Field of Technology
The present invention relates to a symbol combination gaming
machine such as a slot machine and a pachinko gaming machine
comprising variable display means for variably displaying various
symbols and a function to control the variable display to provide a player
with a benefit based on the result.
Description of Related Art
A slot machine can be cited as a typical example of this kind of
gaming machine. The slot machine has a plurality of rotating reels,
each of which has a plurality of symbols provided on a periphery thereof.
The slot machine is configured such that a predetermined amount of
coins or award is paid out if a combination of symbols coincide with a
predetermined combination, for example, if the same kind of symbols are
lined up along a straight line such that the combination is one of the
winning combinations when the rotating reels are stopped. In general,
various kinds of contingencies are often involved to win the game. The
gaming machine has gambling characteristics or is characterized by such
contingencies that a player may not be able to totally control his game
results with his skills.
In order to realize the "contingency," various methods have been
adopted. Recently, a control method called "pre-determination," in
which a software-based winning lottery is executed using a
microcomputer and the reels are then controlled to stop based on the
result of the lottery, is mainly adopted in slot machines. For example,
the slot machine described in Japanese Published Examined Patent
Application No. H7-2313 is a so-called pachi-slot gaming machine with
stop buttons. This pachi-slot gaming machine comprises random
number sampling means, which samples a random number based on a
start lever operation by the player, and a winning probability table,
which is divided into the respective random number ranges of "big hit,"
"mid hit," and "small hit" in accordance with the ranks of winning
combinations, and when a sampled random number falls within a
winning region of the winning probability table, the gaming machine
determines that the corresponding winning combination is won and sets
the hit (winning) flag of this winning combination. These winning flags
include the winning flag of the winning combination called the "small
winning combination," which is generated when matching predetermined
symbols (e.g., the "bell" or "cherry" symbol) line up along an activated
pay line and by which about ten coins are paid out, and the winning flag
of the winning combination called a "winning combination for a bonus
game," which is generated when matching predetermined symbols (e.g.,
"7" or "BAR" symbol) line up and by which a state, wherein a winning is
more easily generated than normal gaming states, is entered for a
predetermined number of times of gaming and the payout of about 100 to
400 coins can be received.
The state that the winning flag is established is the one called
"internal winning" in general. A related winning combination is just
allowed to be lined up along the pay line and no winning is generated
actually. In order to generate a winning, rotating winning symbols will
be controlled with a timing to stop them along a pay line (normally,
within four frames). This operation may be called "observation push."
The term, "observation push" refers to carrying out the stopping
operation by carefully observing each of the reels so as to get desirable
symbols along a pay line. If this operation timing is bad, the winning is
not generated though the internal winning is generated. This state is
called "missed winning."
This missed winning may be called failing observation push on the
whole and its causes may include several patterns. In a first pattern,
though the symbol to be aimed at is determined, a player fails to stop the
reels as he aimed because he cannot recognize the varying symbols. In a
second pattern, a plurality of winning combinations are internally won in
the current game but the player fails to stop the reels so as to win
because he cannot decide which symbol to be aimed at in performing the
stopping operation.
In the former case, the player can improve accuracy to some
degree by becoming skilled in the observation push technique. However,
in the latter case, the player must ascertain the internal winning state,
which cannot be seen from the outside, and improvement of the accuracy
of observation push is not possible no matter how skilled the player is in
the observation push.
Conversely, as long as the internal winning combination is
informed, it is possible to realize a gaming state which enables a large
number of coins to be paid out like in a bonus game although it is in a
normal gaming state. There are gaming machines having a function
called "Assist Time (AT)," which makes use of this gaming property
unique to the pachi-slot machine when predetermined conditions are
satisfied so that the establishment of internal winning and the kind of
the internal winning combination are notified for a predetermined period
of time to reduce the occurrence of missed winning, thereby realizing the
payout of a larger amount of coins than that in a normal gaming state in
which no notification is made. Though this state falls under the
category of "general gaming state," among the "gaming state" categories
to be described later, specifications can be arranged so that the actual
amount of coins paid out will be comparable to that in the bonus game.
There is also a function "Super Time (ST)," which changes the
amount of coins paid out based on whether winning of "internal winning
state" is established or not. When a rotating reel is controlled to stop by
the operation of a stop button by the player, a plurality of "stop tables"
for determining the number of frames slipped from the symbol position at
which the stop operation has been carried out are provided, a stop table
is selected by a random number lottery at every time when a winning
combination is won internally. Here, being won internally refers to
getting the internal winning. The stop control of the function is
arranged such that no winning is generated, even if buttons are so
pressed at the timing by the observation push that the reel should stop
on the activated pay line, unless a stop operation is carried out in the
order of the stop operation specified in the stop table. The function of
Super Time (ST) realizes a large number of coins comparable to the bonus
game as "AT function" mentioned above by assigning an "notified" state
of the type of the stop table selected and an "unnotified" state of that to
the selected stop table.
For example, if there are three stop buttons, one for stopping the
left reel, one for stopping the middle reel, and one for stopping the right
reel, the six kinds of operation orders of "left stop, middle stop, right
stop," "left stop, right stop, middle stop," "right stop, left stop, middle
stop," "middle stop, right stop, left stop," and "middle stop, left stop,
right stop" are prepared and arrangements are made so that winning is
not generated unless operation is performed exactly according to the
operation order in the stop table selected by the random number lottery.
Though the player plays the game wishing that such a special
gaming state will be generated, the probability that a special gaming
state will be generated is extremely low. Pachi-slot gaming machines
that are presently installed are thus equipped with various notification
effect functions for maintaining a player's expectation during a normal
gaming state. Notification effects include those that notify that a
winning combination or the above-described AT gaming or ST gaming
state has been won internally and those that notify that a state, in which
the lottery winning probability of such a special gaming state is high, has
been entered, and the notifications are made to the player by means of
modes of blinking of lamps provided at the left and right sides of a panel
display, images displayed on a liquid crystal display device, etc.
When Super Time (ST) game occurs, the order in which reels are
to be stopped (stop buttons are to be operated) is notified by back lamps
provided in the interior of the respective reels, lamps provided in
correspondence to the respective reels, or a liquid crystal display device,
dot display device, or other image display unit, an audio output
generated from a speaker, etc. For example, in the case where the
stopping order is notified by use of back lights, the back light of the reel
to be stopped is turned on and the other back lights of the other reels are
turned off to indicate the reel (stop button) that is to be subject to a
stopping operation.
And when the stopping operation is performed in accordance with
the indicated stopping order, the probability of generation of a specific
winning combination increases and the pay out of a large amount of coins
occurs within a short time. With a current gaming machine, when a
winning is generated, a notification is made wherein the winning
symbols are highlighted by the blinking of reel back lamps provided
behind the reels to enable a player to determine which winning symbols
are matched along which pay line.
However, since such an effect display device is obviously installed
at a position that differs from the positions at which the reels are
installed, constant shifting of the sight line is demanded in order to
check the display contents of the reels and the display contents of the
effect display device in accordance with the gaming conditions, thus
increasing the fatigue of the player.
Also, though there are gaming machines, with which various
image effects are executed by means of a liquid crystal panel or EL panel
that is positioned in front of the reels, the reel symbols at the back are
inevitably visible through the display panel and interfere with the image
effect, thus making it difficult to express images effectively.
An object of the present invention is to provide a gaming machine,
with which a large amount of coins are paid out by indication of an
operation method that is advantageous to the player, wherein the
contents of the indication are notified to the player clearly and the player
may play the game comfortably.
However, in a case where the means for notifying stopping order is
an image display unit or lamp, etc., since a player needs to perform the
reel stopping operation upon checking the indication contents displayed
by the image display unit or lamp and cannot avoid performing a sight
line movement from "display device" to "reel", fatigue may be increased
by playing in the Super Time (ST) gaming state.
Also, in the case of stopping order notification by audio means, the
notified contents may not be heard well due to game sound generated by
gaming machines in the surroundings, for example, when the bonus game
is occurring at an adjacent gaming machine.
In the case of stopping order notification by means of reel back
lights, though the sight line movement, difficulty of hearing an audio
output, etc., do not occur, it is difficult to recognize whether or not a back
light is lit in a case where the illumination of a parlor is comparatively
bright, etc.
However, since such an effect display device is obviously installed
at a position that differs from the positions at which the reels are
installed, constant shifting of the sight line is demanded in order to
check the display contents of the reels and the display contents of the
effect display device in accordance with the gaming conditions, thus
increasing the fatigue of a player.
Also, though there are gaming machines, with which various
image effects are executed by means of a liquid crystal panel or EL panel
that is positioned in front of the reels, the reel symbols at the back side
are inevitably visible through the display panel and interfere with the
image effect, thus making it difficult to express images effectively.
However, even if the winning symbols are illuminated from the
back side by reel back lamps, the other reel symbols do not disappear
from the field of view of a player, and in the case of a gaming hall with
relatively bright indoor illumination, it is difficult to distinguish
between winning symbols and other symbols and it thus cannot be said
that the symbols corresponding to a winning are being notified
effectively.
Also, during the ST gaming, since it is important to perform the
stopping operations in accordance with the appropriate stopping order
and there is not a strong need to perform observation push to stop
winning symbols along the pay line, the player tends not to pay much
attention to the reel stop mode and thus cannot readily recognize which
winning symbols are aligned along which pay line.
An object of the present invention is to provide a gaming machine,
which is rich in gaming effects and which at winning performs
highlighted display of the corresponding winning symbols to effectively
notify to the player which winning symbols are aligned along which pay
line.
Though obviously the player performs the stopping operations in
accordance with the notified stopping order, there are occasional cases
where a player erroneously performs the stopping operations in a
different order from the notified order and wastes the game that would
have resulted in the winning of the winning and the payout of coins.
A gaming machine has thus been proposed with which, when a
player performs an erroneous stopping operation, an image expressing
the occurrence of missed winning is displayed on a liquid crystal display
device or a sound that differs from the normal reel stopping sound is
emitted from a speaker to notify and bring attention to the player that an
erroneous operation has been performed.
However, since a player will still perform the stopping operations
while staring at the rotating reels, the player will not check the image
effect in many cases as this will require the movement of the sight line in
order to view the image on the liquid crystal display device, etc. The
player thus cannot understand that a winning was not generated because
he/she performed the wrong stopping operation.
An object of the present invention is to provide a gaming machine,
which, during the special gaming state, pays out a large amount of coins
by indicating an operation method that is advantageous to the player and
effectively notifies to the player whether or not an appropriate stopping
operation has been performed to enable the player to play the special
gaming state without fail.
Summary of the Invention
The gaming machine of the present invention comprises: variable
display means for variably displaying various symbols; lottery means for
executing a lottery of winning combinations; stop control means for
performing stop control of the abovementioned variable display;
shielding means for shielding, the shielding means being disposed in
front of the abovementioned variable display means; and shielding
control means for performing switch control between a state enabling a
player to visually recognize the symbols and a state disabling the player
from visually recognizing the symbols; and when winning symbols,
selected by the lottery, stop along an activated line, the shielding control
means shields other display regions than a display region of the winning
symbols.
According to the present invention, a gaming machine comprises:
variable display means for variably displaying a plurality of symbols;
lottery means for executing a lottery of winning combination; stop
control means for controlling and stopping the variable display; stop
control selection means for selecting the kind of control of the stop
control means in accordance with the result of the lottery; shielding
means which is disposed in front of the variable display means; and shielding control means for controlling the shielding means between in a
state enabling a player to visually recognize the symbols and in a state
disabling the player from visually recognizing the symbols in accordance
with the contents of selection by the stop control selection means. The
term, "kind of control" or "control kind," refers to selections of controlling.
Here, the stopping operation and the stop table may be included in the
selections.
The shielding control may be carried out in a manner such that
when as a result of the stopping operation by the player, a symbol of an
internally won winning combination exists among the reel symbols that
are stopped along a pay line, the region displaying the winning symbol is
set in a transmissive state and the regions displaying other symbols are
set in a shielding state.
With such an arrangement, since other reel symbols than the
winning symbols are hidden by an electronic shutter and only the
winning combination is put in visually recognizable states, it is clear at a
glance which winning combination has become established along which
pay line and the winning effect can thus be notified effectively to the
player.
The gaming machine further comprises special gaming control
means, which generates, based on a predetermined condition, a special
gaming state that is advantageous to the player, wherein the shielding
control means may activate the shielding means during the special
gaming state.
With an embodiment to be described later, the ST gaming, in
which an appropriate stopping order is indicated, will be referred to as a
special state that is advantageous to the player. When symbols of an
internally won winning combination exist in the reel symbols that are
stopped along a pay line during this ST gaming, regions displaying the
winning symbols may be set into a transmissive state and the other
regions may be set into a shielded state.
With such an arrangement, even during the ST gaming, in which
the attention of the player is directed just to the stopping order and the
concentration regarding which symbols are displayed in stopped states
tends to be interrupted, the winning symbols and the pay line can be
notified to the player effectively.
Furthermore, the shielding means may comprise an electronic
shutter.
With the embodiment to be described below, a liquid crystal film is
described as an example of an electronic shutter and the switching
between the transmissive and shielding states is executed by means of
voltage application states.
With such an arrangement, the switching between the
transmissive and shielding states can be performed instantaneously and
since the shielding regions can be controlled by software, finer effect
control is enabled.
The gaming machine of the present invention comprises: variable
display means for variably displaying various symbols; lottery means for
executing a lottery of winning combinations; stop control means for
performing stop control of the variable display; effect display means for
displaying effect images; shielding means, which is disposed in front of
the variable display means; and effect control means for controlling the
shielding means and the effect control means; and the effect control
means is switchable, based on a predetermined condition, between a first
control state that the shielding means is in a transmissive or a
semi-transparent state and the effect display means is controlled in a
state that the player is capable of visually recognizing the symbols, and a
second control state that the shielding means is in a shielding state and
the effect control means is controlled in a state that the player is
disabled from visually recognizing the symbols.
According to the present invention, an effect display comprising a
transparent liquid crystal is disposed in front of the reels, which may be
the variable display means, in which various forms of effect control are
performed. An electronic shutter comprising a liquid crystal film that
may be disposed between the reels and the effect display. Switch
control between the first control state that the display modes of the reels
at the back are visually recognizable by transmission through the effect
images, and the second control state that the display modes of the reels
at the back are made unable or difficult to be recognized visually due to
the electronic shutter is enabled by executing transmissive/shielding
control of the electronic shutter in accordance with the gaming states.
With such an arrangement, since an effect, which is displayed
with the electronic shutter being in the transmissive state, enables the
reel symbols at the back to be visually recognizable through regions at
which the effect is not displayed, an effect mode in which reel symbols
are mixed with an image effect can be expressed. With an effect
displayed with the electronic shutter in the shielding state, since an
extraneous background will not be visible and the electronic shutter
serves the role of a reflecting plate as well, an even clearer image effect
can be expressed.
Furthermore, according to the present invention, the shielding
control means may be arranged to control at least part of a panel display
in the first control state while the variable display means is performing
variable display and in the second control state when the variable
display is stopped.
In regard to the timing of control of the electronic shutter in the
embodiment to be described below, control in the first control state of the
transmissive state is performed while the reels, which are the variable
display means, are rotating so as not to hinder observation push, and
control in the second state of the shielding state is performed when the
rotations of the reels are stopped.
With such an arrangement, the troublesome situation, wherein
the electronic shutter is put in the shielding state even when the reels
are rotating and observation push of reel symbols is thereby disabled,
can be resolved to make the game more interesting.
With the embodiment to be described below, a liquid crystal film is
referred to as an example of an electronic shutter and the switching
between the transmissive and shielding states is executed by means of
voltage application states.
The gaming machine according to the present invention may
comprise: variable display means for variably displaying various
symbols; lottery means for executing a lottery of winning combinations;
stop control means for performing stop control of the variable display;
shielding means which is disposed in front of the variable display means;
and shielding control means for performing, in accordance with the
activation of the stop control means, switch control between a state
enabling the player to visually recognize the symbols and a state
disabling the player from visually recognizing the symbols.
With this invention, an electronic shutter, which may be composed
of a liquid crystal film, is disposed in front of the reels, and shielding of
reel regions is controlled in accordance with the game conditions. The
variable display means includes a variable display device, which may be
composed of one or more reels.
The shielding control may be executed in accordance with the stop
button operations by the player and effect control may be executed in
accordance with changes in the gaming state.
With such an arrangement, since it becomes possible to leave just
the display regions that are to be displayed to the player in a highlighted
manner and shield the other display regions in accordance with stop
button operations of the player, information that matches changes in the
gaming situation can be transmitted effectively without being influenced
by the installation positions of the display devices, the brightness of
lamps, etc.
Furthermore with the present invention, a special gaming control
means, which generates, based on a predetermined condition, a special
gaming state that is advantageous to the player, may be included, and
the shielding control means may activate the shielding means during the
special gaming state.
With an embodiment to be described below, the Super Time (ST)
gaming state, in which an appropriate stopping order is indicated, is
cited as a special state that is advantageous to the player, and in this
Super Time (ST) gaming state, the stopping order is indicated by putting
the electronic shutter in a transmissive state at the display area of a reel
that is to be stopped and in a shielding state at the display areas of the
other reels.
With such an arrangement, it becomes possible, in performing
stopping operations during the ST gaming, to play the ST gaming
without movement of the sight line from the image display unit, on which
the stopping order is displayed, to the reels. Since control is carried out
in accordance with the stopping operations by the player, the degree of
fatigue of the player will be reduced.
According to the present invention, there is provided a gaming
machine comprising: variable display means for variably displaying
various symbols; lottery means for executing a lottery of winning
combinations; stop control means for performing stop control of the
variable display; shielding means, which is disposed in front of the
variable display means; and shielding control means for performing, in
accordance with the activation of the stop control means, switch control
between a state enabling a player to visually recognize the symbols and a
state disabling the player from visually recognizing the symbols; the
shielding control means may perform switch control of putting at least
part of the shielding means in the shielding state under the condition
that all of the variable displays have stopped.
According to the present invention, an effect display which may
comprise a transparent liquid crystal is disposed in front of reels, which
are the variable display means, to perform various effect control. An
electronic shutter which may comprise a liquid crystal film is
furthermore disposed between the reels and the effect display.
Transmissive/shielding control of the electronic shutter is executed in
accordance with the gaming states to present clearer effect images. In
particular, by activating the electronic shutter across the entire display
panel and executing effect control after the stoppage of all reels, images
of greater impact can be presented.
With such an arrangement, since the electronic shutter is
activated in the state that all reels are stopped and since the electronic
shutter can thus be controlled to be in the shielding state across the
entire display panel without considering the hindering of observation
push, which can be a problem in electronic shutter control during
rotation of the reels, the execution of large and clear image effects may
be enabled.
Furthermore according to the present invention, the shielding
control means may be arranged to control at least part of a panel display
in the first control state while the variable display means is performing
variable display.
With such an arrangement, the troublesome situation, wherein
the electronic shutter is put in the shielding state even when the reels
are rotating and observation push of reel symbols is thereby disabled,
can be resolved to make the game more interesting.
According to the present invention, the gaming machine may
comprise: variable display means for variably displaying various
symbols; lottery means for executing a lottery of winning combinations;
stop control means for performing stop control of the variable display;
stop control selection means for selecting the kind of control of the stop
control means in reference to the results of the lottery; shielding means,
which is disposed in front of the variable display means; and shielding
control means for performing, in accordance with the contents of
selection by the stop control selection means, switch control of the
shielding means between a state enabling a player to visually recognize
the symbols and a state disabling the player from visually recognizing
the symbols; wherein the shielding control means may perform, in
accordance with the kind of stopping operation by the player, switch
control between a first shielding state that is executed when a stopping
operation that matches the control kind is performed, and a second
shielding state that is executed when a stopping operation that does not
match the control kind is performed.
According to the present invention, an electronic shutter, which
may be composed of a liquid crystal film, is disposed in front of reels, and
shielding of the reel regions is controlled in accordance with the game
conditions. The variable display means includes a variable display
device, which may be composed of one or more reels.
Particularly during the ST gaming, in which the appropriate
stopping order is notified and shielding control is executed in accordance
with player's stop button operations, by putting the electronic shutter in
the shielding state across all regions when an erroneous stopping
operation is performed, it may be notified to the player that that the
erroneous operation has been performed.
With such an arrangement, it is notified to the player without fail
and without making the player move his/her sight line to other display
devices that an erroneous stopping has been performed during the ST
gaming.
Furthermore, according to the present invention, an effect display
displaying effect images may be disposed in front of the variable display
means, and a predetermined effect image may be displayed on the effect
display after the second shielding state is executed.
With the embodiment to be described later, after an erroneous
stopping operation has been performed during the ST gaming and the
electronic shutter has been put into a shielding state across the entire
regions, an "X" mark is displayed on a transparent liquid crystal, which
is the effect display.
With such an arrangement, since the performing of an erroneous
operation is notified to the player not only by the electronic shutter but
also by an image, the information can be transmitted to the player more
definitely.
Brief Description of the Drawings
Fig. 1 is a perspective view of a pachi-slot gaming machine of an
embodiment according to the present invention.
Fig. 2 is a sectional view of the gaming machine around the panel
display unit.
Fig. 3 is a front view of the panel display unit.
Fig. 4 is a block diagram showing a main control circuit.
Fig. 5 is a block diagram showing a sub-control circuit.
Fig. 6A shows a single pay line.
Fig. 6B shows a plurality of pay lines.
Fig. 6C shows a plurality of pay lines including diagonal lines.
Fig. 7 is a diagram showing reels and back lamps.
Fig. 8A shows, in an unfolded manner, symbols which are placed
along an outer peripheral surface of a left reel.
Fig. 8B shows, in an unfolded manner, symbols which are placed
along an outer peripheral surface of a middle reel.
Fig. 8C shows, in an unfolded manner, symbols which are placed
along an outer peripheral surface of a right reel.
Fig. 9 is a diagram showing symbol combinations and payout
numbers of the respective winning combinations.
Fig. 10 is a diagram showing a stop table that is selected when
internal winning of a bell winning combination occurs.
Fig. 11 is a diagram showing a winning probability table.
Fig. 12A shows a list of start commands sent to the sub-control
circuit.
Fig. 12B shows a list of reel stop commands sent to the sub-control
circuit.
Fig. 12C shows a list of one game completion commands sent to
the sub-control circuit.
Fig. 13A shows an enlarged and simplified view of the panel
display unit.
Fig. 13B shows an enlarged view of a sheet.
Fig. 13C shows an enlarged view of an electronic shutter.
Fig. 14 is an enlarged view of the panel display unit.
Fig. 15A shows the panel display unit prior to the first stop
operation during Super Time (ST) game.
Fig. 15B shows the panel display unit after a right stop button is
operated by the player during Super Time (ST) game.
Fig. 15C shows the panel display unit after a left stop button is
operated by the player during Super Time (ST) game.
Fig. 16A shows the panel display unit at the winning after all stop
operations are completed during Super Time (ST) game.
Fig. 16B shows the panel display unit when the winning is missed
due to erroneous stop operations during Super Time (ST) game.
Fig. 16C shows the panel display unit when all shielding areas are
shielded during Super Time (ST) game.
Fig. 17A shows the panel display unit when the reels are rotating
during an effect preview.
Fig. 17B shows the panel display unit when the reels are stopped
during the effect preview.
Fig. 17C shows the panel display unit when the shutter shields a
view of the reels during the effect preview.
Fig. 18A shows the panel display unit when the reels are stopped
in a mode during the effect preview.
Fig. 18B shows the panel display unit when the reels are stopped
in another mode during the effect preview.
Fig. 19A shows an effect preview generation table.
Fig. 19B shows an effect kind selection table.
Fig. 20 shows a BR generation and BR continuing number lottery
table.
Fig. 21 is a flowchart showing a process of the main control
circuit.
Fig. 22 is a flowchart showing a process of the main control
circuit.
Fig. 23 is a flowchart showing a process of the main control
circuit.
Fig. 24 is a flowchart showing an "interrupt process 1."
Fig. 25 is a flowchart showing a sub-side main flow.
Fig. 26 is a flowchart showing an effect control process that is
executed at the starting point.
Fig. 27 is a flowchart showing a BR generation lottery process.
Fig. 28 is a flowchart showing a BR execution process.
Fig. 29 is a flowchart showing an effect control process that is
executed when a reel is stopped.
Fig. 30 is a flowchart showing an effect control process that is
executed when one game ends.
Fig. 31 is a flowchart showing an notification generation process.
Fig. 32 is a flowchart showing a parameter renewal process.
Detailed Description of the Invention
Fig. 1 is an external view of an embodiment of a gaming machine
with stop buttons, that is, a so-called pachi-slot gaming machine
according to the present invention. A front door 3 is attached, in a
manner enabling opening and closing, to a plywood, box-shaped cabinet 2
of a pachi-slot gaming machine 1. Above the front door 3 are provided a
gaming state display lamp 4, which lights up or flashes in different
lighting patterns corresponding to the occurrence of the bonus game,
error, etc., speakers 5L and 5R, which generate effect sounds and error
sounds during game, and a payout table 6, indicating payout numbers of
each winning combination and a brief explanation of game. A
substantially vertical panel display unit 7 is provided at the center of the
front door 3.
At the lower left of the panel display unit 7 are provided a 1-BET
switch 8, a 2-BET switch 9, and a MAX-BET switch 10. Under the
condition that coins are credited, one coin is bet in a game by one push of
1-BET switch 8, two coins are bet in a game by one push of 2-BET switch
9, and three coins, which is the maximum number of coins that can be bet
in a single game, are bet in a game by one push of MAX-BET switch 10.
By operating these switches, a predetermined pay line is activated.
Also, a coin insertion slot 11, into which coins are loaded, is provided at
the lower right of panel display unit 7.
C/P (credit/payout) switch 12, by which a player can switch
between crediting the coins won in a game and receiving a payout with a
push button operation, is provided at the left side of the center of the
front door 3. By the switching of C/P switch 12, coins are paid out to a
coin payout opening 17 at the bottom of the front door 3, and paid out
coins are stored in a coin tray 16. A start lever 13, which can be rotated
freely within a predetermined angle range, is provided at the right side
of C/P switch 12. When the start lever 13 is operated by a player, the
reels provided in the inner from the panel display unit 7 begin rotating.
At the center of front door 3 is provided a stop operation part 14,
by which stopping means for stopping each of the plurality of rotating
reels is arranged. Stop operation part 14 comprises a left stop button
15L, a middle stop button 15C, and a right stop button 15R, and a player
can freely determine the order in which these stop buttons 15L, 15C, and
15R are pushed. In general, a stop operation that is carried out when
all reels are rotating is called a "first stop operation," the stop operation
that is carried out next is called a "second stop operation," and the stop
operation that is carried out last is called a "third stop operation." With
the present embodiment, the push of left stop button 15L as the first stop
operation is called "normal push," the push of middle stop button 15C as
the first stop operation is called "middle push," and the push of right stop
button 15R as the first stop operation is called "reverse push."
In the case of a gaming machine with three buttons, there are a
total of six stop operation order types. Operating left stop button 15L as
the first stop operation, middle stop button 15C as the second stop
operation, and right stop button 15R as the third stop operation is called
"left-middle-right push." Operating middle stop button 15C as the first
stop operation, left stop button 15L as the second stop operation, and
right stop button 15R as the third stop operation is called
"middle-left-right push." Operating middle stop button 15C as the first
stop operation, right stop button 15R as the second stop operation, and
left stop button 15L as the third stop operation is called
"middle-right-left push." Operating left stop button 15L as the first
stop operation, right stop button 15R as the second stop operation, and
middle stop button 15C as the third stop operation is called
"left-right-middle push." Operating right stop button 15R as the first
stop operation, left stop button 15L as the second stop operation, and
middle stop button 15C as third stop operation is called
"right-left-middle push." Operating right stop button 15R as the first
stop operation, middle stop button 15C as the second stop operation, and
left stop button 15L as the third stop operation is called
"right-middle-left push."
Fig. 2 is a sectional view of panel display unit 7 of pachi-slot
gaming machine 1. At the inner surface side of panel display unit 7,
which is composed of a transparent acrylic plate, are laminated on a
sheet 20 including a transparent film having a design printed on, an
image display unit 21, made of a ITO (Indium Tin Oxide) device or other
transparent liquid crystal display devices, and an electronic shutter 22,
which is composed of a liquid crystal film, etc. The sheet 20 may have a
symbol, a picture, or the like on a surface thereof. At the upper and
lower parts at the inner surface side of the panel display unit are
provided with cold cathode-ray tubes 23 that serve the functions of a
back light for the liquid crystal display and an illumination device for
illuminating the symbols on reels 24.
With the present embodiment, an effect display is composed of a
panel display unit 7, a sheet 20, an image display unit 21, and an
electronic shutter 22. In regard to a function of each display element,
the first feature is provided on the sheet 20, and the sheet 20 is
characterized in that it is made visually recognizable to the player at all
times, regardless of the effect control state of pachi-slot gaming machine
1. The image display unit 21 is a display area for image effects, such as
a big winning effect, various notification effects, a preview of the effects,
etc. With the electronic shutter 22, by the switching between the
transmissive and shielding of predetermined areas in accordance with
voltage application states, that is, by the switching between a state
enabling visual recognition of the symbol of a reel 24 and a state
disabling visual recognition of the symbol of a reel 24, the switching
between normal display of an effect executed on the image display unit (a
state in which reel 24 is shielded by the electronic shutter and visual
recognition of only the effect display is enabled) and semi-transparent (or
substantially transparent) display (state in which the reel symbol in the
background can be visually recognized through the effect display) is
enabled.
Fig. 3 is an enlarged view of panel display unit 7. At the center
of the panel display unit are provided a left reel 24L, a middle reel 24C,
and a right reel 24R, which constitute the variable display means. At
the right side of the front panel are provided various game condition
indication lamps and seven-segment display areas. A REPLAY lamp 30
lights up when a replay is awarded in a currently played game. A WAIT
lamp 31 is lit when start lever 13 is operated in the current game without
4.1 seconds having elapsed since operation in a previous game and
thereby notifies that the WAIT time is in progress. A WIN lamp 32
becomes lit at a predetermined probability in a case where internal
winning of a winning combination for a bonus game is realized, thereby
notifying that the internal winning of a bonus is realized at 100%
certainty. A start lamp 36 becomes lit when a coin loading operation,
the operation of any of the various BET switches, or other betting
operation is performed and acceptance of the operation of start lever 13
becomes activated. In-bonus information display area 33 displays the
remaining number of times in which normal game is enabled in the big
bonus ("BB," herein after) state, etc., and mainly notifies the conditions
of progress of the bonus game. Credit display area 34 displays the
number of coins credited within the gaming machine. Payout display
area 35 displays the number of coins paid out upon generation of
winnings. If the C/P switch 12 is in the credit state, the coins to be paid
out are credited. If the C/P switch is in the payout state, the coins to be
paid out are paid out.
Fig. 4 is a block diagram of a circuit for realizing the operation of
pachi-slot gaming machine 1 shown in Fig. 1. A control unit of this
embodiment is mainly composed of two control circuits. Game control
means may include the control unit. A main control circuit 101 controls
various electrically connected peripheral devices based on input signals
from various detectors. A sub-control circuit 201 controls the effect
images displayed on the image display unit 21, effect sounds generated
from speakers 5L and 5R, etc., based on game information sent from
main control circuit 101 and operation inputs from a touch panel
provided in panel display unit 7.
Main control circuit 101 is mainly comprised of a microcomputer
102, which is set up on a circuit board, and is additionally composed of a
circuit for random number sampling. Microcomputer 102 comprises a
ROM 104, in which a game program and data are stored in advance, a
CPU 103, which carries out control operations according to the game
program in ROM 104, and a RAM 105, which provides the working area
necessary for the control process.
A clock pulse generating circuit 106 and a frequency divider 107
for generating standard clock pulses, a random number generator 108 for
generating random numbers to be sampled, and a sampling circuit 109
for sampling random numbers based on signals from a start lever 13 to be
described below are connected to CPU 103. Random number sampling
may be carried out by software processing in microcomputer 102. In
that case, random number generator 108 and sampling circuit 109 may
be omitted.
A control program for controlling various operations of the
pachi-slot gaming machine, a winning probability table, to be used in the
probability lottery process described below for determining whether or
not a random number obtained based on an operation of start lever 13
corresponds to a win, a stop table, for determining the stopping positions
of reels 24L, 24C, and 24R based on the operations of stop buttons 15L,
15C, and 15R, various gaming information commands, sent to sub-control
circuit 201, etc., are stored in ROM 104 of microcomputer 102.
Various peripheral devices (actuators) are connected to CPU 103
via an I/O port 110.
A motor drive circuit 111 controls stepping motors 112L, 112C and
112R to rotate reels 24L, 24C, and 24R respectively according to driving
signals from CPU 103. Moreover, motor drive circuit 111 controls the
stopping of stepping motors 112L, 112C, and 112R according to stop
control signals from CPU 103.
A hopper drive circuit 113 controls a hopper 114 as a coin payout
device based on a payout command from CPU 103.
A seven-segment drive circuit 121 controls various display areas
(in-bonus information display area 33, credit display area 34, payout
display area 35) that are composed of seven-segment LED's.
A lamp drive circuit 116 controls the lighting of various display
areas (REPLAY lamp 30, WAIT lamp 31, WIN lamp 32, start lamp 36)
that are composed of lamps.
In addition, an image display unit 21, the electronic shutter 22, a
reel back lamp, etc., are provided as effect display means or image
display means for displaying an image variably, and are controlled by the
sub-control circuit 201.
The major input signal generation means that generate input
signals required by microcomputer 102 for generating control signals for
the respective drive circuits include start lever 13, 1-BET switch 8,
2-BET switch 9, MAX-BET switch 10, C/P switch 12, inlet coin sensor 117,
reel stop signals circuit 118, reel index detection circuit 115, payout
detection circuit 119, etc. These are also connected to CPU 103 via I/O
port 110.
Start lever 13 detects a start operation by a player. Inlet coin
sensor 117 detects coins that are loaded from coin insertion slot 11 and
passed through a selector for blocking deformed coins. Reel stop signal
circuit 118 generates stop signals upon detecting the operations of the
respective stop buttons 15L, 15C and 15R. Reel index detection circuit
115 supplies CPU 103 with symbol position reset signals upon receiving
signals from a rotation reference position detection switch in a stepping
motor. Payout detection circuit 119 supplies CPU 103 with payout
number signals upon receiving signals from a coin detector 120 in hopper
114.
How these drive circuits are controlled within the flow of a game
sequence will now be described. First, from the point at which the
power switch of pachi-slot gaming machine 1 is turned on, random
number generator 108 generates a random number within a fixed
numerical range. When inlet coin sensor 117 detects the loading of
coins by a player or if coins are credited, when a bet operation by 1-BET
switch 8, 2-BET switch 9, or MAX-BET switch 10 is performed, an
activated line that is in accordance with the number of betted coins is
displayed on the image display unit 21. With regard to the betting
operation, as shown in the enlarged view of display windows 43L, 43C,
and 43R in Figs. 6A, 6B, and 6C, a center line L1 is made an active pay
line (abbreviated hereinafter as "active line") by a one-bet operation, a
top line L2A and a bottom line L2B are made active lines in addition to
center line L1 by a two-bet operation, and a cross-down line L3A and a
cross-up line L3B are made active lines in addition to center line L1, top
line L2A, and bottom line L2B by a three-bet operation.
Next, when start lever 13 detects the game starting operation by a
player, a random number is sampled by sampling circuit 109. The
sampled random number is compared with the winning probability table
stored in ROM 104, and if there is a winning combination, a winning flag
for the corresponding winning combination is set to on. This
software-base lottery process is referred to as the "probability lottery
process," and the details thereof will be described below.
Drive pulses are supplied to each of the stepping motors 112L,
112C, and 112R via motor drive circuit 111 and each of the reels 24L, 24C,
and 24R starts rotating. CPU 103 monitors the drive pulses supplied
and updates a "pulse counter" secured in RAM 105. The pulse counter
value is monitored, and if it becomes a predetermined value, a symbol is
determined to have moved by one symbol (also referred to as "one
segment"), and the "symbol counter" secured in RAM 105 is incremented
by one count.
For example, if a stepping motor performs one rotation at 400
pulses and 21 symbols are arranged on the outer peripheral surface of a
reel, since a symbol moves by one segment by about 19 pulses, CPU 103
determines a symbol to have moved by one segment and increments the
"symbol counter" by one count when the pulse counter value becomes 19
pulses.
On the other hand, with reels 24L, 24C, and 24R, each time the
reference point of a symbol passes the center line L1 of display window
43, an index detection signal is generated and a reset pulse is input into
CPU 103 through reel index detection circuit 115. Upon detecting the
input of the reset pulse, CPU 103 clears the symbol counter that is
counted up by RAM 105. Correspondence between a symbol position
recognized on a software basis and the one actually displayed in the
display window 43 is thus ensured.
When reels 24L, 24C, and 24R reach a constant rotation speed
after a predetermined period of time from when they start rotating,
operations of stop buttons 15L, 15C, and 15R are activated. When a
player carries out a stop operation, a reel stop signal is input into CPU
103 via reel stop signals circuit 118. After a processing such as the
selection of the stop position, etc., on a software basis, a stop pulse is
supplied to the corresponding stepping motor 112L, 112C, or 112R via
motor drive circuit 111 and the corresponding reel 24L, 24C, or 24R is
stopped.
In carrying out stop control of reels 24L, 24C, and 24R, CPU 103,
upon receiving a stop signal from reel stop signals circuit 118, stores in a
predetermined area of RAM 105 a code number for the symbol on center
line L1 as a stop operation position and refers to a stop table that
associates the stop operation position with the symbol to be stopped and
displayed at center line L1. CPU 103 then stores a symbol stop position
corresponding to the stop operation position in a predetermined area of
RAM 105, calculates the number of pulses (segments) to be supplied to
stop at the intended symbol, and carries out stop control after supplying
the calculated number of pulses.
When the reels 24L, 24C, and 24R are all stopped, a winning
search is carried out. In the winning search, the symbol stop positions
stored in RAM 105 are compared with a symbol table stored in ROM 104,
and the stop mode of the current game that is stopped in display windows
43L, 43C, and 43R is ascertained. The symbol table is configured so as
to correspond to the symbol arrangement drawn on the outer peripheral
surface of each reel 24L, 24C, and 24R, associates a code number
indicating the order of a symbol from a reference position with a symbol
code provided in correspondence to the code number, and serves the role
of a software-basis reel band. Then, for each active line L1, L2A, L2B,
L3A, and L3B, the stop mode is compared with a winning symbol
combination table stored in ROM 104 to determine the existence of a
winning. The winning symbol combination table associates a winning
symbol combination with the number of coins paid out when a winning is
won. Processes are performed upon switching the winning symbols in
cases where the active winning symbol combination or number of coins
paid out is to be differed according to the gaming state.
CPU 103 pays out a predetermined number of coins from the
hopper 114 by supplying a payout signal to hopper drive circuit 113 if
"the winning" is determined in the winning search. At that time, coin
detector 120 counts the number of coins that are paid out from hopper
114 and stops the driving signal to the hopper drive circuit and the
payout of coins when the count reaches a predetermined number.
The block diagram of Fig. 5 shows the configuration of sub-control
circuit 201. Sub-control circuit 201 controls peripheral devices for
effect such as image display unit 21, electronic shutter 22, speakers 5L
and 5R, etc., based on game information from main control circuit 101
and input signals from a touch sensor 209 on the touch panel.
The sub-control circuit 201 is configured with a
sub-microcomputer 202 as a main component and is composed of an
image control circuit 250 for controlling the image display unit 21, a
sound source IC 230 for controlling the output of sound from the speakers
5L and 5R, a power amp 231, serving as an amplifier, and a reel back
lamp control circuit 240. These control circuits are configured on a
circuit board other than that of the main control circuit.
The sub-microcomputer 202 comprises a sub-CPU 203, a sub-ROM
204, serving as storage means, and a sub-RAM 205. Like the main
control circuit 101, sub-control circuit 201 in Fig. 5 comprises a clock
pulse generating circuit, a frequency divider, a random number generator,
and a sampling circuit although they are not shown in the Fig. 5. The
sub-ROM 204 stores a communication sequence program for
communication with main control circuit 101, an effect selection table for
selecting various effects based on received game information, a sound
sequence program, etc. The sub-RAM 205 is used as a working area for
carrying out these control programs.
The sub-CPU 203 determines the effect to be carried out by
various effect control circuits based on a game information command
which is transmitted from main control circuit 101 and passes through
an IN port 206. And The sub-CPU 203 sends the determined contents
through an OUT port 207 to each effect control circuit.
The image control circuit 250 is composed with an image control
CPU 251, an image control ROM 252, an image control RAM 253, an
image ROM 255, a video RAM 256, and an image control IC 254. Image
control CPU 251 receives parameters determined by sub-microcomputer
202 through an image control circuit IN port 257 and determines the
contents to be displayed on the image display unit 21 in accordance with
the image control sequence program stored in image control ROM 252.
Image control ROM 252 stores a receiving sequence program for an image
effect command transmitted from sub-microcomputer 202, an image
control sequence program for controlling image control IC 254, etc.
Image control RAM 253 is used as a working area for carrying out the
image control program.
Image control IC 254 forms images corresponding to display
contents determined by image control CPU 251 using graphic data stored
in image ROM 255, stores the images in video RAM 256 temporarily, and
outputs the images on the image display unit 21 at suitable timings via
an image control circuit OUT port 258 to carry out display effects.
Reel back lamp control circuit 240 is used for effect display control
such as winning effect and winning flag notification.
Fig. 7 shows an enlarged view of the reels 24L, 24C, and 24R.
Reel strips 40L, 40C, and 40R of reels 24L, 24C, and 24R are configured
with a semi-translucent film material, and symbols such as "cherry," "7,"
or the like are printed on the surface with light transmissive inks.
Regions other than the symbols are masked with light shielding inks.
At the back of reel strips 40L, 40C, and 40R, lamp housings 41L, 41C,
and 41R are provided in a manner such that lighting of each lamp will
not interfere with other symbol regions. Reel back lamps 42L, 42C, and
42R are contained in the respective chambers of lamp housings 41L, 41C,
and 41R. Reel back lamp control circuit 240 controls the blinking of reel
back lamps 42L, 42C, and 42R based on parameters determined by
sub-microcomputer 202. The winning symbol to be aimed at is
suggested to a player, for example, by controlling the blinking of reel
back lamps 42L, 42C, and 42R on the pay line when coins are paid out or
preparing different blinking modes according to the internal winning
combinations and executing an effect display when a winning flag is
established.
An electronic shutter control circuit 260 performs
transmissive/shielding control of electronic shutter 22, disposed between
the image display unit 21 and reels 24L, 24C, and 24R, in accordance
with whether or not voltage is applied, and by performing shielding
control of the necessary display areas based on contents determined by
sub-microcomputer 202, shields inner areas of the image display unit 21
that are designated as not being visually recognizable to a player. For
example, when during Super Time (ST) game, which is a special gaming
state in which an appropriate stopping order is notified in accordance
with the selected stop table, start lever 13 is operated, control is
performed so that only the display window 43 of the reel to be subject to
the first stop operation is made visually recognizable and the display
windows 43 of the reels are shielded to infallibly make a player recognize
which reel is the reel that is to be subject to the first stop operation.
Figs. 8A, 8B, and 8C show reel strips 40L, 40C, and 40R being
developed on a flat surface. Each of the reels has 21 symbols. Each
symbol has a symbol number from 1 to 21. These are stored in ROM 104
in the form of a symbol table. Symbol columns 40L', 40C', and 40R' are
variably displayed in accompaniment to the rotation drive of reels 24L,
24C, and 24R in the order of the symbol number (ascending order).
Fig. 9 shows the number of coins to be paid out corresponding to
the winning symbol combination (winning combination) in each gaming
state.
The internal winning, and gaming states will now be explained.
The internal winning is a state where a win is determined by collating a
sampled random number with a winning probability table and the
winning flag of the corresponding winning combination is set to on in the
aforementioned probability lottery process.
The winning flag generally exists for all winning combinations.
The winning combinations are categorized mainly into two
combinations. One winning combination is a small winning
combination, in which a winning flag cannot be carried over to the next
game and a comparatively smaller payout number of coins are paid out.
And the other winning combination is a winning combination for a bonus
game such as a big bonus (BB) combination or regular bonus (RB)
combination, in which the winning flag is carried over to the subsequent
game until the winning is generated, the internal lottery probability of
the winning combination is increased, and a large payout number of coins
are paid out.
The small winning combination includes, for example, the
"cherry" winning combination, which is won simply when a cherry symbol
stops on an active line of the left reel, and the "bell" winning combination
and "watermelon" winning combination, each of which is won when three
symbols stop on the active line. The winning combination for the bonus
game include big bonus and regular bonus combinations. The regular
bonus (RB) is generated, for example, when "BAR - BAR - BAR" is
aligned on an active pay line and pays out 15 coins first as the winning.
It continues until a bonus game (of one coin bet called JAC game or
pattern game) is played 12 times or the winning is generated eight times.
A big bonus (BB) is generated when, for example, "red 7 - red 7 - red 7"
are aligned on an active line. It pays out 15 coins first as the winning.
During the BB, a game with a raised winning probability such as the
small winning combination or the RB, which is called a general game, can
be played up to 30 times. Further, during this period, the RB game can
be played up to three times. Though RB is won from a general gaming
state (or a common gaming state) when, for example, "BAR - BAR - BAR"
become aligned, in the BB state, RB is won from a general gaming state
when "Replay - Replay - Replay" become aligned. When a replay
winning combination is won, the same number of coins as the loaded
coins are inserted automatically. Therefore, a player can play a game
without inserting coins in the next game. A single bonus (SB) is
generated when, for example, "7 with sword - 7 with sword - 7 with
sword" are aligned on an active line. It pays out 15 coins first when it is
won. A JAC game can then be carried out once. Though the SB has the
name of "bonus," a winning flag is not carried over. The winning flag is
effective only in the current game as in the small winning combination.
Gaming states will now be explained. The gaming states can be
roughly categorized into three states depending on the existence of a
winning flag of the winning combination for the bonus game. They are a
general gaming state, where no winning combination for the bonus game
has been won internally yet, and a bonus internal winning state, where
no winning has been generated because all winning symbols for the
bonus game are not aligned on the active line (also referred to as "bonus
internal winning" or "bonus internally hitting") though the internal
winning in a probability lottery process has been achieved, and a bonus
game state, where winning symbols have been aligned on the active line
during the internal winning for a bonus game and the bonus game is
being played (also referred to as "enabled bonus").
Furthermore, the internal winning for the bonus is categorized
into a BB internal winning or an RB internal winning depending on the
bonus type. The enabled bonus is categorized into either enabled BB or
enabled RB.
Besides the winning combinations for the bonus games, there are
other gaming states that are advantageous for a player and enable the
player to obtain a large number of coins.
For example, there is a so-called "concentrated machine." A high
probability table (for example, with an SB internal winning probability
of 1/2) and a low probability table (for example, with an SB internal
winning probability of 1/20) are prepared as the winning probability
table for the SB during the general game. It is known a specific state is
provided with the machine such that a lottery for switching to the high
probability table (referred to as "plunge lottery") is carried out when the
low probability table is used, or that a lottery for switching to the low
probability table (generally referred to as "puncture lottery") is carried
out when the high probability table is being used. Thus, the number of
paid out coins is increased gradually when the high probability table is
used.
In addition, a specific state called the "AT (assist time) function"
is known. In this specific state, multiple winning combinations that can
never be won at the same time are set (for example, the winning
combinations, "bell - bell - red 7," "bell - bell - blue 7," and "bell - bell
-white 7," are provided with intervals of four segments or more each
being set among the symbols, "red 7," "blue 7," and "white 7" on the right
reel). In a normal state, since the category of the internal winning
combination is not notified and it is unknown which "7" is to be aimed at,
a winning can theoretically be won only at a probability of 1/3 after
internal winning. However, in the state called the "AT period," in which
the internal winning category is notified, the category of the "7" symbol
to be aimed is made known, and the theoretical probability of winning
becomes 100% after internal winning as long as the observation push is
accurate, and the coins thus increase gradually.
There is also an "Super Time (ST) function," in which stop control
is carried out with no winning combination aligned unless the stopping
operation is performed in a predetermined stop order for one internal
winning combination even if the winning combination is internally won
and the observation push is performed precisely. For example, as shown
in Fig. 10, 6 types of stop order table from "NO.1" to "NO.6" are prepared,
and when a bell is internally won in a probability lottery process, the
stop table to be used is selected by random number lottery. And if, for
example, in the current game, the stop table "NO.3" is selected, a
winning is generated when middle stop button 15C, left stop button 15L
and right reel stop button 15R are pressed in the first, second and third
stop operation, respectively. For the other 5 types of stopping order, stop
control is performed so that bell symbols will not be aligned on the active
line even if the bell is won internally.
In a normal state, since this stop order is not notified, the
probability of receiving a winning is theoretically only 1/6 after internal
winning. However, in the state called the Super Time (ST) period in
which the category of the selected stop table is notified. In other words,
in the state that the order of the stopping operation should be notified,
the theoretical probability of the winning becomes 100 % after the
internal winning so that the number of paid out coins is increase
gradually.
As shown in Fig. 9, with the present embodiment, the number of
coins paid out differs according to the gaming states even for the same
winning symbol. For example, for a watermelon winning combination,
whereas three coins are paid out in a general game or bonus internal
winning state, 15 coins are paid out in a state of general game during BB.
Though "Replay - Replay - Replay" is a replay winning symbol in a
general game or bonus internal winning state, it is an RB winning
symbol in a state of general game during BB, and in a JAC game state, it
is a winning combination winning symbol that pays out 15 coins.
Furthermore, in this embodiment, the aforementioned "Super
Time (ST)" is adopted as an advantageous status for a player other than a
winning combination for a bonus game and arrangements are made so
that Super Time (ST) game is activated when predetermined conditions
are fulfilled during a general gaming state. Specifically, when the SB
winning combination or the bell winning combination is won internally,
the information on the order of stopping required for aligning the
winning combination of symbols for winning is notified to a player.
Therefore, when the SB winning combination or bell winning
combination is won internally during the period of this specific state, the
player can definitely generate a win without generating missed winning
by performing operations in accordance with the notified order of
stopping.
Fig. 11 is a diagram showing a winning probability table used in
the aforementioned probability lottery process. A random number is
picked up from the range of "0 to 16383." If the random number belongs
to a winning range specified for each winning combination, the related
winning combination is won internally. For example, if the random
number picked up in the current game is "10000," since this belongs to
the winning range "2299" to "11024" of the bell winning combination, the
bell winning combination is won internally. If the random number
picked up in the current game is "15000," since this belongs to the loss
range of "13669 to 16383," no winning combination is won internally and
the result is a loss.
Figs. 12A, 12B, and 12C show three tables of game information
commands provided from main control circuit 101. In this embodiment,
main control circuit 101, which controls winning determination and coin
payout, and sub-control circuit 201, which controls the image display
unit 21 and speakers 5L and 5R, are configured on separate boards.
Since game information on the internal winning states of winning
combinations and reel stop statuses, which are processed in the main
control circuit, are required for the effect control processed by
sub-control circuit 201, the two boards are connected to each other with a
straight cable for sequentially sending the required information. The
sent commands include a "start command," which is sent when a player
operates the start lever 13, a "reel stop command," which is sent when
stop button 15L, 15C, or 15R is operated to stop rotating reel 24L, 24C, or
24R, and a "1 game completion command," which is sent when one game
is fully completed.
Each command denotes a single type of data with two bytes.
The first byte denotes a command type and the last byte denotes a
command content. The start command is arranged as six-byte data.
The start command is composed of three data types: "internal winning
combination," "gaming state," and "selected stop table." The reel stop
command for one time stop operation is arranged as four-byte data. The
reel stop command is composed of two data types: "stop order" and "stop
reel." The one-game-completion command is arranged as four-byte data.
The one-game-completion command is composed of two data types:
"winning category" and "bonus game state."
Fig. 13A shows a front view of panel display unit 7. The panel
display unit 7 is composed of a single plate that is formed of a
transparent acrylic plate and plays the role of protection against
physical impact from the exterior. Fig. 13B shows a front view of a
picture sheet 20. With the picture sheet 20, a first design is printed
with semi-translucent ink on a transparent film material, and with the
present embodiment, a tree design 20a as the first design is printed at
the left side of the sheet. Fig. 13C shows a front view of electronic
shutter 22. Electronic shutter 22 is composed of a liquid crystal film
and switching between transparent and non-transparent states is
performed in accordance with voltage application states. With the
display area for the lamp parts and seven-segment display areas at the
right side of the electronic shutter, the transparent state is maintained
regardless of whether or not voltage is applied and is thus arranged to be
visually recognizable by a player at all times.
Fig. 14 is an enlarged view of panel display unit 7 in a state in
which electronic shutter 22 is in the shielding state (non-voltage-applied
state) over the entire area. This display state is, for example, displayed
when the power of pachi-slot machine 1 is not on, and whereas reels 24
are hidden by electronic shutter 22 and are not visually recognizable by a
player, the picture sheet 20, due to being provided in front (at the player
side) of electronic shutter 22, is not affected by the control state of the
electronic shutter and is visually recognizable by a player. Also, the
various lamp display areas and seven-segment display areas at the right
side of the panel display unit are positioned at an inner part of the casing
from the electronic shutter 22. The various lamp display areas and
seven-segment display areas are visually recognizable to the player since
the display area of the electronic shutter 22 is in a transparent state.
Figs. 15A, 15B, and 15C show diagrams of effect screens during
the Super Time (ST) game, which is a special gaming state. Fig. 15A is a
diagram showing, as an example of effect control during Super Time (ST)
game, the display that is displayed on panel display unit 7 prior to the
first stop operation when a bell is internally won and stop table No. 5 in
Fig. 10 has been selected in the current game. With the present
embodiment, for effect control during Super Time (ST) game, electronic
shutter 22 is subject to transmissive control only at the display area of
the reel corresponding to the stop button which is to be operated for
stopping, and the other display areas are subject to shielding control in
order to indicate the appropriate stopping operation. Since with stop
table No. 5, the first stop operation is the operation of the right stop
button, the display areas besides that of right reel 24R are shielded and
only the rotating right reel 24R is made visually recognizable to a player
in order to indicate to the player that right stop button 15R should be
operated for stopping. Here, transmissive control refers to controlling
the electronic shutter so that the reel symbol at the rear is made visually
recognizable, and as long as the reel symbol is visually recognizable by
the player, the electronic shutter does not have to be in a completely
transparent state and may be in a semi-transparent state or a colored
state. Likewise, the shielding state is not limited to a state in which
light is completely blocked and a somewhat semi-transparent state can
also be included in the scope of the present invention as long as the reel
symbol at the rear is not visually recognizable.
Fig. 15B is a diagram showing panel display unit 7 when a player
has operated right stop button 15R for stopping in the state of Fig. 15A.
Since first stop operation by the right stop button is the valid stop
operation, with the display area of right reel 24R, in which the entirety of
right reel 24R in rotation was visually recognizable in Fig. 15A, just the
bell symbol, which is the internal winning combination, is made visually
recognizable and the other parts of the display area are shielded to notify
the player that the stop operation is correct. Also, the display area of
left reel 24L, which was shielded in Fig. 15A, is put in a transmissive
state and left reel 24L in rotation is made visually recognizable to
indicate to the player that operation concerning left reel 24L should be
performed.
Fig. 15C is a diagram showing panel display unit 7 when a player
has operated left stop button 15L for stopping in the state of Fig. 15B.
Since second stop operation by the left stop button is the valid stop
operation, with the display area of left reel 24L, in which the entirety of
left reel 24L in rotation was visually recognizable in Fig. 15B, just the
bell symbol, which is the internal winning combination, is made visually
recognizable and the other parts of the display area are shielded to notify
the player that the stop operation is correct. Also, the display area of
middle reel 24C, which was shielded in Fig. 15B, is put in a transmissive
state and middle reel 24C in rotation is made visually recognizable to
indicate to the player that operation concerning the remaining middle
reel 24C should be performed.
Fig. 16A is a diagram showing panel display unit 7 when all
stopping operations during Super Time (ST) game have been performed
correctly and a win has been achieved. In Fig. 16A, the electronic
shutter is subject to transmitting control just at the parts of the bell
symbols, which make up the winning combination, and the bell symbols
on reels 24 are made visually recognizable, and the characters, "GET,"
are displayed on the image display unit 21 to notify the player that bells
have been won.
Fig. 16B is a diagram showing panel display unit 7 for a case
where missed winning occurred due to erroneous stopping operation
during Super Time (ST) game. This is displayed when, for example, in
the state of Fig. 15B, middle stop button 15C is operated when the
correct operation was to operate left stop button 15L, and a large "×" is
displayed at the center of the display area to notify the player that the
stopping operation was wrong.
After display by the effect control executed as shown in Fig. 16A or
16B is performed for a fixed period of time, all shielded areas are subject
to transmitting control as shown in Fig. 16C and the effect control for one
game is thereby ended.
Figs. 17A, 17B, and 17C show notification effect screens that are
generated at a predetermined probability after all reels 24L, 24C, and
24R have stopped. With regard to the specific flow of the effect, first,
the reels 24L, 24C, and 24R in rotation are displayed through panel
display unit 7 (Fig. 17A), and thereafter, all reels are stopped by the
stopping operation by a player (Fig. 17B). After all reels have stopped,
electronic shutter 22 is put in the shielded state so that reels 24L, 24C,
and 24R, which were displayed, become hidden behind the electronic
shutter as shown in Fig. 17C.
Next, a notification effect based on the internal winning
combination of the current game is executed. With thenotification effect
of the present embodiment, the reliability of establishment of a winning
combination for a bonus game is expressed by the degree of matching of
the display positions of bell symbols displayed on the image display unit
21 and the stop positions of the bell symbols of reels 24L, 24C, and 24R,
which are displayed in the stopped state. Fig. 19A shows an notification
effect generation table. The notification effect generation table is
referenced when, in a case where BB, RB, watermelon, or SB is internally
won, the lottery for determining whether or not to execute a notification
effect is executed. For example, whereas an effect is executed in the
current game if a watermelon is internally won and the random number
for effect selection is 15, an effect will not be executed even if the random
number for effect selection is 15 if the internal winning combination is
SB.
Fig. 19B is a diagram showing the effect category selection table.
When the execution of a notification effect is determined by the
notification effect generation table, the effect category selection table is
referenced to determine the contents of the effect. Effects are
categorized according to how precisely the bell symbol stop positions on
the image display unit 21 are to be matched to the bell symbol stop
positions of reels 24L, 24C, and 24R, and the higher the degree of
matching, the higher the probability that a winning combination for a
bonus game is an internal winning combination. For example, in the
Figure, "All" in the "number of bells displayed" column indicates that all
of the display positions of both parts are matched and "Number
appearing - 2" indicates that a maximum of two of the display positions
of both parts are unmatched. For example, if in the current game, the
internal winning combination is "SB" and the random number for effect
selection is 118, the effect corresponding to "Number appearing - 4" is
selected. In this case, if, for example, there are only two bell symbols
that are displayed in the stopped state on reels 24L, 24C, and 24R, an
effect mode with which all display positions are unmatched is selected,
and if, for example, five bell symbols are displayed, display is performed
with four of the display positions being unmatched and one display
position being matched.
Figs. 18A and 18B show diagrams of specific examples of
notification effect modes. Fig. 18A shows the display that is displayed
when, in the case where reels 24L, 24C, and 24R are stopped in the
display mode of Fig. 17B, any of "Number appearing - 2," "Number
appearing - 3," "Number appearing - 4," and "Number appearing - 5," is
selected from the effect category selection table of Fig. 19B. Though
with regard to the symbols displayed on the reels in the reel stopped
state of Fig. 17B, bell symbols are displayed at the middle stage of
middle reel 24C and the upper stage of right reel 24R, on the image
display unit 21, bell symbols are displayed at the lower stage of the
middle reel and the middle stage of the right reel, and since the display
positions of both parts are not matched, it can be understood that the
notification effect is one that indicates low reliability.
Fig. 18B shows a display that is displayed when, in the case where
reels 24L, 24C, and 24R are stopped in the display mode of Fig. 17B,
"Number appearing - 1" is selected from the effect category selection
table of Fig. 19B. With regard to the symbols displayed on the reels,
bell symbols are displayed at the middle stage of middle reel 24C and the
upper stage of right reel 24R, and on the image display unit 21, bell
symbols are displayed at the middle stage of the middle reel and the
middle stage of the right reel. Though the display position is
mismatched with regard to right reel 24R, since the display position is
matched for middle reel 24C, it can be understood that the notification
effect is one that indicates high reliability.
Fig. 20 is a diagram showing a BR generation and BR continuing
number lottery table. With the present embodiment, whether or not a
BR is to be made to occur and the number of times BR is to be continued
are determined by lottery at a fixed probability when a predetermined
winning combination is internally won. In this table, a BR is made to
occur at a probability of 16/128 when a watermelon is internally won, at
a probability of 11/128 when two cherries are internally won, and at a
probability of 25/128 in the case of missed winning.
The control operations of main control circuit 101 and CPU 103
will now be explained with reference to the main flowchart shown in Fig.
21 through Fig. 23.
First, CPU 103 carries out an initialization process before starting
a game (step 501, referred to as ST hereinafter). Specifically, the
previous game status and communication data stored in RAM 105 are
cleared, the game parameters required for a game are written, the start
address of the sequence program is set, etc.
CPU 103 then determines whether or not there is an automatic
coin insertion request, in other words, determines whether there was a
replay winning in the previous game (ST 502). If determined as "YES,"
the requested number of coins are loaded automatically (ST 503) and a
transfer to the process of ST 505 is carried out. If determined as "NO"
at ST 302, whether or not new coins were inserted, in other words,
whether or not there is an input from the inlet coin sensor 117 due to
coins being loaded into coin insertion slot 11 by a player and whether or
not there is an input by the operation of any of the various BET switches
8, 9, and 10 are determined (ST 504). If determined as "YES," a transfer
to ST 305 is performed while if determined as "NO," the input signal is
monitored until a BET operation is executed.
CPU 103 then determines whether or not there is an input due to
the operation of start lever 13 (ST 505). If determined as "YES," a
transfer to ST 506 is performed, and if determined as "NO," the input
signals are monitored until the start lever is operated.
Next, the probability lottery process is carried out (ST 506). In
the probability lottery process, first, a random number for lottery is
picked up from the range of "0 to 16383" using random number generator
108 and sampling circuit 109. Then using the winning probability table
(Fig. 11) that sets a random number range (winning range) in accordance
with the gaming state and number of medals input, the winning range to
which the picked-up random number belongs is determined and the
corresponding internal winning combination (winning flag) is
determined.
Next, if a winning combination for a bonus game was won
internally, a WIN lamp lighting process of lighting up the WIN lamp at a
predetermined probability is performed (ST 507).
The game information of main control circuit 101 at the start of
the game is then sent to the sub-control circuit (ST 508). For a
transmitted command, such as the "start command" among the game
information commands in Figs. 12A, 12B, and 12C, the winning flag
determined by the above-mentioned probability lottery process, the
current gaming state, the stop table number determined according to the
winning flag, etc., are sent.
Next, it is determined, whether or not a predetermined time, for
example 4.1 sec, has passed since the one game monitoring timer was set
in the previous game (ST 509). If determined as "YES," the one game
monitoring timer for the following game is set (ST 511). If determined
as "NO," the elapse of the remainder of the predetermined time is
awaited (ST 510) and then the one game monitoring timer is set for the
following game (ST 511).
Next, CPU 103 controls motor drive circuit 111 and carries out a
process of rotating reels 24L, 24C, and 24R (reel rotation process) (ST
512). In the reel rotation process, an acceleration process is carried out
starting from the state where the reels 24L, 24C, and 24R are stopped
and a constant-speed rotation process is carried out after a
predetermined speed is reached. Under this constant-speed rotation
state, the stop buttons 15L, 15C, and 15R are activated to enable stop
operation of the reels 24L, 24C, and 24R.
Next, CPU 103 determines whether any of stop buttons 15L, 15C,
and 15R was operated (whether or not a stop button is on), in other words,
whether or not a stop signal has been sent from reel stop signals circuit
118 upon operation of any of the stop buttons 15L, 15C, and 15R by a
player (ST 513). If determined as "YES,", a transfer to ST 515 is
performed while if determined as "NO," a transfer to the process of ST
514 is performed. In the process of ST 514, whether or not the value of
the automatic stop timer is "0" is determined. "Automatic stop" refers
to a process in which the reels 24L, 24C, and 24R are stopped
automatically after the elapse of a predetermined period of time (for
example, 40 seconds) from the point at which the reels started rotating
even if stop buttons 15L, 15C, and 15R have not been pushed and the
reels are rotating. If determined as "YES," in other words, if the value
of the automatic stop timer is "0," a transfer to ST 515 is performed in
order to automatically stop the reels, and if determined as "NO," a
transfer to the process of ST 513 is carried out in order to continue
monitoring the reception of stop operations.
In the process of ST 515, CPU 103 carries out a "slip segment
number determination process." In the "slip segment number
determination process," the slip segment number of the reel
corresponding to the stop button that was subject to a stop operation is
determined. Here, "slip segment number " refers to the number of
symbols (number of segments) to be slipped before stopping the reel (the
actual stop position is called "stop position") from the symbol position
(referred to as the "stop operation position") that is displayed in display
window 43L, 43C, or 43R when stop button 15L, 15C, or 15R is pushed.
Next, the CPU 103 controls motor drive circuit 111 so that the reel
corresponding to the stop button that was subject to a stop operation is
stopped after rotating by the determined number of slip segments (ST
516).
Next, the CPU 103 transmits to the sub-control circuit 201 a "reel
stop command," which indicates that the reel has been stopped (ST 517).
As indicated in the "reel stop command" of the game information
command, the reel stop command transmits the stop order status (the
number of the current stop operation) and the stop reel status (the reel
subject to the stop operation) to the sub-control circuit 201.
Next, the CPU 103 determines whether or not all reels have
stopped. If determined as "YES," a transfer to ST 519 is carried out. If
determined as "NO," since this means that there remain some rotating
reels, a transfer to ST 513 is carried out.
Next, CPU103 carries out a winning search process (ST 519). In
this winning search process, it is determined whether not the mode of
stoppage of the symbols displayed in display windows 43L, 43C, and 43R
denotes an established winning. If this stop mode denotes an
established winning, the winning flag of the corresponding winning
combination is stored in RAM 105. Specifically, the determination is
made by collating the code numbers of the symbols on center line L1 with
the winning symbol combination table stored in ROM 104.
The winning flag and the winning flag are then compared to see
whether or not they match and thereby determine whether or not the
current win is normal (ST 520). If determined as "NO," an "illegal
error" is displayed and the execution of the game program is interrupted.
If determined as "YES" in ST 520, coins are paid out in accordance with
the established winning combination type and gaming state (ST 522).
If the gaming state is changed by completing the current game, a
transition process is carried out (ST 523). This process is carried out,
for example, when the final winning in the bonus game has been achieved,
when a bonus is internally won in the current game, or when the symbols
"7 - 7 - 7" stop on the active line and the bonus game is started.
Next, the category of the established winning combination, the
gaming state, etc., are sent to the sub-control circuit in the form of a "1
game completion command" as shown in the game information command
tables of Figs. 12A-12C (ST 524).
The control operation of sub-CPU 203 of sub-control circuit 201
will now be described.
Fig. 24 shows a flowchart of an interrupt process 1. This
interrupt process 1 is executed as an interrupt process every 3 ms, and in
this process, the game information commands sent from main control
circuit 101 and input signals from the touch panel are stored in sub-RAM
205.
First, sub-CPU 203 checks the input buffer (ST 600) and
determines whether or not there is an input signal in the input buffer
(ST 601). If determined as "YES," a receiving flag is turned on (ST
602), the contents of the received command are set in sub-RAM 205 (ST
603), and the process is completed. If determined as "NO," the process
is completed as it is.
Fig. 25 shows a flowchart of the main process at the sub-control
circuit side. First sub-CPU 203 checks the receiving flag of sub-RAM
205 and determines whether or not there has been an operation input
from the touch panel (ST 620). If determined as "YES," a support menu
process is executed (ST 621) and a transfer to ST 622 is performed. If
determined as "NO," ST 621 is skipped and a transfer to ST 622 is
performed. In the support menu process, display and editing of the
support menu are carried out in accordance with inputs.
Next, whether or not the start command has been received is
determined (ST 622), and if determined as "NO," ST 623 is skipped and
a transfer to ST 624 is performed. If determined as "YES," an effect
control process for starting is executed (ST 622). With the effect control
process for starting, the BR control process is carried out if the current
state is the BR state. Details will be given below.
Next, whether or not the reel stop command has been received is
determined (ST 624), and if determined as "NO," ST 625 is skipped and
a transfer to ST 626 is performed. If determined as "YES," an effect
control process for reel stopping is executed (ST 625). With the effect
control process for reel stopping, the BR generation lottery process,
notification of the order of stopping in the BR state, and effects, which
are in accordance with matching of the notified contents and the actual
stopping operations, are carried out. Details will be given below.
Next, whether or not the 1 game completion command has been
received is determined (ST 626), and if determined as "NO," ST 627 is
skipped, a return to the process of ST 620 is performed, and the same
processes are repeated. If determined as "YES," an effect control
process for the completion of one game is executed (ST 627). With the
effect control process for the completion of one game, a notification effect
process, or if the current state is the BR state, the process of renewing
the number of times of continuation of BR is executed. Details will be
given below.
When the process of ST 627 is completed, a return to ST 620 is
performed and the same processes are repeated. Thus with the main
flowchart of sub-control circuit 201, processes of branching to
corresponding effect processes are carried out repeatedly based on game
information commands sent from main control circuit 101.
Fig. 26 shows a flowchart of the effect control process for starting.
First, sub-CPU 203 carries out a BR generation lottery process (ST 660).
The BR generation lottery process is a process that determines whether
or not battle rush, which is a special gaming state, is to be made to occur.
Details will be given below. A BR execution process is then carried out
(ST 680). With the BR execution process, notification of the stopping
order is carried out in the BR state. Details will be given below.
Fig. 27 shows a flowchart of the BR generation lottery process.
First, sub-CPU 203 checks a BR flag stored in sub-RAM 205 to determine
whether or not BR game is currently in progress (ST 661). If
determined as "YES," a return to the effect control process for starting is
performed as it is. If determined as "NO," the BR generation and BR
continuing number lottery table of Fig. 20 is referenced and whether or
not a BR continuance number has been won is determined (ST 662, 663).
If determined as "NO," a return to the effect control process for starting
is performed. If determined as "YES," the BR flag in sub-RM 205 is set
to on, the BR continuance number is set to the continuance number that
has been won (ST 664), a BR generation effect is carried out (ST 665),
and a return to the effect control process for starting is performed.
Fig. 28 shows a flowchart of the BR execution process. First,
sub-CPU 203 checks the BR flag and a BR evacuation flag in sub-RAM
205 to determine whether or not BR game is currently in progress or a
bonus has been generated during BR and the BR gaming state is
temporarily interrupted (ST 681). If determined as "NO," since this
means that the present state is not the BR state, a return to the effect
control process for starting is performed as it is. If determined as
"YES," the receiving flag in sub-RAM 205 is checked to determine
whether or not a winning combination for a bonus game has been won
internally (ST 682), and if determined as "YES," the BR is interrupted,
the BR flag in sub-RAM 205 is set to off and the BR evacuation flag is set
to on in order to finish up the bonus game (ST 683), and a return to the
effect control process for starting is performed.
If determined as "NO" in ST 682, then in order to restart BR from
the state in which BR is evacuated, the BR evacuation flag in sub-RAM
205 is set to off and the BR flag is set to on (ST 684). The BR
continuance number in sub-RAM 205 is then checked to check whether
all of the BR continuance number of times of game have been finished
and determine whether or not the continuance number has become 0 (ST
685). If determined as "YES," since this means that BR has ended, the
BR flag is set to off (ST 686) and a return to the effect control process for
starting is performed.
If determined as "NO," since this means that the defined number
of times of BR game have not been finished, the receiving flag in
sub-RAM 205 is checked to determine whether or not the bell or SB has
been won internally in the present game (ST 687). If determined as
"YES," the selected stop table category, stored in the receiving flag in
sub-RAM 205, is referenced and the appropriate order of stopping is
notified (ST 688) and a return to the effect control process for starting is
performed. If determined as "NO," a return to the effect control
process for starting is performed without notifying anything.
The effect control process that is carried out when any of the stop
buttons 15L, 15C, and 15R is pressed in the BR state will now be
described. Fig. 29 shows a flowchart for the effect control process for
reel stopping. First, sub-CPU 203 checks the BR flag in sub-RAM 205 to
determine whether or not the current state is the BR state (ST 700), and
if determined as "NO," a return to the main process at the sub side is
performed as it is. If determined as "YES," the stop command of the
receiving flag in sub-RAM 205 is checked and the stopping order data
and stopped reel data are compared with the used table No. data to
determine whether or not the current stopping operation has been
performed in the correct order of pushing switches as designated by the
stop table (ST 701). If determined as "YES," that the stopping
operation was performed in the correct order of pushing switches is
displayed (ST 702), while if determined as "NO," that the stopping
operation was performed in the wrong order of pushing switches is
displayed (ST 703). A return to the main flow for the sub side is then
performed.
The effect control process that is carried out after all reels have
stopped will now be described. Fig. 30 shows a flowchart for the effect
control process for the completion of one game. First, sub-CPU 203
executes a notification effect generation process of determining whether
or not a notification effect for an internal winning combination is to be
generated (ST 720). Next, a parameter renewal process of renewing the
relevant parameters is executed (ST 740) if the current gaming state is
the BR state. Then, the effect process is executed (ST 760) if the
generation of the notification effect has been determined in the
notification effect generation process. A return to the main flow for the
sub side is then performed.
Fig. 31 shows a flowchart of the notification effect generation
process. First, sub-CPU 203 checks the receiving flag in sub-RAM 205
to determine whether or not the current gaming state is the general
gaming state (ST 721), and if determined as "YES," the notification effect
generation table of Fig. 19A is referenced to execute a lottery for
generating a notification effect (ST 722), whether or not the lottery is
won is determined (ST 723), and if determined as "YES," the effect
category selection table of Fig. 19B is referenced to execute an effect form
determination process to determine the form of the notification effect(ST
724) and then a return to the effect control process for the completion of
one game is performed. If determined as "NO," a return to the effect
control process for the completion of one game is performed as it is.
Fig. 32 shows a flowchart of the parameter renewal process.
First, sub-CPU 203 checks the 1 game completion command of the
receiving flag stored in sub-RAM 205 to determine whether or not the
current gaming state is the bonus game state (ST 741), and if determined
as "YES," since the current state cannot be the BR state, a return to the
effect control process for the completion of one game is performed as it is.
If determined as "NO," the BR flag stored in sub-RAM 205 is checked to
determine whether or not the current state is the BR state (ST 742). If
determined as "NO," a return to the effect control process for the
completion of one game is performed as it is. If determined as "YES,"
the BR continuance number counter in sub-RAM 205 is decremented (ST
743) and then a return to the effect control process for the completion of
one game is performed.
Though the present embodiment is described with the ST period
as an advantageous status for the player that is established by achieving
the present object, the above-mentioned AT period may be applied
instead or as an advantageous status for the player. The winning flag of
a specific winning combination may be established or the internal
winning probability of a winning combination may be increased.
In addition to the slot machine, the pachi-slot machine, or the like,
for example, the above-described embodiment, this invention may be
applied in a similar manner to a pachinko gaming machine or an arcade
gaming machine equipped with an electrical display device or to a home
video game that executes the above-described functions in a simulating
manner with a software.
With the present invention, since an effect, which is displayed with
the electronic shutter being in the transmissive state, enables the reel
symbols at the back side to be visually recognizable at parts at which the
effect is not displayed, an effect mode in which reel symbols are mixed
with an image effect can be expressed. Also, with an effect displayed
with the electronic shutter in the shielding state, since an extraneous
background will not be visible and the electronic shutter serves the role
of a reflecting plate as well, an even clearer image effect can be
expressed.
With the present invention, since it becomes possible to leave just
the display regions that are to be displayed to a player in a highlighted
manner and shield the other display regions in accordance with stop
button operations of the player, information that match changes in the
gaming situation can be transmitted effectively without being influenced
by the installation positions of the display devices, the brightness of
lamps, etc. Also, it becomes possible, in performing stopping operations
during ST gaming, to play the ST gaming without movement of the line of
sight from the image display unit, on which the stopping order is
displayed, to the reels and since the control is carried out in accordance
with the stopping operations of a player, the degree of fatigue of the
player will be reduced. Also, the switching between the transmissive
and shielding states can be performed instantaneously and since the
shielded region can be controlled by software, finer effect control is
enabled.
With the present invention, since the electronic shutter is activated in
the state in which all reels are stopped and since the electronic shutter
can thus be controlled to be in the shielding state across the entire
display panel without considering the hindering of observation push,
which can be a problem in electronic shutter control during rotation of
the reels, the execution of large and clear image effects is enabled.
With the present invention, since, when a winning is generated, the
reel symbols besides the winning symbols are hidden by an electronic
shutter and only the winning combinations are put in visually
recognizable states, it is clear at a glance which winning combinations
have become established along which pay line, the winning effect can
thus be notified effectively to the player, and the game is made more
interesting.
By applying the present invention in ST gaming, in which the
appropriate stopping order is notified, the winning symbols and the pay
line can be notified to the player effectively even during ST gaming, in
which the attention of the player is directed just to the stopping order
and the concentration regarding which symbols are displayed in stopped
form tends to be interrupted.
With the present invention, that an erroneous stopping has been
performed during ST gaming can be notified to a player without fail and
without the player having to move his/her line of sight to other display
devices. Also, since the performing of an erroneous stopping operation
is notified not only by means of the control state of the shielding means
but also by display of a predetermined image on the effect display part,
more definite information transmission is enabled.
Although only some exemplary embodiments of this invention
have been described in detail above, those skilled in the art will readily
appreciated that many modifications are possible in the exemplary
embodiments without materially departing from the novel teachings and
advantages of this invention. Accordingly, all such modifications are
intended to be included within the scope of this invention.