
winning combination and big bonus winning combinations such as a "big bonus"
winning combination may be referred to.
Different numbers of coins to be paid out are set in advance with
respective winning combinations, and a payout table having such numbers is
displayed on a display panel so as to become visible to the player. The display
panel is composed of optically transparent cell sheets on which the winning
symbols and the numbers of payout coins are drawn respectively and a
transparent acrylic plate on which the optically transparent cell sheets are
stacked. The symbols are illuminated with a light such as a fluorescent lamp
from the inside of the gaming machine. A slot machine of a general type is
provided with a plurality of display panels of the above-described type. The
slot machine specifically includes a central display window, a reel display panel
through which reels provided in the inside of the gaming machine are set visible
to the player, an upper panel which is provided above the reel display panel and
is made of a panel which is small in area if compared to the reel display panel,
and a lower panel which is provided below the reel display panel so that the title
of the pachi-slot and a character which is a symbol of the pachi-slot are
depicted.
In a general type of pachi-slot, common front door and cabinet are
utilized with the pachi-slot in terms of productive efficiency and cost, but the
display panels of the pachi-slot have symbols drawn according to the planned
game contents of its own such that the symbols may serve an indicia
differentiating the pachi-slot from other gaming machines (referring to Japanese
Unexamined Patent Application Publication No. H06-261972 (JP-A-6-261972)).
As a matter of course, different types of machines have different
symbols drawn on their plurality of display panels, and for example, if the
machines are left unsold, display panels thereof may not be utilized for another
kind of machine because of the drawn symbols unlike other parts such as
cabinets and front door bodies. Therefore, the unsold display panels may
remain as dead stock. In addition, during the assembly of the machine, the
step of attaching a display panel unit to a front door is so necessary that the
number of manufacturing steps would not be decreased.
SUMMARY OF THE INVENTION
An object of the present invention is to reduce or eliminate such dead
stock caused by manufacturing different display panels for respective different
machines. It is another object of the present invention to reduce the number of
assembling steps of display panels so as to provide a gaming machine having
superior cost performance.
A gaming machine according to the present invention comprises
variable display means for providing or performing a variable display of a
plurality of symbols, lottery means for executing a lottery of a winning
combination, and stop means for controlling the variable display means to stop
the variable display based on a result of the lottery. The stop means includes
a stop button operable by a player. The stop button is provided below the
variable display means. A lower display means is provided below the stop
button.
The variable display means may include an optically transmissive
electronic display means, which may show images in a varying manner and
include a variable display device. The variable display means may include a
variable display device such as a reel with a plurality of symbols on the outer
surface thereof and a liquid crystal display device. The variable display may
be provided on the variable display device such as the liquid crystal display
device with an appropriate control program. A rotating reel may show the
variable display if the outer surface thereof is viewed from one direction such
that a symbol on the outer surface in a front position is most clearly visible to
the player. Therefore, the rotating reel and a window over the front outer
surface of the reel display a plurality of symbols variably. The lottery means
may include a lottery device such as a computer with a program generating a
random number and detecting or storing such random number. The lottery
device may also include a mechanical device comprising a gear, a shaft for the
gear, and a rotation mechanism for the gear. The stop device may include a
button, a lever, and any other operable switches. The lower display means
may include a lower display device and a panel.
In the present invention, a lower display means, which may include a
lower display device such as a panel display, is provided below the variable
display means, which may include a reel display panel and a liquid crystal
display device, is constituted of a lower display device to display various game
information, such as a payout table, the symbol of a character, and a title logo.
In the lower display device, a liquid crystal display, a CRT display,
electroluminescence, a plasma display and the like may be utilized.
According to the above-described construction, it is possible to avoid
disadvantages such as dead stock and increased assembly steps which may
occur when a physical acrylic plate and a symbol cell sheet are used for the
lower display panel, whereby it is possible to provide a gaming machine having
superior cost performance.
In a second aspect according to the present invention, an optically
transmissive electrical display device is provided in front of the variable display
means.
In general, many types of reel display panels have a central display
panel which is made of a transparent glass or acrylic plate so that rotating reels
provided in the inside of a cabinet become visible. In the present invention, a
transparent liquid crystal display device may be provided in front of the rotating
reels to improve display effects. This liquid crystal display device displays
various images according to variations in game status.
According to the above-described construction, although the reel
display panel has heretofore been provided with still display symbols, various
symbols can be displayed and controlled if it is necessary. In addition, since
an optically transmissive liquid crystal display device may be utilized for the
electrical display device, it is possible to provide a reel display panel which
ensures the visibility of reel symbols.
According to the present invention, the gaming machine may also be
provided with special game control means for generating a special game state
advantageous to the player on the basis of a predetermined condition. The
optically transmissive electrical display device is controlled for shielding an
optical view through the device during the above-described special game state
on the basis of the predetermined condition.
The optically transmissive liquid crystal display device may be
controlled effectively to show effects, which include graphics, animation, and/or
sound effect, in relation to a variable control of the reels when the game is
controlled to shift into the special game state advantageous to the player.
Thus, the effects may include one or more effect images. For example, in an
effect showing method, only a reel to be stopped becomes visible by controlling
the optically transmissive liquid crystal display device for making at least a part
of the device transparent and the other reels become invisible by controlling the
optically transmissive liquid crystal display device for shielding an optical view
through at least a part of the device if the special game is in the ST for notifying
a stop order advantageous to the player.
According to the above-described construction, when the player is to
perform a stop operation during the game in the ST, the player can play the
game in the ST without moving his/her eyes toward the respective reels from
the electric display device which shows a stop order, whereby the player may
suffer less fatigue. In addition, it is possible to switch back and forth
instantaneously between controls for making the device transparent and for
shielding an optical view through the device (or making the device opaque) in
accordance with on-going game states and to control a shielding area with
software so that more precise effect control may be made. The control of the
optically transmissive liquid crystal display device may be made by a main
and/or sub-control circuit for controlling the effects. It is usually required to
obtain an internal winning state of a winning combination and/or game
information about the stop states of the respective reels.
In another aspect of the present invention, a gaming machine
comprising a variable display device and a stop button is provided such that the
variable display device and the stop button are visible to and optionally operable
by a player. The gaming machine may further comprise an optically
transmissive electric display device displaying an effect image in the special
game mode. The effect image in the special game mode may be determined
by an operation order of one or more stop buttons.
Further features of the invention, its nature, and various advantages will
be more apparent from the accompanying drawings and the following detailed
description of the invention.
BRIEF DESCRIPTION OF THE DRAWINGS
Fig. 1 is a perspective view of an external appearance of a pachi-slot
according to an embodiment of the present invention.
Fig. 2 is a cross-sectional view of a front door and surroundings thereof.
Fig. 3 is a block diagram showing a main control circuit.
Fig. 4 is a block diagram showing a sub-control circuit.
Fig. 5 is a block diagram showing an image control circuit.
Fig. 6 shows each display panel (upper display panel, reel display panel,
and lower display panel).
Fig. 7A shows an example of pay line.
Fig. 7B shows another example of pay lines.
Fig. 7C shows yet another example of pay lines.
Fig. 8 is a schematic front view of reels and back lamps.
Figs. 9A, 9B, and 9C show symbol arrays drawn on circumferential
surfaces of left, center, and right reels, respectively.
Fig. 10 shows winning symbol combinations and the numbers of payout
coins.
Fig. 11 shows a stop table to be selected in an internal winning state of
a "bell" winning combination.
Fig. 12 shows a winning probability table.
Fig. 13 shows a list of commands to be transmitted to the sub-control
circuit.
Figs. 14A, 14B and 14C are front views of a reel display panel with
components.
Fig. 15 is a front view of the reel display panel in a shielded state.
Figs. 16A, 16B and 16C are front views of respective effect screens to
be displayed during a game in ST.
Figs. 17A, 17B and 17C are front views of respective effect screens to
be displayed during a game in ST.
Figs. 18A, 18B and 18C are front views of respective preview notice
screens.
Figs. 19A and 19B are front views of D screens in respective preview
notice screens.
Fig. 20 shows an preview effect generation table and an effect kind
selection table.
Figs. 21A and 21 B show BR generation and BR continuation frequency
lottery tables, respectively.
Figs. 22A and 22B show support menu and password input screens.
Fig. 23 shows a payout performance setting screen A.
Fig. 24 shows a payout performance setting screen B.
Fig. 25 shows a payout performance setting screen C.
Figs. 26A and 26B show payout tables.
Fig. 27 shows a flowchart of processing of the main control circuit.
Fig. 28 shows a flowchart of processing of the main control circuit.
Fig. 29 shows a flowchart of processing of the main control circuit.
Fig. 30 shows a flowchart of initializing process.
Fig. 31 shows a flowchart of interrupt process.
Fig. 32 shows a flowchart of main process of the sub-control circuit.
Fig. 33 shows a flowchart of parameter changing process.
Fig. 34 shows a flowchart of parameter changing process.
Fig. 35 shows a flowchart of payout/probability changing process.
Fig. 36 shows a flowchart of payout/probability changing process.
Fig. 37 shows a flowchart of input process.
Fig. 38 shows a flowchart of effect control process at start.
Fig. 39 shows a flowchart of BR generation lottery process.
Fig. 40 shows a flowchart of BR execution process.
Fig. 41 shows a flowchart of effect control process to be executed at
reel stop.
Fig. 42 shows a flowchart of effect control process to be executed at
end of one game.
Fig. 43 shows a flowchart of preview effect generation process.
Fig. 44 shows a flowchart of parameter updating process.
DETAILED DESCRIPTION OF THE INVENTION
Fig. 1 is a perspective view of an external appearance of a slot machine
having stop buttons (e.g., so-called pachi-slot), according to an embodiment of
the present invention. A slot machine 1 has a front door 3 fixed in openable
and closable conditions (e.g., hingedly) to a box-shaped cabinet 2 made of
plywood. The upper portion of the front door 3 is provided with a game state
display lamp 4 which lights or blinks in different modes in different occasions
when a bonus game is generated and when an error is detected, speakers 5L
and 5R which emit effect sounds, error sounds, and the like during the game,
and an upper display panel 6 which displays the number of coins to be paid out
on each winning combination as well as a brief explanation of game rules. A
liquid crystal display device is provided in the inside of the upper display panel 6,
and various data are displayed on the basis of payout data for various winning
combinations that are stored in a ROM. A reel display panel 7 which is formed
in an approximately vertical plane is provided in the central portion of the front
door 3.
A 1-BET switch 8, a 2-BET switch 9 and a MAX-BET switch 10 are
provided around the bottom left of the reel display panel 7. Presuming that the
coins are credited, the 1-BET switch 8 allows a player to bet one coin on a
game when the player depresses the 1-BET switch 8 once, the 2-BET switch 9
allows the player to bet two coins on a game when the player depresses the
2-BET switch 9 once, and the MAX-BET switch 10 allows the player to bet a
maximum number of (e.g., three) coins on a game when the player depresses
the MAX-BET switch 10 once. When the player operates any of these BET
switches 8 to 10, one or more predetermined pay lines are activated. A coin
insertion slot 11 through which coins are inserted is provided near the right
lower part of the reel display panel 7.
A C/P (credit/payout) switch 12 which comprises a push button to be
operated by the player in order to determine whether to credit or pay out the
number of coins that the player has earned in the game is provided on the left
side along a central and horizontal belt portion of the front door 3. By the
switching of this C/P switch 12, the coins are paid out through a coin payout
opening 17 provided in the lower portion of the front door 3, and the paid-out
coins are deposited in a coin tray 16. A start lever 13 is provided for a tilting
operation within a predetermined angular range on the right side of the C/P
switch 12. When the start lever 13 is operated by the player, reels provided on
the inside of the reel display panel 7 start rotating.
A stop control panel 14 for individually stopping a plurality of rotating
reels is provided in the central portion of the front door 3 so as to constitute stop
means. The stop control panel 14 is provided with a left stop button 15L, a
center stop button 15C, and a right stop button 15R. The player can arbitrarily
determine the order of operating these stop buttons 15L, 15C, and 15R. In
general, a stop operation to be performed while all the reels are rotating is
called a ''first stop operation", the next stop operation to be performed is called a
"second stop operation", and the last stop operation to be performed is called a
"third stop operation". In this embodiment, to operate the left stop button 15L
as the first stop operation is called "forward press", to operate the center stop
button 15C as the first stop operation is called "center press", and to operate the
right stop button 15R as the first stop operation is called "reverse press".
In the case of the gaming machine provided with such three stop
buttons, there are a total of six kinds of stop operation orders: To operate the
left stop button 15L as the first stop operation, the center stop button 15C as the
second stop operation and the right stop button 15R as the third stop operation
is called "left-center-right press"; to operate the center stop button 15C as the
first stop operation, the left stop button 15L as the second stop operation and
the right stop button 15R as the third stop operation is called "center-left-right
press"; to operate the center stop button 15C as the first stop operation, the
right stop button 15R as the second stop operation and the left stop button 15L
as the third stop operation is called "center-right-left press"; to operate the left
stop button 15L as the first stop operation, the right stop button 15R as the
second stop operation and the center stop button 15C as the third stop
operation is called "left-right-center press"; to operate the right stop button 15R
as the first stop operation, the left stop button 15L as the second stop operation
and the center stop button 15C as the third stop operation is called
"right-left-center press"; and to operate the right stop button 15R as the first stop
operation, the center stop button 15C as the second stop operation and the left
stop button 15L as the third stop operation is called "right-center-left press".
A lower display panel 18 which displays images such as the title of the
slot machine 1 and the characters included in the game is provided below the
stop control panel 14. A liquid crystal display device is provided on the inside
of the lower display panel 18 so that various image effects are controlled on the
basis of image data stored in a sub-control circuit to be described later.
Fig. 2 is a schematic cross-sectional view of the front door 3 and
surroundings of the slot machine 1. The front door 3 is provided with three
display panels arranged in the order from top to bottom, that is to say, the upper
display panel 6, the reel display panel 7, and the lower display panel 18, and
each of the display panels displays a title logo, characters, and effects relative
to individual gaming situations. The reel display panel 7 includes a touch
panel 28 for detecting a coordinate position touched by the player and a
transparent acrylic cover 19 which serves as a protective cover, and further
includes a picture sheet 20, and a reel liquid crystal display device 21 and an
electronic shutter 22, all of which are stacked on the inside surface of the
transparent acrylic cover 19. The picture sheet 20 has various pictures printed
on its transparent film material, the reel liquid crystal display device 21 is a
transparent liquid crystal display device using an ITO film or the like, and the
electronic shutter 22 is made of a similar kind of liquid crystal film. Cold
cathode tubes (CRTs) 23, each of which serve as a backlight for the reel liquid
crystal display device 21 and an illumination device for illuminating symbols on
the reels 24, are respectively provided at upper and lower positions on the
inside of the reel display panel 7. The operations of these individual display
elements are as follows. The symbols drawn on the picture sheet 20 are
always visible to the player independently from the effect control state of the slot
machine 1. The reel liquid crystal display device 21 serves as a display area
for displaying image effects such as a jackpot effect (or big hit effect) and
various preview effects. The electronic shutter 22 is capable of making an
effect image shown on the reel liquid crystal display device 21 between in a
normal display mode (in a state where only the effect image is visible since the
electronic shutter 22 shields an optical view from the reels 24) and in a
semitransparent display mode (in a state where reel symbols are visible through
the device 21 since the electronic shutter 22 is open). Such alternating modes
can be achieved by switching the reel display panel 7 back and forth between in
transparent and opaque states so that the symbols on the reels 24 become
visible through a predetermined area of the reel display panel 7 or blocked by
the electronic shutter 22 in accordance with applied voltages to the electronic
shutter 22.
The upper display panel 6 is provided above the reel display panel 7.
The upper display panel 6 includes a transparent acrylic cover 19 which serves
as a protective cover, and includes, on the inside of the transparent acrylic
cover 19, an upper liquid crystal display device 26, cold cathode tubes 23
serving as a backlight source, and a light guiding plate 25 which directs light
from the cold cathode tubes 23 toward the entire surface of the upper liquid
crystal display device 26.
The lower display panel 18 is provided below the reel display panel 7.
The lower display panel 18 includes a transparent acrylic cover 19 which serves
as a protective cover, and includes, on the inside of the transparent acrylic
cover 19, a lower liquid crystal display device 27, cold cathode tubes 23 serving
as a backlight source, and a light guiding plate 25 which directs light from the
cold cathode tubes 23 toward the entire surface of the lower liquid crystal
display device 27.
Fig. 3 is one example of a circuit block diagram for realizing the
operation of the slot machine 1 shown in Fig. 1. Game control means of this
embodiment generally includes two control circuits: a main control circuit 101
and a sub-control circuit 201. Here, the game control means may also include
a computer executable program. The main control circuit 101 controls
electrically connected various peripheral devices on the basis of input signals
from various detection means, while the sub-control circuit 201 controls, game
information transmitted from the main control circuit 101 effect images to be
displayed on various liquid crystal display devices, and effect sounds to be
emitted from the speakers 5L and 5R, on the basis of operation inputs from the
touch panel 28 provided in the reel display panel 7.
The main control circuit 101 includes as its main constituent element a
microcomputer 102 disposed on a printed circuit board, and further includes a
circuit for sampling a random number. The microcomputer 102 includes a
ROM 104 in which game programs and data are stored in advance, a CPU 103
which performs control operations in accordance with the game programs
stored in the ROM 104, and a RAM 105 which provides the work area
necessary for control process.
Connected to the CPU 103 are a clock pulse generation circuit 106 for
generating reference clock pulses, a frequency divider 107, a random number
generator 108 for generating a random number to be sampled, and a sampling
circuit 109 for sampling the random number on the basis of a signal from the
start lever 13 which will be described later. The microcomputer 102 may also
be utilized as random number sampling means to perform sampling of a
random number with software process. In this case, both the random number
generator 108 and the sampling circuit 109 may be omitted.
The ROM 104 of the microcomputer 102 stores not only control
programs for controlling various operations of the slot machine 1, but also
various data such as a winning probability table used for determining in
probability lottery process (which will be described later) whether a random
number acquired on the basis of the operation of the start lever 13 is a winning
value or a losing value, a stop table used for determining the stop positions of
reels 24L, 24C, and 24R according to the operations of the respective stop
buttons 15L, 15C, and 15R, and various game information commands to be
supplied to the sub-control circuit 201.
The various peripheral devices (actuators) are also connected to the
CPU 103 via an I/O port 110.
A motor driving circuit 111 performs driving control of stepping motors
112L, 112C, and 112R for rotationally driving the respective reels 24L, 24C, and
24R, in response to driving signals from the CPU 103. In addition, the motor
driving circuit 111 performs stop-control of the stepping motors 112L, 112C, and
112R in response to stop control signals from the CPU 103.
A hopper driving circuit 113 performs driving control of a hopper 114
which is a coin payout device, on the basis of a payout command sent by the
CPU 103.
A seven-segment driving circuit 122 performs driving control of various
displays formed by seven segment LEDs (a during-bonus information display 33,
a credit display 34, and a payout display 35).
A lamp driving circuit 116 performs lighting control of various displays
formed by lamps (a REPLAY lamp 30, a WAIT lamp 31, a WIN lamp 32, and a
START lamp 36).
Other effect display means comprises the reel liquid crystal display
device 21, the electronic shutter 22; and the reel backlight. The effect display
means is under driving control by the sub-control circuit 201.
Main input signal generation means for generating input signals
necessary for the microcomputer 102 to generate control signals for the
respective driving circuits are the start lever 13, the 1-BET switch 8, the 2-BET
switch 9, the MAX-BET switch 10, the C/P switch 12, an inserted-coin sensor
117, a reel stop signal circuit 118, a reel index detection circuit 115, and a
payout detection circuit 119. These circuits are also connected to the CPU
103 via the I/O port 110.
The start lever 13 detects a start operation by the player. The
inserted-coin sensor 117 detects a coin which has passed through a selector for
excluding deformed coins from among coins inserted from the coin insertion slot
11. The reel stop signal circuit 118 detects whether each of the stop buttons
15L, 15C, and 15R has been operated, and generates a stop signal. The reel
index detection circuit 115 receives a signal from any of rotational reference
position detection switches incorporated in the respective stepping motors 112L,
112C, and 112R, and supplies a symbol position reset signal to the CPU 103.
The payout detection circuit 119 receives a signal from a coin detector 120
incorporated in the hopper 114, and supplies a number-of-payout-coins signal
to the CPU 103.
The following description refers to how each of these driving circuits is
controlled in the flow of a series of game processes. First of all, after the
power source switch of the slot machine 1 has been turned on, the random
number generator 108 continues to generate random numbers which belong to
a predetermined numerical range. If the insertion of coins by the player is
detected by the inserted-coin sensor 117 or the coins or equivalents are
credited, the reel liquid crystal display device 21 displays an activated line
corresponding to the number of betted coins in response to a bet operation of
the 1-BET switch 8, the 2-BET switch 9, or the MAX-BET switch 10. The bet
operation is as shown in the magnified view in Figs. 7A, 7B, and 7C. A
one-bet operation makes a center line L1 an activated pay line (hereinafter
abbreviated as an "activated line"), a two-bet operation makes, in addition to the
center line L1, a top line L2A and a bottom line L2B activated lines, and a
three-bet operation makes a cross or diagonal lines L3A and L3B activated lines
in addition to the center line L1, the top line L2A, and the bottom line L2B.
Then, the sampling circuit 109 samples the random numbers at the
timing when the start lever 13 detects the operation of the player to start a game.
Then, the CPU 103 collates the sampled random number with the winning
probability table stored in the ROM 104, and if the player hits a winning
combination, the CPU 103 sets a winning flag corresponding to the winning
combination. This software lottery process is hereinafter referred to as
"probability lottery process", and the details thereof will be described later.
Then, the CPU 103 supplies driving pulses to each of the stepping
motors 112L, 112C, and 112R through the motor driving circuit 111, whereby
each of the reels 24L, 24C, and 24R starts rotating. The CPU 103 monitors
the driving pulses that are being supplied, and updates a pulse counter
reserved in the RAM 105. Then, the CPU 103 monitors the value of this pulse
counter, and when the pulse counter reaches a predetermined value, the CPU
103 determines that each of the reels 24L, 24C, and 24R has moved by one
symbol (also called one frame), and adds one to a symbol counter reserved in
the RAM 105.
For example, if a reel using a stepping motor which makes one rotation
with four hundred pulses has twenty-one symbols arranged on its
circumferential surface, the reel moves by one symbol (or one frame) for a
period of about nineteen pulses. When the value of the pulse counter reaches
nineteen pulses, the CPU 103 determines that the reel has moved by one
symbol, and adds one to the symbol counter.
In the meantime, when the reference point of each of the symbols of
any of the reels 24L, 24C, and 24R passes through the center line L1 shown in
Figs. 7A-C, the corresponding one of the reels 24L, 24C, and 24R generates an
index detection signal, and a reset pulse is input to the CPU 103 via the reel
index detection circuit 115. The CPU 103 which has detected the input of the
reset pulse clears the symbol counter that has been incremented in the RAM
105, thereby ensuring matching between the position of a symbol grasped by
software and the position of a symbol actually displayed.
After the reels 24L, 24C, and 24R have started rotating, when a
predetermined period of time elapses such that the reels 24L, 24C, and 24R
reach their constant-rotating speed, the operations of the respective stop
buttons 15L, 15C, and 15R are activated. When the player performs a stop
operation, a reel stop signal is input to the CPU 103 via the reel stop signal
circuit 118 and software processing such as selection of a stop position is
performed by the CPU 103. After that, a stop pulse is supplied to the
corresponding one of the stepping motors 112L, 112C, and 112R via the motor
driving circuit 111, whereby the corresponding one of the reels 24L, 24C, and
24R is controlled to come to a stop.
During the stop control of each of the reels 24L, 24C, and 24R, when
the CPU 103 receives a stop signal from the reel stop signal circuit 118, the
CPU 103 stores the code number of a symbol located on the center line L1 into
a predetermined area of the RAM 105 as a stop operation position, and makes
reference to the stop table on which stop operation positions are associated
with symbols to be stopped and displayed on the center line L1. Then, the
CPU 103 stores a symbol stop position corresponding to the stop operation
position into a predetermined area of the RAM 105 and calculates how many
pulses (or how many frames) remain to be supplied until an objective symbol
can be stopped and displayed, and after having supplied the calculated number
of pulses, the CPU 103 performs stop-control (i.e., control for stopping the reel
as scheduled).
When all of the reels 24L, 24C, and 24R come to a stop, the CPU 103
performs winning retrieval. In the winning retrieval, first, the CPU 103 collates
a symbol table stored in the ROM 104 with the symbol stop positions stored in
the RAM 105 and grasps the stop state of the current game. The symbol table
is constructed to correspond to the symbol arrays drawn on the circumferences
of the respective reels 24L, 24C, and 24R. The symbol table includes code
numbers indicative of the order of symbols from a reference position and
symbol codes provided to correspond to the respective code numbers, and
serves as a software reel band. Then, as to each of the activated lines L1,
L2A, L2B, L3A, and L3B, the CPU 103 collates the stop state of the current
game with a winning symbol combination table stored in the ROM 104, and
determines whether the player has won. The winning symbol combination
table is a table in which winning symbol combinations and the number of coins
to be paid out for winning are stored in the state of corresponding to each other.
In the case where activated winning symbol combinations and the number of
payout coins are made different depending on individual game states, the CPU
103 performs such process by shifting these winning symbol combinations.
If the CPU 103 determines through the winning retrieval that the player
has won, the CPU 103 supplies a payout signal to the hopper driving circuit 113
to pay out a predetermined number of coins from the hopper 114. At this time,
the coin detector 120 counts the number of coins to be paid out from the hopper
114, and if the count of the coin detector 120 reaches a predetermined value,
the coin detector 120 stops supplying the driving signal to the hopper driving
circuit 113 so that the coin payout is stopped.
The block diagram of Fig. 4 represents the construction of the
sub-control circuit 201. The sub-control circuit 201 controls the various liquid
crystal display devices and peripheral devices responsible for effects, such as
the speakers 5L and 5R, on the basis of game information from the main control
circuit 101, and input signals from the touch panel 28.
This sub-control circuit 201 includes a sub-microcomputer 202 as its
main constituent element, and further includes an upper display panel image
control circuit 250, a reel display panel image control circuit 251, a lower display
panel image control circuit 252, the control circuits 250, 251, and 252
performing driving control of the respective liquid crystal display devices 26, 21,
and 27, a sound source IC 230 performing sound output control of the speakers
5L and 5R, a power amplifier 231 serving as an amplifier, a reel back lamp
control circuit 240, and an electronic shutter control circuit 270 performing
opening/closing control of the reel display panel section 7. These control
circuits are formed on a printed circuit board separate from that of the main
control circuit 101.
The sub-microcomputer 202 includes a sub-CPU 203, a sub-ROM 204
serving as storage means, and a sub-RAM 205. Although not shown in Fig. 5,
similarly to the main control circuit 101, the sub-control circuit 201 is provided
with a clock pulse generation circuit, a frequency divider, a random number
generator, and a sampling circuit. The sub-ROM 204 stores a communications
sequence program for enabling the sub-microcomputer 202 to communicate
with the main control circuit 101, an effect selecting table from which the
sub-microcomputer 202 is to select various effects on the basis of received
game information, a sound sequence program and the like. The sub-RAM 205
is utilized as a work area by the sub-microcomputer 202 while the
sub-microcomputer 202 is executing any of these control programs.
The sub-CPU 203 determines effects to be produced by individual effect
control circuits, on the basis of a command transmitted from the main control
circuit 101, and transmits determined contents to the respective effect control
circuits.
The reel back lamp control circuit 240 is used for effect display control
to display winning effects and advance notice of a winning flag.
The electronic shutter control circuit 270 controls the opening and
closing of the electronic shutter 22 disposed between the reel liquid crystal
display device 21 and the reels 24L, 24C, and 24R, by determining whether to
apply voltage to the electronic shutter 22. The electronic shutter control circuit
270 controls the electronic shutter 22 to close a necessary display area on the
basis of contents determined by the sub-microcomputer 202, thereby closing an
area which is specified to become invisible to the player (or opaque) on the
inside of the reel liquid crystal display device 21. For example, a game in the
ST which is a special game to notify the player of an appropriate stop order
according to a selected stop table, when the player operates the start lever 13,
the electronic shutter control circuit 270 performs the control of making visible
only a reel to be operated during the first stop operation and covering the other
reels, thereby causing the player to accurately recognize which reel is to be
operated during the first stop operation.
The image control circuit of the slot machine 1 includes a plurality of
control circuits for controlling the corresponding ones of the liquid crystal display
devices provided in the respective display panels, that is to say, the upper
display panel image control circuit 250, the reel display panel image control
circuit 251 and the lower display panel image control circuit 252. Fig. 5 is a
block diagram showing the reel display panel image control circuit 251 as one
example of the image control circuit. The reel display panel image control
circuit 251 performs display control of images to be displayed on the reel liquid
crystal display device 21, and includes an image control CPU 253, an image
control ROM 254, an image control RAM 255, an image ROM 257, a video
RAM 258, and an image control IC 256. The image control CPU 253 receives
a parameter determined by the sub-microcomputer 202, through an image
control circuit IN port 259, and determines contents to be displayed on the reel
liquid crystal display device 21, in accordance with an image control sequence
program stored in the image control ROM 254. The image control ROM 254
stores programs such as a receipt sequence program for receiving image effect
commands transmitted from the sub-microcomputer 202 and an image control
sequence program for controlling the image control IC 256. The image control
RAM 255 is used as a work area by the image control CPU 253 while the image
control CPU 253 is executing any of these image control programs.
The image control IC 256 forms an image according to the display
contents determined by the image control CPU 253, by making use of graphic
data stored in the image ROM 257, and temporarily stores the image in the
video RAM 258 and outputs the stored image to the reel liquid crystal display
device 21 via an image control circuit OUT port 260 at an appropriate timing,
thereby producing a display effect.
Fig. 6 is a front elevational view of the slot machine 1, particularly
showing the upper display panel 6, the reel display panel 7, and the lower
display panel 18. In this embodiment, a liquid crystal display device is
provided in any one of the display panels as a display device so that various
images are displayed according to the status of a game and/or a sponsor of the
game. The reel display panel 7 allows the symbols on the reels 24L, 24C, and
24R to become visible to the player through the reel liquid crystal display device
21 and the electronic shutter 22. When the reel liquid crystal display device 21
and the electronic shutter 22 are controlled to make the reel liquid crystal
display device 21 transparent, the reel symbols become visible to the player,
and when an image is displayed on the reel liquid crystal display device 21 or
the electronic shutter 22 is controlled to be closed, i.e., become opaque (or the
shutter 22 shields a view through the device 21), the reel symbols become
invisible.
The lower display panel 18 is provided with the lower liquid crystal
display device 27, and mainly displays the machine title of the slot machine 1
and a symbol based on the concept of the gaming machine. Fig. 6 shows the
machine title "DON-NAVI". Display control of these images is performed on
the basis of image data stored in the image ROM of the lower display panel
image control circuit 252 of the sub-control circuit 201. Accordingly, merely by
replacing the sub-control circuit 201 or the lower display panel image control
circuit 252 with other control circuits, it is possible to easily manufacture various
kinds of machines without the need to prepare different lower display panels for
the respective kinds of machines nor to attach new lower display panels in a
manufacturing process.
The upper display panel 6 is provided with the upper liquid crystal
display device 26, and mainly displays a payout table. In this embodiment, the
slot machine 1 is constructed so that the number of payout coins can be
modified by a predetermined input operation, and the contents of the payout
table are displayed in accordance with modified parameters. Details will be
described later.
Fig. 8 is a magnified view of the reels 24L, 24C and 24R. Reel bands
40L, 40C, and 40R of the respective reels 24L, 24C and 24R are made of a
semitransparent film material, and various symbols such as "cherry" symbols
and "7" symbols are printed on a surface of each of the reel bands 40L, 40C,
and 40R with an optically transmissive color ink, and the area except those
symbols is masked with an optically non-transmissive ink. Lamp housings 41 L,
41 C, and 41 R are respectively disposed behind the reel bands 40L, 40C, and
40R so that the emission of one of reel back lamps does not interfere with other
symbol areas. Reel back lamps 42L, 42C, and 42R are contained in the
compartments of the lamp housings 41 L, 41 C, and 41 R, respectively. The reel
back lamp control circuit 240 performs blinking control of the reel back lamps
42L, 42C, and 42R on the basis of parameters determined by the
sub-microcomputer 202. For example, the reel back lamps 42L, 42C, and 42R
opposed to symbols located on a pay line may be made to blink at the time of
coin payout, or different blinking modes may be prepared for different internal
winning combinations so that when a particular winning flag is set, the
corresponding effect can be displayed to suggest which winning symbol the
player should aim at.
Figs. 9A, 9B, and 9C are developed plan views of the reel bands 40L,
40C, and 40R, respectively. Each of the reel bands 40L, 40C and 40R is
provided with twenty-one symbols, and the respective symbols are assigned
symbol numbers 1 to 21 and are stored in the ROM 104 as the symbol table.
Symbol arrays 40L', 40C', and 40R' are displayed while being moved in the
order of the symbol numbers (from bottom to top) during the rotational driving of
the respectively reels 24L, 24C, and 24R.
Fig. 10 is a view of the payout table showing the numbers of payout
coins for winning symbol combinations (winning combinations) in each game
state.
Internal winning, winning, and game states will be described below.
The internal winning is a state in which, during the above-described probability
lottery processing, a sampled random number is collated with the winning
probability table so that the winning is determined and a winning flag of the
corresponding winning combination is set.
Winning flags are basically assigned to all winning combinations, and
are classified into two groups of winning combinations in terms of their
characteristics. The first group includes winning combinations called small
winning combinations, each of which allows a winning flag to be valid only in a
game where the winning flag has been set, but does not allow the winning flag
to be carried over into the next game and pays out a comparatively small
number of coins. The second group includes winning combinations called
bonus combinations, each of which allows a winning flag to be valid not only in
a game where the winning flag has been set, but also to be carried over into a
game where winning occurs and increases the internal lottery probability of a
winning combination to pay out a large number of coins called a big bonus (BB)
or a regular bonus (RB).
Examples of such small winning combinations are a "cherry" winning
combination which allows the player to win whenever a particular symbol comes
to a stop on an activated line of the left reel, as well as a "bell" winning
combination and a "watermelon" winning combination either of which allows the
player to win when three particular symbols come to a stop and are lined up on
an activated line. Examples of the bonus combinations are a big bonus (BB)
and a regular bonus (RB). The regular bonus (RB) occurs when, for example,
three "BAR" symbols line up on an activated pay line in the form of
"BAR-BAR-BAR", and first pays out fifteen coins. The player can play a
one-coin-bet-bonus game (called a "JAC game" or a "combination game")
twelve times, or eight times until winning occurs. The big bonus (BB) occurs
when, for example, three "red 7" symbols line up on an activated pay line in the
form of "red 7-red 7-red 7", and first pays out fifteen coins. The player can play
up to a maximum of thirty times the game called "BB-lasting general game," in
which the winning probability of a small winning combination or an RB is
increased, and can play an RB game during this period of time (while BB is
lasting) up to a maximum of three times. The RB winning during a general
game occurs when, for example, three "BAR" symbols line up in the form of
"BAR-BAR-BAR", whereas RB winning during the BB-lasting general game
occurs when three "replay" symbols line up in the form of "replay-replay-replay".
If the player wins the replay winning combination, coins are automatically
inserted by the same number as the number of coins inserted by the player, so
that the player can play the next game without inserting coins. A single bonus
(SB) occurs when, for example, three "sword 7" symbols line up on an activated
pay line in the form of "sword 7-sword 7-sword 7", and first pays out fifteen
coins. The player can play the JAC game once. This SB is entitled "bonus",
but disallows the carry-over of the winning flag and allows the winning flag to be
valid only in the current game, similarly to the small winning combinations.
Game states will be described below. The game states are classified
into three state groups according to the presence or absence of a winning flag
indicative of a bonus winning combination, that is to say, a general game state
in which internal winning does not yet occur as to any bonus combination, a
bonus internal winning state (also called a "bonus-internal-winning lasting
period" or a "bonus-internal-hit lasting period") in which although internal
winning has occurred in the probability lottery process, bonus winning symbols
do not yet line up on an activated line, so that winning does not yet occur, and a
bonus game state (also called a "bonus-activated period") in which the player
successfully lines up winning symbols on an activated line during a
bonus-internal-winning lasting period and plays a bonus game.
Furthermore, the bonus-internal-winning lasting period is divided into a
BB-internal-winning lasting period and an RB-internal-winning lasting period
according to the kind of bonuses. The bonus-activated period is also divided
into a BB-activated period and an RB-activated period.
In addition to the bonus winning combinations, there exist game states
which are advantageous to the player in that the player can get a large number
of coins.
For example, a particular state called a "concentration function" is
known. In this state, as probability tables of SB winning during the general
game, there are prepared a high probability table (with an SB internal lottery
probability of, for example, 1/2) and a low probability table (with an SB internal
lottery probability of, for example, 1/20). During the use of the low probability
table, a lottery for switching the low probability table to the high probability table
is carried out (generally called a "rush lottery"), whereas during the use of the
high probability table, a lottery for switching the high probability table to the low
probability table is carried out (generally called a "puncture lottery"), whereby
the number of payout coins gradually increases during the use of the high
probability table.
For example, a particular state called an "AT (assist time) function" is
known. In this state, a plurality of winning combinations which do not at all
occur at the same time are set (for example, there are provided winning
combinations of "bell-bell-red 7", "bell-bell-blue 7" and "bell-bell-white 7", and an
interval of four frames or more is provided between each of the "red 7", "blue 7"
and "white 7" symbols on the right reel). In a normal state, since the player is
not notified of the kind of internal winning combination, the player cannot know
which of the "7s" he/she should aim at, and theoretically can only win with a
probability of 1/3 after any internal lottery. In a state (called an "AT period")
which notifies the player of the kind of internal lottery, the player can know the
kind of "7" symbol which he/she should aim at, so that if the player accurately
carries out even the observation push, the player can theoretically win with a
probability of 100% after any internal winning combination, whereby the number
of payout coins increases gradually.
There is also a state called a "ST (super time) function". In this state, if
a predetermined stop order is not carried out on one internal winning
combination, stop-control which disables the lining up of a winning combination
of symbols is performed even if the winning combination gets the internal
winning and the player performs an accurate observation push operation. As
shown in Fig. 11, by way of example, as to the winning combinations "bell", six
kinds of stop order tables are prepared from "No. 1" to "No. 6", and a stop table
to be used is selected as by random number lottery when a "bell" symbol gets
the internal winning in the probability lottery process. For example, in the case
where the stop table "No. 3" is selected in the current game, the winning occurs
when the center stop button 15C is operated as the first stop operation, the left
stop button 15L as the second stop operation and the right stop button 15R as
the third stop operation. The other five kinds of stop orders are each
performed as a stop order which disables the lining up of "bell" symbols on an
activated line even if a "bell" symbol gets the internal winning.
In the normal state, since the player is not notified of this stop order, the
player theoretically can only win with a probability of 1/6 after the internal
winning, but a particular state called a "ST period" is known. In the ST period,
the player is notified of the kind of selected stop table, namely, the order of
buttons to be stopped, so that the player can theoretically win with a probability
of 100% after the internal winning and the number of payout coins increases
gradually. In this embodiment, even in the case of the same winning symbol
combination, the number of payout coins is made different for different game
states. For example, the "watermelon" winning combination pays out three
coins during the general game as well as during the bonus-internal-winning
lasting period, but pays out fifteen coins during the BB-lasting general game.
The "replay-replay-replay" combination serves as a replay winning symbol
combination during the general game and during the bonus-internal-winning
lasting period, but becomes the RB winning symbol combination during the
BB-lasting general game. In the JAC game, the "replay-replay-replay"
combination becomes the bonus winning symbol combination which pays out
fifteen coins.
In this embodiment, in addition to the bonus winning combinations, the
above-described "ST function" is adopted as a state advantageous to the player,
and the ST game (or the game in the ST) is activated when a predetermined
condition is satisfied during the general game. Specifically, when the SB
winning combination or the "bell" winning combination gets the internal winning,
the player is notified of information about the stop order necessary to line up the
winning symbols. Accordingly, when the SB winning combination or the "bell"
winning combination gets the internal winning during the period of this special
state, the player can positively generate winning without causing unexpected
loss, by operating the stop buttons in accordance with the notified stop order.
In this embodiment, on the basis of the payout table of Fig. 10, the number of
coins to be paid out on the same winning combination can be modified by a
predetermined input operation.
Fig. 12 shows the winning probability table used for the
above-described probability lottery process. The random number is extracted
from the range of "0" to "16383", and when the random number belongs to a
winning range determined for any of the winning combinations, the
corresponding winning combination is made an internal winning combination.
For example, if the random number extracted in the current game is "10000",
the random number belongs to the winning range of the "bell" winning
combination: "2299" to "11024", so that the "bell" winning combination is made
an internal winning combination. If the random number extracted in the current
game is "15000", the random number belongs to the blank range of "13669" to
"16383", so that none of the winning combinations becomes an internal winning
combination and the random number is determined as a blank.
Fig. 13 shows a table of game information commands to be transmitted
from the main control circuit 101. In this embodiment, the main control circuit
101 responsible for control of winning determination, coin payout and the like
and the sub-control circuit 201 responsible for control of the reel liquid crystal
display device 21 and the speakers 5L and 5R are mounted on separate boards.
Both boards are connected to each other by a straight cable so that necessary
information is successively transmitted, because effect control to be processed
by the sub-control circuit 201 needs the internal winning state of a winning
combination processed by the main control circuit 101 and game information
about the stop states of the respective reels. Commands to be transmitted
from the main control circuit 101 include a "start command" which is transmitted
when the start lever 13 is operated by the player, a "reel stop command" which
is transmitted when any of the stop buttons 15L, 15C, and 15R is operated to
stop the corresponding rotating one of the reels 24L, 24C, and 24R, "one-game
end command" which is transmitted when one game comes to an end,
"parameter change demand command" to execute parameter change process
which enables the number of payout coins and an internal winning probability to
be modified when the power source of the slot machine 1 is turned on, a
"keyswitch-off command" which is transmitted when a keyswitch is turned off,
and an "initialization command" to cause the liquid crystal display devices to
display their initial images.
Figs. 14A to 14C are views showing various members which constitute
the reel display panel 7. Fig. 14A is a front view of the reel display panel,7.
The reel display panel 7 is a transparent acrylic plate to which the touch panel
28 is stuck, and serves as a protection cover against physical impact from the
outside. Fig. 14B is a front view of the picture sheet 20. The picture sheet 20
has various symbols printed on a transparent film material with a
semitransparent ink (or optically transmissive ink), and in this embodiment, a
symbol of a tree is printed on the left side of the sheet 20. Fig. 14C is a front
view of the electronic shutter 22. The electronic shutter 22 is made of liquid
crystal film, and is switched between its transparent and opaque states
according to the state of application of voltage to the electronic shutter 22. On
the right side of the electronic shutter 22, a display area for displaying the lamp
parts and the seven-segment display parts is held in a transparent state
irrespective of the presence or absence of the state of application of voltage,
whereby the display area is always visible to the player.
Fig. 15 is a magnified view of a display state in which the reel display
panel 7 is to be placed when the entire area of the electronic shutter 22 is in a
closed mode or an opaque state (when no voltage is applied to the electronic
shutter 22). This display state occurs when, for example, the power source of
the slot machine 1 is off, and the reels 24 are hidden by the electronic shutter
22 in the state of being invisible to or blocked from the player, whereas the
picture sheet 20 is visible to the player without being influenced by the state of
control of the electronic shutter 22, because the picture sheet 20 is provided in
front of the electronic shutter 22 (on the side where the player stands). The
various lamp displays and the seven-segment displays on the right side of the
reel display panel 7 are disposed on the inside of the electronic shutter 22 in the
cabinet of the slot machine 1, but are visible to the player because the
corresponding display area of the electronic shutter 22 is always in a
transparent state.
Figs. 16A to 16C are views showing effect screens appearing during the
game in the ST which is a special game state (an effect of a special game
mode). Fig. 16A is a view of one example of effect control during the ST game,
showing an effect screen which is displayed on the reel display panel 7 before
the first stop operation is performed in the case where a "bell" symbol gets the
internal winning in the current game and the stop table No. 5 shown in Fig. 11 is
selected. In this embodiment, in the effect control during the game in the ST,
the electronic shutter 22 is placed under transparent control only in a display
area in which a reel corresponding to a stop button to be operated is displayed,
and is placed under opaque control (or shielding control) in the other display
area, thereby suggesting an appropriate stop operation. Since the stop table
No. 5 indicates the right stop button 15R for the first stop operation, the
electronic shutter 22 is made opaque in the display area of the reel display
panel 7 except an area for display of the right reel 24R so that only the rotating
right reel 24R is visible to the player, thereby suggesting to the player that
he/she operate the right stop button 15R. The transparent control is to control
the electronic shutter 22 to allow the reel symbols disposed behind the
electronic shutter 22 to become visible, and as long as the reel symbols are
visible to the player, the electronic shutter 22 may also be placed into not a
completely transparent state but a semitransparent state, or into a colored state.
Similarly, the opaque state of the electronic shutter 22 includes not only a state
which completely blocks light, but also a somewhat semitransparent state which
does not allow the reel symbols behind to become visible.
Fig. 16B is a view showing an effect screen which is displayed on the
reel display panel 7 when the player operates the right stop button 15R during
the state shown in Fig. 16A. Since the first stop operation of the right stop
button 15R is a correct stop operation, the area for display of the right reel 24R
in which the rotating right reel 15R is in whole visible in Fig. 16A is set to make
only a "bell" symbol of an internal winning combination visible to the player,
while the other display area of the reel display panel 7 is opaquely covered by
the electronic shutter 22, thereby notifying the player that the first stop operation
of the right stop button 15R has been a correct stop operation. In addition, an
area for display of the left reel 24L that has been opaquely covered by the
electronic shutter 22 in Fig. 16A is placed in a transparent state where the
rotating left reel 24L is visible, thereby suggesting to the player that he/she
operate the left reel 24L.
Fig. 16C is a view showing an effect screen which is displayed on the
reel display panel 7 when the player operates the left stop button 15L during the
state shown in Fig. 16B. Since the second stop operation of the left stop
button 15L is a correct stop operation, the area for display of the left reel 24L in
which the rotating left reel 15L is in whole visible in Fig. 16B is set to make only
a "bell" symbol of the internal winning combination visible to the player, while
the other display area of the reel display panel 7 is opaquely shielded by the
electronic shutter 22, thereby notifying the player that the second stop operation
of the left stop button 15L has been a correct stop operation. In addition, an
area for display of the center reel 24C that has been opaquely covered by the
electronic shutter 22 in Fig. 16B is placed in a transparent state where the
rotating center reel 24C is visible, thereby suggesting to the player that he/she
operate the remaining center reel 24L.
Fig. 17A is a view of an effect screen which is displayed on the reel
display panel 7 when all the stop operations during the game in the ST are
correctly performed to generate the winning. In Fig. 17A, the electronic shutter
22 is placed under transparent control only in portions corresponding to the
"bell" symbols of the winning combination, whereby the "bell" symbols on the
reels 24 are visible, while the letters "GET" are displayed on the reel liquid
crystal display device 21 to notify the player that the "bell" symbols have won.
Fig. 17B is a view of an effect screen which is displayed on the reel
display panel 7 when a stop operation during the game in the ST is erroneously
performed to generate unexpected loss. For example, during the state shown
in Fig. 16B, when the player erroneously operates the center stop button 15C
instead of the left stop button 15L, the symbol "×" is displayed on a magnified
scale in the center of the display to notify the player that he/she has performed
an erroneous stop operation.
After the effect control executed as shown in each of Figs. 17A and 17B
has displayed the effect screen for a predetermined time, all the opaque areas
of the electronic shutter 22 are placed under transparent control as shown in Fig.
16C, so that the effect control in one game comes to an end.
Figs. 18A to 18C are views showing a preview notice effect screen
which is generated with a predetermined probability after all of the reels 24L,
24C, and 24R have stopped. The flow of a specific effect is as follows. First,
the rotating reels 24L, 24C, and 24R are displayed behind the reel display panel
7 (Fig. 18A). After that, all of the reels 24L, 24C, and 24R are stopped by the
stop operation of the player (Fig. 18B). After all of the reels 24L, 24C, and 24R
have come to a stop, the electronic shutter 22 is made in the opaque state, and
the reels 24L, 24C, and 24R which have been displayed are hidden behind the
electronic shutter 22 as shown in Fig. 18C.
Then, a preview notice effect based on the internal winning combination
in the current game is executed. The preview notice effect of this embodiment
adopts a method of representing the reliability of establishment of each of the
bonus winning combinations by determining to what extent the display positions
of "bell" symbols displayed on the reel liquid crystal display device 21 coincide
with the stop positions of "bell" symbols of the reels 24L, 24C, and 24R which
are displayed in stopped states. Fig. 21A shows a preview notice effect
generation table. The preview notice effect generation table is referred to by
the CPU 103 when the CPU 103 is to execute a lottery as to whether to execute
the preview notice effect, in the case where any of the BB, RB, watermelon, and
SB winning combinations gets the internal winning in the probability lottery
process. For example, in the case where a "watermelon" symbol gets internal
winning and an effect-selecting random number is "15" in the current game, the
corresponding advance notice effect is generated, but in the case where the
current internal winning combination is an "SB" winning combination, no preview
notice effect is generated, even if the effect-selecting random number is the
same as "15".
Fig. 21 B shows an effect type selection table. The effect type selection
table is referred to by the CPU 103 when the CPU 103 is to determine the
contents of an effect, in the case where generation of a preview notice effect is
determined through the preview notice effect generation table. The preview
notice effect is divided into effect types on the basis of the accuracy with which
the "bell" symbol stop positions on the reels 24L, 24C, and 24R are made to
coincide with the "bell" symbol stop positions displayed on the reel liquid crystal
display device 21, and as the accuracy of coincidence becomes higher, the
probability with which a bonus winning combination gets internal winning
becomes higher. For example, in the column of "bell display number" shown in
Fig. 21 B, "all" signifies that all the "bell" symbol display positions of both the
reels 24L, 24C, and 24R, and the reel liquid crystal display device 21 are
coincident with one another, and "appearance number-2" signifies that the "bell"
symbol display positions of both are uncoincident at a maximum of two
locations. For example, in the current game, if the internal winning
combination is "SB" and the effect-selecting random number is "118", an effect
corresponding to "appearance number-4" is selected. If, for example, only two
"bell" symbols are displayed on the reels 24L, 24C, and 24R in a stopped state,
an effect mode which causes all the "bell" symbol display positions to be
uncoincident is selected, while if, for example, five "bell" symbols are displayed,
four "bell" symbol display positions are displayed in an uncoincident state and
one "bell" symbol display position is displayed in a coincident state.
Figs. 19A and 19B are views showing specific examples of preview
notice effect modes. The example shown in Fig. 19A is displayed when any
number of "appearance number-2", "appearance number-3", "appearance
number-4" or "appearance number-5" is selected from the effect-type selection
table shown in Fig. 21 B with the reels 24L, 24C, and 24R stopped in the display
mode shown in Fig. 18B. In the reel stop mode shown in Fig. 18B, "bell"
symbols are respectively displayed in the center section of the center reel 24c
and in the top section of the right reel 24R among the reels 24L, 24C, and 24R,
but on the reel liquid crystal display device 21, "bell" symbols are respectively
displayed in the center-reel bottom section and in the right-reel center section.
Since the "bell" symbol display positions do not coincide between both, the
player can judge that a preview notice effect of low reliability has been
displayed.
The example shown in Fig. 19B is displayed when any number of
"appearance number-1" is selected from the effect-type selection table shown
in Fig. 21 B with the reels 24L, 24C and 24R stopped in the display mode shown
in Fig. 18B. Among the reels 24L, 24C, and 24R, "bell" symbols are
respectively displayed in the center section of the center reel 24C and in the top
section of the right reel 24R, while on the reel liquid crystal display device 21,
"bell" symbols are respectively displayed in the center-reel center section and in
the right-reel center section. The "bell" symbol display position on the right reel
24R does not coincide, but the "bell" symbol display position on the center reel
24C coincides, whereby the player can judge that an advance notice effect of
high reliability has been displayed.
Fig. 20 is a view showing a BR generation and BR continuation period
lottery table. Here, BR stands for battle rush, which is one of the special game
states. In this embodiment, whether to generate a BR, and a BR continuation
frequency, are determined by executing a lottery with a predetermined
probability in the case where a predetermined winning combination has got
internal winning. According to the table, the BR is generated with a probability
of 16/128 at the time of "watermelon" internal winning, with a probability of
11/128 at the time of two-cherry internal winning, or with a probability of 25/128
at the time of a blank combination.
Figs. 22A and 22B shows a support menu which permits a parlor clerk
to modify and select the payout performance of the slot machine 1. A support
menu screen is displayed when the keyswitch (not shown) provided in a power
source box inside the slot machine 1 is turned on and the power source of the
slot machine 1 is activated. The support menu includes three modes. Mode
1 is a mode for making modification of the number of payout coins for each
winning combination and modification of the internal winning probability of each
winning combination, and permits the parlor clerk to select arbitrary
performance on a payout performance setting screen which will be described
later. Mode 2 is a mode for making modification of the number of payout coins
for each winning combination and the generation probability of the ST game.
Mode 3 is a mode for making setting in six steps. The parlor clerk can select
each of the modes by touching the corresponding display area, and when the
parlor clerk selects "end" after the completion of setting, the slot machine 1
returns to its normal game state.
Fig. 22B is shows a password input screen which is displayed when
Mode 1 is selected. Mode 1 is a mode for modifying the payout performance
of the slot machine 1 by modifying the internal winning probability of each
winning combination and the number of payout coins on each winning
combination. Since variations in the payout performance directly relate to the
business of pachinko parlors, high security is necessary, so that Mode 1
requests the parlor clerk to input a password before allowing the parlor clerk to
proceed to a setting screen. The parlor clerk inputs a specified password
through alphabet input means using the touch panel 28 which is displayed in
the central portion of the screen on the bottom side thereof. After having input
the password, when the parlor clerk inputs an "end" command on the alphabet
input means, the slot machine 1 performs collation of the password, and if the
password is a correct input, the parlor clerk is allowed to proceed to the setting
screen. If the parlor clerk is to complete the current input work, the parlor clerk
returns to the support menu screen by selecting "return".
Figs. 23 to 25 are views showing payout performance setting screens.
In this embodiment, a plurality of payout performance setting screens are
prepared, and the payout performance setting screens differ from each other in
the number of payout coins for each winning combination and in the internal
winning probability of each winning combination. Fig. 23 is a view showing a
payout performance setting screen A which is displayed after a password has
been input on the password input screen. The setting screen A can be used to
set standard payout performance. The number of payout coins and the
internal winning probability for the general game state and those for the
BB-lasting general game state are set with respect to each of the winning
symbol combinations listed on the left side of the screen. For example, during
the general game state, the "watermelon" symbol has an internal winning
probability of 141/16384, and the number of coins to be paid out on the
"watermelon" winning combination is three. At the top center of the setting
screen A, a screen switching icon is displayed, and when the parlor clerk
touches the icon, the setting screen A is switched to the next screen. If the
parlor clerk desires to use the setting screen A, the parlor clerk touches a
"determination" icon at the bottom left of the setting screen A to decide to use
the setting screen A, and returns to the support menu screen shown in Fig. 22A.
Fig. 24 is a view showing a payout performance setting screen B. The
setting screen B is intended to enable the player to enjoy the general game
without losing coins in a short time, by increasing the number of payout coins
and the internal winning probability of each small winning combination during
the general game state (the internal winning probability and the number of
payout coins for the "watermelon" winning combination during the general game
state are respectively increased to 356/16384 and 15, and the internal winning
probability and the number of payout coins for the "bell" winning combination
during the general game state are respectively increased to 7688/16384 and 6).
Contrarily, the internal winning probability of the BB winning combination is set
to 38/16384 so that the total payout rate converges to a constant value.
Fig. 25 is a view showing a payout performance setting screen C. The
setting screen C is intended to enable the player to enjoy the general game
without losing coins in a short time, by increasing the internal winning probability
of the "bell" winning combination during the general game. Contrarily, the
number of times by which the player can try the RB game during the BB is
decreased from three to two so that the total payout rate converges to a
constant value.
In this manner, the parlor clerk can modify the game characteristics of
the slot machine 1 by selecting any of the plurality of kinds of payout
performance setting screens prepared in advance. Furthermore, the slot
machine 1 may also be constructed so that each data value of any of the payout
performance setting screens can be modified to enable fine adjustment of the
game characteristics.
Figs. 26A and 26B are views showing payout tables to be displayed on
the upper display panel 6. In this embodiment, as described above, the slot
machine 1 is constructed so that the number of payout coins and the internal
winning probability of each winning combination can be varied, and performs
control to display a payout table according to the parameters set by the parlor
clerk. Fig. 26A is a view showing a payout table to be displayed when setting
is performed with the contents of the payout performance setting screen A
shown in Fig. 23.
Fig. 26B is a view showing a payout table to be displayed when setting
is performed with the contents of the payout performance setting screen B
shown in Fig. 24. As compared with the payout table shown in Fig. 26A, in the
payout table shown in Fig. 26A, the number of coins to be paid out on the
"watermelon" winning combination during the general game is changed from
three to fifteen, and the number of coins to be paid out on the "cherry" winning
combination during the general game is changed from one to two.
The control operations of the main control circuit 101 and the CPU 103
will be described below with reference to the main process shown in Figs. 27 to
29.
First, the CPU 103 performs initializing process prior to the start of the
game (Step 501, which will be hereinafter abbreviated as "S501."). The
initializing process activates the above-described support menu screen and
executes modification of the number of payout coins and an internal winning
probability before the operation of the slot machine 1. Details will be described
later.
Then, the CPU 103 determines whether there is a request for automatic
insertion of coins, that is to say, whether a player won a "replay" winning
combination in the previous game (S502). If the answer is "YES", the CPU
103 performs automatic insertion of the requested number of coins (S503), and
proceeds to the process of (S505). If the answer to the question of S502 is
"NO", the CPU 103 determines (S504) whether a coin has been newly inserted,
that is to say, whether there is an input from the inserted-coin sensor 117 which
indicates that the player has inserted a coin into the coin insertion slot 11, or
there is an input which indicates that any of the BET switches 8, 9, and 10 has
been operated. If the answer is "YES", the CPU 103 proceeds to S505,
whereas if the answer is "NO", the CPU 103 continues to monitor input signals
until the BET operation is performed.
Then, the CPU 103 determines whether there is an input provided by
the operation of the start lever 13 (S505). If the answer is "YES", the CPU 103
proceeds to S506, whereas if the answer is "NO", the CPU 103 continues to
monitor input signals until the start lever 13 is operated.
Then, the CPU 103 performs probability lottery process (S506). In the
probability lottery process, first, the CPU 103 extracts a random number for a
lottery from the range of "0" to "16383" by using the random number generator
108 and the sampling circuit 109. Then, the CPU 103 determines, by using the
winning probability table (Fig. 12) in which winning random number ranges (or
winning ranges) are set according to game states and the number of inserted
coins, which of the winning ranges the extracted random number belongs to,
and determines the corresponding internal winning combination (or winning
flag).
Then, the CPU 103 executes WIN lamp lighting process (S507). The
WIN lamp lighting process is a process for determining, when any of the bonus
winning combinations gets the internal winning, whether the WIN lamp 32 which
emits light with a constant probability is to be turned on, and causing a result of
the process.
Then, the CPU 103 transmits to the sub-control circuit 201 the game
information of the main control circuit 101 at the time of the start of the game
(S508). Commands to be transmitted include, as shown in the "start
command" column of the game information commands shown in Fig. 12, the
winning flag determined in the above-described probability lottery process, the
current game state, a stop table number determined according to the winning
flag, and the like.
Then, the CPU 103 determines whether a one-game monitor timer
which has been set in the previous game has counted for a specified time, for
example, 4.1 seconds (S509). If the answer is "YES", the CPU 103 sets a
one-game monitor timer for the next game (S511), whereas if the answer is
"NO", the CPU 103 waits for the remaining specified time (S510), and then sets
a one-game monitor timer for the next game (S511).
Then, the CPU 103 controls the motor driving circuit 111 and performs
the process of rotating the reels 24L, 24C, and 24R (reel rotation process)
(S512). The reel rotation process performs the process of accelerating the
reels 24L, 24C, and 24R which have been stopped, and after the reels 24L, 24C,
and 24R have reached a constant speed, performs the process of rotating the
reels 24L, 24C, and 24R at the constant speed. On condition that the reels
24L, 24C, and 24R has been reached at their constant-rotating speed, the CPU
103 activates the stop buttons 15L, 15C, and 15R to enable the operation of
stopping the reels 24L, 24C, and 24R.
Then, the CPU 103 determines whether any of the stop buttons 15L,
15C, and 15R has been operated (turned on), that is to say, the presence or
absence of a stop signal to be transmitted from the reel stop signal circuit 118
when any of the stop buttons 15L, 15C, and 15R has been operated by the
player (S513). If the answer is "YES", the CPU 103 proceeds to S515,
whereas if the answer is "NO", the CPU 103 proceeds to the process of S514.
In the process of S514, the CPU 103 determines whether the value of an
automatic stop timer is "0". The automatic stop is the process of automatically
performing control for stopping the reels 24L, 24C, and 24R when a
predetermined time (for example, 40 seconds) passes after the start of the
rotation of the reels 24L, 24C, and 24R, even if the stop buttons 15L, 15C, or
15R is not yet operated and the reels 24L, 24C, and 24R are still rotating. If
the answer to this decision is "YES", that is to say, the value of the automatic
stop timer is "0", the CPU 103 proceeds to S515 in order to automatically stop
the reels 24L, 24C, and 24R, whereas if the answer is "NO", the CPU 103
proceeds to the process of S513 in order to continue to monitor the acceptance
of stop operations.
In the process of S515, the CPU 103 performs "number-of-sliding-frames
determining process". In the "number-of-sliding-frames
determining process", the CPU 103 determines the number of sliding frames for
the one of the reels 24L, 24C, and 24R which corresponds to respectively
operated stop buttons 15L, 15C, and 15R. The term "number of sliding
frames" means the number of symbols (or frames) by which each of the reels
24L, 24C, and 24R, before it comes to a stop, is to be slid from a symbol
position (referred to as a "stop operation position") which is displayed in the
corresponding one of display windows 43L, 43C, and 43R when the
corresponding one of the stop buttons 15L, 15C, and 15R is operated (a
position where each of the reels 24L, 24C, and 24R actually comes to a stop is
referred to as a "stop position").
Then, the CPU 103 controls the motor driving circuit 111 so that the reel
corresponding to the operated stop button comes to a stop after having rotated
by the determined number of sliding frames (S516).
The CPU 103 transmits to the sub-control circuit 201 a "reel stop
command" indicating that the reel has come to a stop (S517). As shown in the
"reel stop command" column of the game information commands shown in Fig.
13, the reel top command transmits to the sub-control circuit 201 a stop order
status (which order does the current stop operation belong to?) and a stop reel
status (which reel has been operated and stopped?).
Then, the CPU 103 determines whether all of the reels 24L, 24C, and
24R have stopped. If the answer is "YES", the CPU 103 proceeds to S519,
whereas if the answer is "NO", this indicates that there remains a rotating reel,
and the CPU 103 proceeds to S513.
Then, the CPU 103 performs the winning retrieval process (S519). In
the winning retrieval process, the CPU 103 determines whether the stop mode
of the symbols indicates a valid winning, and if the stop mode indicates the valid
winning, the CPU 103 stores a winning flag indicative of the corresponding
winning combination in the RAM 105. Specifically, the CPU 103 makes such
determination by collating the code number of a symbol located on the center
line L1 with the winning symbol combination table stored in the ROM 104.
Then, the CPU 103 collates the winning flag with a lucky flag and
determines whether the current winning is normal (S520). If the answer is
"NO", the CPU 103 provides display of illegal error and cancels the execution of
the game program. If the answer to the decision of S520 is "YES", the CPU
103 performs payout of the number of coins that corresponds to the type of the
valid winning combination and the game state (S522).
Then, if the game state is to change after the current game comes to an
end, the CPU 103 performs the corresponding transition process (S523) for
updating the game situation. The transition process is performed, for
example, in cases where the last winning of a bonus game occurs, where a
bonus of the current game gets the internal winning, and where symbols such
as "7-7-7" stop on the activated line and a bonus game starts.
Then, the CPU 103 transmits the type of the valid winning combination,
the game state and the like to the sub-control circuit 201 as "one-game end
commands" which are shown in the game information command table of Fig. 13
(S524).
Fig. 30 is a flowchart showing the initializing process. First, the CPU
103 clears all the data in the RAM 105 (S530), and determines whether the
keyswitch is on (S531). The keyswitch is a switch for selecting whether to
execute parameter change process for making modification of the number of
payout coins and modification of an internal winning probability. If the power
source is activated with the keyswitch on, the CPU 103 allows the parameter
change process to be executed by the sub-control circuit 201, whereas if the
power source is activated with the keyswitch off, the CPU 103 does not allow
the execution of the parameter change process, and performs initialization for
starting the game. Accordingly, if the answer to the process of S531 is "YES",
the CPU 103 transmits a parameter update demand command to the
sub-control circuit 201 to cause it to execute the parameter change process
(S532). Then, the CPU 103 determines whether the keyswitch has been
turned off (S533), and if the answer is "NO", the CPU 103 transmits an
initialization command (S537), and returns to the main process. If the answer
is "YES", the CPU 103 transmits a keyswitch-off command to the sub-control
circuit 201 to cause it to end the parameter change process (S534), whereas if
the answer is "NO", the CPU 103 skips S534. Then, the CPU 103 determines
whether a parameter change completion command indicating that the
parameter change process by the sub-control circuit 201 has come to an end
has been received (S535). If the answer is "YES", the CPU 103 executes
rewrite process as to the number of payout coins or a winning probability on the
basis of the contents of the received command (S536), and transmits an
initializing command (S537) and returns to the main flow. If the answer is "NO",
this indicates that the sub-control circuit 201 is still updating, so that the CPU
103 monitors the state of reception of the command in S535.
The control operation of the sub-CPU 203 of the sub-control circuit 201
will be described below.
Fig. 31 is a flowchart showing interrupt process. The interrupt process
is executed as interrupt process every three microseconds by the sub-CPU 203,
and the sub-CPU 203 stores a command transmitted from the main control
circuit 101 into the sub-RAM 205.
First, the sub-CPU 203 checks an input buffer (S600), and determines
whether the input buffer has an input signal (S601). If the answer is "NO", the
sub-CPU 203 directly ends the interrupt process. If the answer is "YES", the
sub-CPU 203 turns on a reception flag (S602) and sets the contents of the
received command to the sub-RAM 205 (S603), and brings the interrupt
process to an end. Then, the sub-CPU 203 checks the received command
and determines whether the received command is an initialization command
(S604). If the answer is "YES", the sub-CPU 203 checks applied payout
performance settings and image data based thereon (S605) and causes the
respective liquid crystal display devices to display images (S606), and brings
the interrupt process to an end. If the answer is "NO", the sub-CPU 203
directly brings the interrupt process to an end.
Fig. 32 is a flowchart showing the main process of the sub-control circuit
201. First, the sub-CPU 203 checks the reception flag of the sub-RAM 205,
and determines whether a parameter change demand command has been
transmitted from the main control circuit 101 (S620), and if the answer is "YES",
the sub-CPU 203 executes parameter change process (S621) and proceeds to
S622. If the answer is "NO", the sub-CPU 203 skips S621. The parameter
change process can modify the number of payout coins and a winning
probability. Details will be described later.
Then, the sub-CPU 203 determines whether the sub-control circuit 201
has received a start command (S622), and if the answer is "NO", the sub-CPU
203 skips S623 to S624, whereas if the answer is "YES", the sub-CPU 203
executes effect control process for the starting period of the main process
(S622). The effect control process for the starting period performs BR control
process in the case where an RB is occurring. Details will be described later.
Then, the sub-CPU 203 determines whether the sub-control circuit 201
has received a reel stop command (S624), and if the answer is "NO", the
sub-CPU 203 skips S625 to S626, whereas if the answer is "YES", the sub-CPU
203 executes effect control process for a reel stopping period (S625). The
effect control process for a reel stopping period notifies the player of stop order
during BR generation lottery process or a BR, and provides an effect
corresponding to the degree of matching between notified contents and an
actual stop operation. Details will be described later.
Then, the sub-CPU 203 determines whether the sub-control circuit 201
has received a one-game end command (S626), and if the answer is "NO", the
sub-CPU 203 skips S627 and returns to the process of S620, and repeatedly
performs the same process. If the answer is "YES", the sub-CPU 203
executes effect control process for a one-game end period (S627). The effect
control process for a one-game end period executes preview notice effect
process, and updating process on a BR continuation period in the case where a
BR is occurring. Details will be described later.
After the S627 has come to an end, the sub-CPU 203 returns to S620
and repeatedly performs the same process. In this manner, on the basis of
each of the commands transmitted from the main control circuit 101, the main
process of the sub-control circuit 201 repeatedly performs a process which
branches to the corresponding effect process.
Fig. 33 is a flowchart showing the parameter change process. First,
the CPU 103 displays the support menu screen shown in Fig. 22A (S540).
The support menu makes it possible to select any one from the three modes.
The sub-CPU 203 determines whether Mode 1 has been selected (S541), and if
the answer is "YES", the sub-CPU 203 executes payout/probability modifying
process (S542) and proceeds to S547. If the answer is "NO", then the
sub-CPU 203 determines whether Mode 2 has been selected (S543). If the
answer is "YES", the sub-CPU 203 executes ST generation probability
modifying process (S544), and proceeds to S547. If the answer is "NO", then
the sub-CPU 203 determines whether Mode 3 has been selected (S545), and if
the answer is "YES", the sub-CPU 203 executes setting modifying process and
proceeds to S547. If the answer is "NO", the sub-CPU 203 does not execute
any of the modes, and proceeds to S547.
Then, the sub-CPU 203 determines whether the keyswitch has been
turned off, namely, whether the sub-control circuit 201 has received a
keyswitch-off command transmitted from the main control circuit 101 (S547). If
the answer is "YES", the sub-CPU 203 transmits the current stored
number-of-payout-coins data and probability data to the main control circuit 101
as a parameter change completion command (S548), and brings the support
menu to an end and returns to the initializing process. If the answer is "NO",
the sub-CPU 203 returns to S540, and repeats the same process until an input
to select any of the modes or an input to operate the keyswitch has been
provided.
Fig. 35 is a flowchart showing the payout/probability modifying process.
First, the CPU 103 displays the password input screen shown in Fig. 22B
(S550). Then, the CPU 103 determines whether character inputs have been
provided through a pseudo-keyboard displayed on the screen (S551), and if the
answer is "YES", the CPU 103 displays the input characters in the input
character display shown in Fig. 22B (the input letters are displayed in an
asterisk form) (S552), and returns to S551. If the answer is "NO", then the
CPU 103 determines whether the key "correction" displayed at the bottom right
of the pseudo-keyboard has been operated (S553). If the answer is "YES", the
CPU 103 deletes the previous input characters (S554), and returns to S551.
If the answer to the question of S553 is "NO", then the CPU 103
determines whether the key "end" displayed at the bottom right of the
pseudo-keyboard has been operated (S555). If the answer is "YES", then the
CPU 103 determines whether the password input and defined is a correct
password (S556). If the answer is "YES", then the CPU 103 executes input
process (S557). If the answer to the question of S556 is "NO", this indicates
that an incorrect password has been input, so that the CPU 103 provides
display to the effect that the password is inappropriate (S559), and returns to
S550 to make a request to input a password again.
If the answer to the question of S555 is "NO", then the CPU 103
determines whether the key "return" displayed at the bottom right of the
password input screen shown in Fig. 22B has been operated (S558). If the
answer is "YES", the CPU 103 returns to S540 which is the start step of the
parameter change process. If the answer is "NO", the CPU 103 returns to
S550.
Fig. 37 is a flowchart showing the input process. First, the CPU 103
displays the payout setting screen A of Fig. 23 as an initial setting screen
(S560). Then, the CPU 103 determines whether the screen switching button
displayed at the top center of the payout performance setting screen has been
operated (S561), and if the answer is "YES", the CPU 103 displays a payout
performance setting screen corresponding to the input operation (S562) and
returns to S561. If the answer is "NO", then the CPU 103 determines whether
the "determination" button displayed at the left bottom of the payout
performance setting screen has been operated (S563). If the answer is "YES",
the CPU 103 stores and saves the payout performance which is currently
displayed (S564), and returns to the payout/probability modifying process. If
the answer is "NO", the CPU 103 returns to S561 and waits for the next input.
Fig. 38 is a flowchart showing the effect control process at the start.
First, the CPU 203 performs the BR generation lottery process (S660). The
BR generation lottery process is a process for determining whether to generate
a battle rush which is a special game. Details will be described later. Then,
the sub-CPU 203 performs BR execution process (S680). The BR execution
process performs notification of a stop order during the BR. Details will be
described later.
Fig. 39 is a flowchart showing the BR generation lottery process. First,
the sub-CPU 203 checks the BR flag stored in the sub-RAM 205, and
determines whether a GR game is being played (S661). If the answer is "YES",
the sub-CPU 203 directly returns to the effect control process at start. If the
answer is "NO", the sub-CPU 203 refers to the BR generation and BR
continuation period lottery table shown in Fig. 20 and determines whether any
of the BR continuation periods has been won (S662 and S663). If the answer
is "NO" (blank), the sub-CPU 203 returns to the effect control process at the
start. If the answer is "YES", the sub-CPU 203 turns on the BR flag of the
sub-RAM 205, sets a continuation period which has won any of the BR
continuation periods (S664), executes a BR generation effect (S665), and
returns to the effect control process for the start period.
Fig. 40 is a flowchart showing the BR execution process. First, the
sub-CPU 203 check the BR flag and the BR withdrawal flag of the sub-RAM
205 and determines whether a BR is being played or a bonus occurs during a
BR and the BR is temporarily suspended (S681). If the answer is "NO", this
indicates that a BR is not being played, so that the sub-CPU 203 returns to the
effect control process at the start. If the answer is "YES", then the sub-CPU
203 checks the reception flag of the sub-RAM 205, and determines whether the
bonus winning combination has got the internal winning (S682). If the answer
is "YES", the sub-CPU 203 turns off the BR flag of the sub-RAM 205 to suspend
the BR and turns on the BR withdrawal flag of the same to allow the player to
enjoy the bonus game (S683), and returns to the effect control process at start.
If the answer to the question of S682 is "NO", then the sub-CPU 203
turns off the BR withdrawal flag of the sub-RAM 205 and turns on the BR flag of
the same to restart the BR during BR withdrawal (S684). Then, to check
whether all the BR continuation period has been consumed, the sub-CPU 203
checks the BR continuation period of the sub-RAM 205 and determines whether
the BR continuation period has reached "0" (S685). If the answer is "YES", this
indicates that the BR has come to an end, so that the sub-CPU 203 turns off the
BR flag (S686) and returns to the effect control process for the start period.
If the answer is "NO", this indicates that a specified number of BR
games have not yet been played, and the sub-CPU 203 checks the reception
flag of the sub-RAM 205 and determines whether a "bell" or "SB" winning
combination has got internal winning in the current game (S687). If the answer
is "YES", the sub-CPU 203 refers to the kind of selected stop table stored in the
reception flag of the sub-RAM 205 and notifies an appropriate stop order (S688),
and returns to the effect control process for the start period. If the answer is
"NO", the sub-CPU 203 notifies nothing and returns to the effect control process
at the start.
Then, effect control process to be executed when the stop buttons 15L,
15C, and 15R are operated during the BR will be described below. Fig. 41 is a
flowchart showing the effect control process to be executed during the stop
period of the reels. First, the sub-CPU 203 checks the BR flag of the sub-RAM
205 and determines whether the BR is being played (S700), and if the answer is
"NO", the sub-CPU 203 directly returns to the main process of the sub-CPU 203.
If the answer is "YES", then the sub-CPU 203 checks the stop command of the
reception flag of the sub-RAM 205 and collates stop order data and stop reel
data with data of a table number used, and determines whether the current stop
operation conforms to a correct press order specified in the stop table (S701).
If the answer is "YES", the sub-CPU 203 provides display to the effect that the
stop operation has been performed in a correct press order (S702). If the
answer is "NO", the sub-CPU 203 provides display to the effect that the stop
operation has been performed in an incorrect press order (S703), and returns to
the main flow of the sub-CPU 203.
The effect control process to be executed after all the reels have
stopped will be described below. Fig. 42 is a flowchart showing effect control
process to be executed at the end of one game. First, the sub-CPU 203
executes preview notice generation process for determining whether to
generate an advance notice effect for an internal winning combination (S720),
and if the current game status is a BR, the sub-CPU 203 executes parameter
updating process for updating associated parameters (S740). Then, if
generation of-the preview notice is determined in the preview notice generation
process, the sub-CPU 203 executes effect process (S760), and returns to the
main process of the sub-CPU 203.
Fig. 43 is a flowchart showing the preview notice generation process.
First, the sub-CPU 203 checks the reception flag of the sub-RAM 205, and
determines whether the current game state is the general game (S721). If the
answer is "YES", the sub-CPU 203 refers to the preview notice generation table
shown in Fig. 21A and executes a preview notice generation lottery (S722), and
then determines whether the lottery has been won (S723). If the answer is
"YES", the sub-CPU 203 refers to the effect type selection table shown in Fig.
21 B and executes effect mode determining process for determining the mode of
the preview effect (S724), and returns to the effect control process to be
executed at the end of one game. If the answer is "NO", the sub-CPU 203
directly returns to the effect control process to be executed at the end of one
game.
Fig. 44 is a flowchart showing the parameter updating process. First,
the sub-CPU 203 checks a one-game end command of the reception flag stored
in the sub-RAM 205, and determines whether the current game state is a bonus
game (S741), and if the answer is "YES", this indicated that the BR is not at all
being played, so that the sub-CPU 203 directly returns to the effect control
process to be executed at the end of one game. If the answer is "NO", then
the sub-CPU 203 checks the BR flag stored in the sub-RAM 205, and
determines whether the BR is being played (S742). If the answer is "NO", the
sub-CPU 203 directly returns to the effect control process to be executed at the
end of one game. If the answer is "YES", the sub-CPU 203 decrements a BR
continuation period counter of the sub-RAM 205 (S743), and returns to the
effect control process to be executed at the end of one game.
In the description of this embodiment, reference has been made to the
game in the ST as a status advantageous to the player, but the
above-described AT may also be used. As another status advantageous to
the player, a winning flag for a particular winning combination may also be set,
or the internal winning probability of the winning combination may also be
increased.
The present invention can be similarly applied to not only slot machines
such as the above-described embodiment but also pachinko machines having
display devices, and arcade gaming machines having the same, and further to
domestic games which execute the above-described functions in an emulating
manner on software. In the foregoing, the sub-control circuit and the main
control circuit are separately installed. However, it should be understood that
the sub-control circuit may be included in the main control circuit or that the
main control circuit may have the functions the sub-control circuit is supposed to
have. Thus, the separate sub-control circuit may not have to be installed.
According to the above-described construction, it is possible to reduce
disadvantages such as dead stock and increased assembly steps which occur
when a physical acrylic plate and a symbol cell sheet are used, whereby it is
possible to provide gaming machines having superior cost performance.