BACKGROUND OF THE INVENTION
Field of the Invention
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The present invention relates to a gaming machine such as
a slot machine or a Japanese pinball machine (a so-called
"pachinko machine", which will be simply referred to as "pinball
machine") including a variable display means for variably
displaying various symbols provided for playing a game and
control means such as a microcomputer for controlling the
variable display.
Description of the Related Art
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Hitherto, as a conventional gaming machine of the above
described type, for example, a slot machine including stopping
means has been known (a so-called "pinball slot machine" or a
so-called "Pachi-Slot machine" in Japan). FIG. 38 shows a
conventional pinball slot machine X.
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The pinball slot machine X has a variable display means
having the configuration wherein three rotation reels 104 to 106
for producing variable display of a plurality of symbols are
disposed in display windows 101 to 103 provided in a front panel
100 and reel stop buttons 107 to 109 for stopping the rotation
reels 104 to 106 are provided. When a predetermined symbol
combination becomes complete through the variable display means,
the player gains a prize.
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Printed on the front of the front panel 100 are a one-medal
pay line 111 at the middle stage which becomes activated with
one medal inserted, two two-medal pay lines 112a an 112b which
become activated with two medals inserted, and two three-medal
pay lines 113a an 113b which become activated with three medals
inserted for nine symbols (three columns X three rows) displayed
through the display windows 101 to 103. In the figure, numeral
114 denotes a game medium (medal, coin, or the like) slot and
numeral 115 denotes a start lever for starting a game. In
addition to the above-described variable display means having
the mechanical configuration using the rotation reels 104 to 106,
a variable display means having a screen such as a liquid crystal
screen on which variable display of symbols can be produced is
also available.
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As a gaming method, first, playing a game is started as
the player inserts game medium into the game medium slot 114.
As the player handles the start lever 115, control means controls
the variable display means for rotating the reels 104 to 106,
thereby producing variable display of symbols.
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For the symbols variably displayed, the rotating reels 104
to 106 are stopped in order automatically in a given time or as
the player operates the reel stop buttons 107 to 109. At this
time, if the symbols on the reels 104 to 106 appearing in the
display windows 101 to 103 become a specific combination (winning
symbol combination), game play media are payout to the player
as the prize of the win.
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The pinball slot machine X has different winning game
states. Particularly, in some pinball slot machines, when the
winning game of a predetermined winning combination is complete,
the player is placed in a game state in which the player is given
a better condition than the usual state for a predetermined time
period in addition to paying out a predetermined number of medals.
Such winning combinations include a winning combination for
allowing the player to play a predetermined number of games giving
a relatively large prize to the player, which will be hereinafter
referred to as big bonus (BB), and a winning combination for
allowing the player to play a predetermined number of games giving
a relatively small prize to the player, which will be hereinafter
referred to as regular bonus (RB).
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In the pinball slot machine X, internal lottery processing
(simply, internal lottery) is performed and the symbol
combination stopped and displayed along the line of the pay lines
111 to 113 made activated, which will be hereinafter referred
to as activated line, is determined based on the lottery result
and the stop operation timing of the reel stop buttons 107 to
109 by the player. That is, to complete a winning game for paying
out medals or coins to the player, it is required that the winning
combination be won according to the internal lottery processing,
which will be hereinafter referred to as internal winning, and
that the player perform stop operation at the timing at which
the symbol combination indicating completion of the winging game
of the winning combination gaining the internal winning, which
will be hereinafter referred to as symbol combination, can be
stopped on the activated line.
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That is, even if the internal winning is accepted, if the
player cannot perform the stop operation at the good timing, the
player cannot complete the winning game. Thus, the gaming
machines requiring that the player have a technique for
performing the stop operation at the good timing (the relative
importance of intervention of the technique called "observation
push" is high) are mainstream at present.
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In such gaming machines, recently, various arts for
designing the front panel 100 and displaying the pay lines 111
to 113 and symbols have been proposed to enhance the game
amusement and easily determine a winning game.
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For example, in a gaming machine described in
JP-A-2000-350805, an optically transparent information display
panel including a matrix display unit that can display a dot
pattern with a plurality of rows and a plurality of columns of
dots is provided at the rear of a front panel or in the proximity
of the rear of the front panel and moreover the information
display panel is implemented as a transparent EL
(electroluminescent) panel for displaying optically transparent
characters and symbols in dot patterns.
SUMMARY OF THE INVENTION
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In the gaming machine disclosed in JP-A-2000-350805, which
includes the information display panel, it is made possible to
produce extensive display containing an effect image. However,
because of the optically transparent panel, the symbols on the
reels are always seen through the dot patterns and incomplete
display of the effortful effect image and the symbols on the reels
easily results; sharp contrast is not provided between the effect
image and the symbols on the reels is always
transparent-displayed and it is feared that the player may get
tired of playing games on the gaming machine.
-
It is therefore an object of the invention to provide a
gaming machine for providing sharp contrast between symbols on
reels and an effect image displayed on front display means placed
in front of the reels as the front display means is moved.
-
According to the invention, there is provided a gaming
machine including: variable display means for variably
displaying a plurality of symbols; symbol combination
determination means configured to determine a symbol
combination; stop control means configured to stop at least one
of the symbols of the variable display means based on the
determination result of the symbol combination determination
means; game medium payout means configured to pay out a game
medium to a player in a case where a stop state of the variable
display means stopped by the stop control means corresponds to
a predetermined stop state; front display means provided in front
of the variable display means and configured to enable the player
to see at least one of the symbols of the variable display means
therethrough, and to display various images; and front display
moving means configured to move the front display means.
-
The front display means may be able to be moved in the back
and forth direction with respect to the variable display means.
-
The front display means may be able to be moved in the up
and down direction with respect to the variable display means.
-
The front display means may be able to be switched between
a position where the player can visually recognize the front
display means and a position where the player cannot visually
recognize the front display means.
BRIEF DESCRIPTION OF THE DRAWINGS
-
In the accompanying drawings:
- FIG. 1 is a perspective view to show the appearance of a
slot machine according to an embodiment of the invention;
- FIG. 2 is a front view to show the appearance of the slot
machine according to the embodiment of the invention;
- FIG. 3 is a block diagram to show the configuration of an
electric circuit of the slot machine according to the embodiment
of the invention;
- FIG. 4 is a block diagram to show the configuration of a
sub-control circuit of the slot machine according to the
embodiment of the invention;
- FIG. 5 is a drawing to show symbol rows arranged on reels;
- FIG. 6 is a drawing to show winning combinations and numbers
of payout medals corresponding to winning symbol combinations;
- FIG. 7 is a drawing to show an example of a ceiling
indication meter;
- FIGS. 8A through 8C are drawings to show an example of images
for notifying the player of stop order;
- FIGS. 9A and 9B are drawings to show probability lottery
tables;
- FIG. 10 is a drawing to show a stop control table number
section table;
- FIG. 11 is a drawing to show the relationship between the
stop button push order and completion/incompletion of winning
game for each stop table number;
- FIG. 12 is a drawing to show an example of a stop control
table;
- FIG. 13 is a drawing to show an example of a stop control
table;
- FIG. 14 is a drawing to show an example of a stop control
table;
- FIG. 15A is a drawing to show a ceiling-number-of-AT-times
selection table and FIG. 15B is a drawing to show an AT activation
lottery table;
- FIG. 16A is a drawing to show a ceiling activation value
selection table and FIG. 16B is a drawing to show a ceiling meter
shift selection table;
- FIG. 17 is a drawing to show examples of commands
transmitted from a main control circuit to the sub-control
circuit;
- FIG. 18 is a drawing to show examples of commands
transmitted from the main control circuit to the sub-control
circuit;
- FIG. 19 is a flowchart to show processing of the main control
circuit;
- FIG. 20 is a flowchart to show processing of the main control
circuit;
- FIG. 21 is a flowchart to show processing of the main control
circuit;
- FIG. 22 is a flowchart to show processing of the main control
circuit;
- FIG. 23 is a flowchart to show processing of the main control
circuit;
- FIG. 24 is a flowchart to show processing of the main control
circuit;
- FIG. 25 is a flowchart to show stop control table selection
processing;
- FIG. 26 is a flowchart to show processing of the sub-control
circuit;
- FIG. 27 is a flowchart to show processing of the sub-control
circuit;
- FIGS. 28A through 28D are flowcharts to show
number-of-inserted-medals update processing,
number-of-bet-medals determination processing,
total-number-of-bet-medals update processing, and the
total-number-of-payout-medals update processing;
- FIG. 29 is a flowchart to show ceiling meter indication
processing;
- FIG. 30 is a flowchart to show ceiling AT activation check
processing;
- FIG. 31 is a flowchart to show ceiling activation value
selection processing;
- FIG. 32 is a flowchart to show AT execution processing;
- FIG. 33 is a flowchart to show push order notification
processing;
- FIG. 34 is a flowchart to show AT activation lottery
processing;
- FIG. 35 is a schematic representation to show the
disposition state of a panel display unit;
FIG- 36 is a schematic representation of the panel display unit;
- FIG. 37 is a schematic representation to show the
disposition state of another panel display unit; and
- FIG. 38 is a schematic representation to show an example
of a gaming machine in a related art.
-
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
-
A gaming machine of the invention has variable display
means for producing variable display of a plurality of symbols,
front display means being provided in front of the variable
display means for enabling the player to see symbols on the
variable display means through the front display means, symbol
combination determination means for determining a symbol
combination, a plurality of operation means for the player to
stop the variable display of the variable display means, stop
control means for performing stop control of the variable display
operation of the variable display means based on the
determination result of the symbol combination determination
means and operation input to the operation means, and game medium
payout means for paying out game play media to the player if the
stop state of the variable display means stopped by the stop
control means is a predetermined stop state, wherein the front
display means can be moved.
-
By moving the front display means, sharp contrast can be
provided between the effect produced by the variable display
means and the effect produced by the front display means. For
example, when the effect is produced by the variable display means,
the front display means is moved to a position where the player
cannot visually recognize the front display means, so that
player's interest can be excited in the effect produced by the
variable display means. When the effect is produced by the front
display means, the front display means can be moved to the ahead
position of the variable display means for exciting player's
interest in the effect produced by combining the effect produced
by the front display means and the effect produced by the variable
display means. Moreover, when the effect is produced by
combining the effect produced by the front display means and the
effect produced by the variable display means, the front display
means can also be moved up and down, from side to side, or back
and forth, whereby change can be given to the effect and player's
interest can be still more excited in the effect.
-
Particularly, if the front display means is moved forward
relative to the variable display means (if the front display means
and the variable display means are brought away from each other) ,
the player can select the effect produced by the front display
means or the effect produced by the variable display means for
visually checking the effect with the accent put on the effect
produced by either means, whereby the player can be made to enjoy
the effect produced by either means with the accent put thereon.
On the other hand, if the front display means is moved backward
relative to the variable display means (if the front display means
and the variable display means are brought close to each other) ,
the player can visually check the effect produced by the front
display means and the effect produced by the variable display
means at the same time, whereby the player can be made to enjoy
the effect produced by combining the effects of both of the means.
-
If the front display means is moved in the up and down
direction relative to the variable display means, the
superposition state of the effect produced by the front display
means and the effect produced by the variable display means
changes and change can be given to the effect produced by
combining the effects of both of the means, making the player
enjoy the effect.
-
If the front display means is moved to a position where
the player can visibly recognize the front display means, the
player can visually check the effect produced by the front display
means and the effect produced by the variable display means at
the same time, and can be made to enjoy the effect produced by
combining the effects of both of the means. On the other hand,
if the front display means is moved to a position where the player
cannot visibly recognize the front display means, the effect
produced by the variable display means becomes easy to see and
the player can be made to enj oy the effect produced by the variable
display means.
-
A gaming machine according to an embodiment of the
invention will be discussed more specifically with reference to
the accompanying drawings.
-
FIG. 1 is a perspective view to show the appearance of a
gaming machine 1 of a first embodiment according to the invention.
FIG. 2 is a front view of the gaming machine 1 of a first embodiment
according to the invention.
-
The gaming machine 1 is a so-called "pinball slot machine"
including three rotation reels for producing variable display
of symbols and allows the player to play a game using game play
media such as a card storing information of the game play value
given to the player as well as coins, medals or tokens. In the
description that follows, it is assumed that the player uses
medals.
-
A panel display unit 5 of a liquid crystal display is
provided at the front of a cabinet 2 forming the whole of the
gaming machine 1.
-
In the cabinet 2, three rotation reels 3L, 3C, and 3R each
with a symbol row made up of different types of symbols drawn
on the outer peripheral surface are provided in a row for rotation
for providing variable display means. The player can observe
the symbols on the reels through display windows 4L, 4C, and 4R
seen through the panel display unit 5. Each reel rotates at a
constant speed (for example, 80 revolutions per minute).
-
Although the configuration of the panel display unit 5 is
described later in detail, the panel display unit 5 is provided
fully with a screen 5a for forming front display means through
which the rotation reels 3L, 3C, and 3R can be seen. When viewed
from the player, the following components appear.
-
The vertically oriented rectangular display windows 4L,
4C, and 4R are seen at the center of the display screen 5a, and
a center line 8a, a top line 8b, and a bottom line 8c in the
horizontal direction and a cross down line 8d and cross up line
8e in the slanting directions as pay lines are visible in the
display windows 4L, 4C, and 4R. As the pay lines, one, three,
or five lines are made activated as the player operates a 1-BET
switch 11, a 2-BET switch 12, or a MAX-BET switch 13 (described
later) or inserts medals into a medal insertion slot 22. Which
pay lines are made activated is indicated as the corresponding
lines are lighted and a BET lamp 9a, 9b, or 9c (described below)
is lighted.
-
The 1-BET lamp 9a, the 2-BET lamp 9b, the MAX-BET lamp 9c,
and a deposited-number-of-game-play-medals display unit 19 are
provided on the left of the display windows 4L, 4C, and 4R. The
1-BET lamp 9a, the 2-BET lamp 9b, or the MAX-BET lamp 9c is lighted
in response to the number of medals bet to play one game, which
will be hereinafter referred to as the BET count. In the
embodiment, one game is over when all reels stop or when game
play media have been payout if game play media are payout. When
the BET count is 1 and one pay line is made activated, the 1-BET
lamp 9a is lighted; when the BET count is 2 and three pay lines
are made activated, the 2-BET lamp 9b is lighted; and when the
BET count is 3 and all the five pay lines are made activated,
the MAX-BET lamp 9c is lighted. A game play start indicator lamp
25 provided below the SET lamps 9a, 9b, and 9c is lighted when
at least one pay line is made activated. Further, the
deposited-number-of-game-play-medals display unit 19 displays
the deposited number of medals.
-
A WIN lamp 17, a payout display unit 18, and a game play
medal insertion lamp 24 are provided on the right of the display
windows 4L, 4C, and 4R. The WIN lamp 17 is lighted at a
predetermined probability when the internal winning is accepted
as BB or RB. The WIN lamp 17 is also lighted when the winning
game of BB or RB is complete. The payout display unit 18 is made
up of seven-segment LEDs for displaying the number of medals
payout when the winning game is complete. The game play medal
insertion lamp 24 is blinked when insertion of game play medals
can be accepted.
-
A number-of-bonus-game-operation-times display unit 20 is
provided in the upper right corner of the display screen 5a. The
number-of-bonus-game-operation-times display unit 20 displays
the number of RB games that can be played, and the possible number
of winning games of RB (described later).
-
A game play stop indicator 31, a replay indicator 32, an
RB operation indicator 33, and a BB operation indicator 34 are
provided in a row in the upper left corner of the display screen
5a. The game play stop indicator 31 is lighted when the time
interval between the preceding drum rotation and the current drum
rotation is less than a predetermined time (in the embodiment,
4.1 seconds). The replay indicator 32 is lighted when replay
is operated. The RB operation indicator 33 is lighted during
the RB operation. The BB operation indicator 34 is lighted
during the BB operation.
-
The display screen 5a also displays the "stop order"
required for realizing completion of the winning game when the
internal winning of "small prize of bell" is accepted in "stop
operation assistance time period" (described later).
-
A frontward projection portion 10 of a horizontal plane
is formed below the display windows 4L, 4C, and 4R seen through
the display screen 5a, and an indication section 2a for indicating
information concerning the gaming machine 1 is provided between
the frontward projection portion 10 and the display windows 4L,
4C, and 4R.
-
A medal insertion slot 22 is provided on the right of the
indication section 2a, and the 1-BET switch 11, the 2-BET switch
12, and the MAX-BET switch 13 are provided at the lower position
to the left of the indication section 2a. A cross button 26,
a "O" button 27, and a "X" button 28 are provided at the upper
position to the left of the indication section 2a.
-
The 1-BET switch 11 enables the player to bet one of the
credited medals by one push operation on a game. The 2-BET switch
12 enables the player to bet two of the credited medals by one
push operation on a game. The MAX-BET switch 13 enables the
player to bet as many medals as the maximum number of medals that
can be bet on a game by one push operation. As the player operates
any of the BET switches, the corresponding pay lines are made
activated as described above.
-
The player can switch the display screen 5a and make entry
by operating the cross button 26, the "O" button 27, and the "X"
button 28.
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A deposited medal adjusting switch 14 for the player to
switch between credit and payout of the medals obtained by playing
games by pushbutton operation is provided on the left of the front
of the frontward projection portion 10. As the deposited medal
adjusting switch 14 is switched, medals are payout from a game
play medal payout opening 15 in a lower part of the front and
are stored in a game play medal tray 16. On the right of the
depositedmedal adjusting switch 14, a start lever 6 for rotating
the reels for starting variable display of symbols in the display
windows 4L, 4C, and 4R (starting a game) as the player operates
the start lever 6 is attached so that it can be turned in a
predetermined angle range.
-
A door opening/closing and closing release device 29 is
provided to the right of the front of the frontward projection
portion 10. As the door opening/closing and closing release
device 29 is turned to the right with a predetermined key, the
front door is opened/closed; as the device 29 is turned to the
left, closing is released.
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Speakers 21L and 21R are provided on the upper left and
right of the cabinet 2, and a payout table panel 23 for displaying
winning symbol combination, the number of payout medals, and the
like is provided between the two speakers 21L and 21R. Three
stop buttons 7L, 7C, and 7R for stopping rotation of the three
rotation reels 3L, 3C, and 3R are provided at the center of the
front of the frontward projection portion 10 and below the
indication section 2a.
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As shown in FIG. 35, the panel display unit 5 is attached
to a front opening 2b of the cabinet 2 so as to face from the
back of the front opening 2b, and the portion exposed from the
cabinet 2 forms the display screen 5a.
-
The panel display unit 5 is attached to the rear of the
cabinet 2 so that it can move in the back and forth direction
relative to the rotation reels 3L, 3C, and 3R through a motorized
cylinder 2c. In the figure, numeral 2d denotes a guide.
-
The panel display unit 5 is implemented as a multi-layer
panel body 5' clamped and held by a rectangular frame 505, as
shown in FIG. 36.
-
The multi-layer panel body 5' has a multi-layer structure
made up of, from the outermost side (front), transparent
protective glass 500 and a liquid crystal panel 501 substantially
making up the front display means, a light guide plate 503 made
of an acrylic material having a predetermined thickness forming
a part of a backlight structure, and a diffuser panel 504 made
of a plastic film put on the rear of the light guide plate 503.
The diffuser panel 504 is formed on the surface with asperities
for irregularly reflecting and diffusing light. A transparent
acrylic plate may be used in place of the protective glass 500.
-
A backlight is disposed between the front display means
and the variable display means for applying backlight to the
symbols on the variable display means. That is, a cold-cathode
tube 2e for functioning as the backlight of the liquid crystal
panel 501 and being capable of applying light to the symbols on
the rotation reels 3L, 3C, and 3R is disposed between the
multi-layer panel body 5' and the rotation reels 3L, 3C, and 3R
and at a lower position of the multi-layer panel body 5'.
-
The cold-cathode tube 2e is faced to the lower end part
of the light guide plate 503 and the frame 505 is formed with
a notch 505a for allowing light to pass through, so that light
can pass through the end part of the light guide plate 503 to
the whole and can be diffused forward by the diffuser panel 504
for the cold-cathode tube 2e to function as the backlight of the
liquid crystal panel 501 and a liquid crystal shutter 502.
-
A part of light of the cold-cathode tube 2e is applied to
the rotation reels 3L, 3C, and 3R disposed at the rear of the
multi-layer panel body 5'. In the figure, numeral 2f denotes
a reflection cover disposed so as to involve the cold-cathode
tube 2e. The reflection cover 2f is bent roughly like a letter
U in cross section and is fastened to a lower panel mounting boss
2c' together with the multi-layer panel body 5'.
-
In the embodiment, the panel display unit 5 is attached
movably in the back and forth direction, but the invention is
not limited to it. As shown in FIG. 37, the panel display unit
5 may be attached movably in the up and down direction. The panel
display unit 5 shown in FIG. 37 is attached to a panel support
body 5c loosely fitted into rotation shafts 5b of the rotation
reels 3L, 3C, and 3R for rotation. A drive gear 5f of an electric
motor 5e is operatively connected to a driven gear 5d joined to
the base end part of the panel support body 5c and as the motor
5e is rotated, the panel display unit 5 moves up and down.
Moreover, if the panel display unit 5 moves down, it is positioned
between the front opening 2b of the cabinet 2 and the rotation
reels 3L, 3C, and 3R, enabling the user to visually recognize
the panel display unit 5; on the other hand, if the panel display
unit 5 moves up, it is positioned above the front opening 2b of
the cabinet 2, making it impossible for the user to visually
recognize the panel display unit 5.
-
As described above, in the embodiment, the front display
means can be moved and as the front display means is moved, sharp
contrast can be provided between the effect produced by the
variable display means and the effect produced by the front
display means.
-
Particularly, if the front display means is moved forward
relative to the variable display means (if the front display means
and the variable display means are brought away from each other) ,
the player can select the effect produced by the front display
means or the effect produced by the variable display means for
visually checking the effect with the accent put on the effect
produced by either means, whereby the player can be made to enjoy
the effect produced by either means with the accent put thereon.
On the other hand, if the front display means is moved backward
relative to the variable display means (if the front display means
and the variable display means are brought close to each other) ,
the player can visually check the effect produced by the front
display means and the effect produced by the variable display
means at the same time, whereby the player can be made to enjoy
the effect produced by combining the effects of both of the means.
-
If the front display means is moved in the up and down
direction relative to the variable display means, the
superposition state of the effect produced by the front display
means and the effect produced by the variable display means
changes and change can be given to the effect produced by
combining the effects of both of the means, making the player
enjoy the effect.
-
If the front display means is moved to a position where
the player can visibly recognize the front display means, the
player can visually check the effect produced by the front display
means and the effect produced by the variable display means at
the same time, and can be made to enjoy the effect produced by
combining the effects of both of the means. On the other hand,
if the front display means is moved to a position where the player
cannot visibly recognize the front display means, the effect
produced by the variable display means becomes easy to see and
the player can be made to enjoy the effect produced by the variable
display means.
-
In the embodiment, the backlight is provided for the front
display means and backlight is applied to the symbols on the
variable display means. Thus, the backlight is applied not only
to the front display means, but also to the symbols on the variable
display means, making it possible to clearly display both the
symbols on the variable display means and the effect image
displayed on the front display means placed in front of the
variable display means, so that not only the effect display
produced by the front display means, but also the symbols on the
variable display means become easy to see, enabling the player
to enjoy playing a game.
-
Particularly, if the backlight is disposed between the
front display means and the variable display means, the internal
space of the gaming machine can be used effectively as the
installation place of the backlight, and the backlight can be
placed in the gaming machine without upsizing the gaming machine.
-
If the front display means is configured to provide
predetermined indications and displays (various lamp
indications (1-BET lamp 9a, 2-BET lamp 9b, MAX-BET lamp 9c, and
WIN lamp 17) and various display units (payout display unit 18,
deposited-number-of-game-play-medals display unit 19, and
number-of-bonus-game-operation-times display unit 20)) in the
surroundings of the variable display means, various lamp
indications (1-BET lamp 9a, 2-SET lamp 9b, MAX-BET lamp 9c, and
WIN lamp 17) and various display units (payout display unit 18,
deposited-number-of-game-play-medals display unit 19, and
number-of-bonus-game-operation-times display unit 20) provided
on the front panel in the gaming machine in the related art can
be displayed on the front display means. Thus, the need for
providing the various lamps on the front panel is eliminated,
the number of components of the gaming machine can be decreased,
and the manufacturing cost of the gaming machine can be reduced.
-
The gaming machine 1 is configured as described above.
Operation of the player for operating the start lever 6 for
rotating the three reels 3L, 3C, and 3R and operating the three
stop buttons 7L, 7C, and 7R for stopping rotation of the reels
3L, 3C, and 3R will be discussed below.
-
Here, the stop operation performed when all reels 3L, 3C,
and 3R rotate is called "first stop operation, " the stop operation
next performed is called "second stop operation," and the stop
operation performed following the second stop operation is
called "third stop operation." Operating the left stop button
7L as the first stop operation is called "forward push."
Operating the center stop button 7C as the first stop operation
is called "center push." Operating the right stop button 7R as
the first stop operation is called "reverse push."
-
Since the gaming machine 1 is provided with the three stop
buttons 7L, 7C, and 7R, there are six different operation orders
of the stop buttons. Then, the operation orders are
distinguished from each other as follows: The left stop button
7L is abbreviated to "left," the center stop button 7C to
"center," and the right stop button 7R to "right." To indicate
the stop order, the abbreviations of the stop buttons 7L, 7C,
and 7R are listed from left to right in the stop operation order.
For example, when the player operates the left stop button 7L
as the first stop operation, the center stop button 7C as the
second stop operation, and the right stop button 7R as the third
stop operation, the stop order is indicated as "left center
right." In the embodiment, the six different stop orders of
"left center right," "left right center," "center left right,"
"center right left," "right left center," and "right center left"
are available.
-
FIG. 5 shows symbol rows each made up of 21 symbols
represented on each reel 3L, 3C, 3R. The symbols are given code
numbers 00 to 20 and are stored in ROM 32 described later as a
data table. The symbol rows each made up of symbols of "blue
7," "red 7," "BAR," "bell," "plum," "Replay," and "cherry" are
represented on the reels 3L, 3C, and 3R. The reels 3L, 3C, and
3R are rotated so that the symbol rows move in the arrow direction.
-
A table in FIG. 6 lists the winning combinations and the
numbers of payout medals corresponding to the winning symbol
combinations in each game state.
-
The game state is classified into the three states of
ordinary gaming state (the mode in which the gaming machine
(player) is in the state is also represented as "during ordinary
gaming"), ordinary gaming state in BB (the mode in which the
gaming machine (player) is in the state is also represented as
"during BB operation") , and RB game state (the mode in which the
gaming machine (player) is in the state is also represented as
"during RB operation"). Usually, the mode in which the gaming
machine (player) is in the ordinary gaming state is represented
as "during ordinary gaming, " the mode in which the gaming machine
(player) is in the ordinary gaming state in BB is represented
as "during BB operation, " and the mode in which the gaming machine
(player) is in the RB game state is represented as "during RB
operation. "
-
The ordinary gaming state may be further classified
depending on whether or not the internal winning of BB or RB is
accepted. However, the winning combinations having the
possibility of accepting internal winning are similar and
therefore the game state is classified into the three states in
the table.
-
The types of winning combinations having the possibility
of accepting internal winning are determined according to a
probability lottery table (described later) and the probability
lottery table is provided for each game state. That is, the types
of prizes having the possibility of accepting internal winning
become the same for games in the same game state.
-
As shown in FIG. 6, when "blue 7-blue 7-blue 7" or "red
7-red 7-red 7" is placed in a row along the activated line in
the ordinary gaming state, a winning game of BB is complete and
15 medals are payout to the player and the game state of the next
game enters the BB gaming state.
-
The RB game state occurs when the symbol combination along
the activated line is "BAR-BAR-BAR" in the ordinary gaming state
or when the symbol combination along the activated line is
"Replay-Replay-Replay" in the ordinary gaming state in BB (JAC
IN). At this time, 15 medals are payout to the player. The RB
game state is a game state in which the player easily gains a
prize of paying out 15 medals to the player with completion of
the predetermined symbol combination "Replay-Replay-Replay" as
the player bets one medal. The maximum number of games that can
be played by the player in one RB game state (the number of RB
games that can be played) is 12. The number of winning games
that can be gained in the RB game state (the possible number of
winning games of RB) is up to eight. That is, the RB game state
exits if the number of games reaches 12 or if the number of winning
games reaches eight. When the RB game state exits, a transition
to the ordinary gaming state is made.
-
One BB exits if the player has played 30 games in the
ordinary gaming state in BB or if a transition to the RB game
state is made three times and the third RB exits. When the BB
gaming state exits, a transition to the ordinary gaming state
is made.
-
When the symbol combination along the activated line is
"Replay-Replay-Replay" in the ordinary gaming state, a winning
game of replay is complete. When a winning game of replay is
complete, as many medals as the number of inserted medals are
automatically inserted, so that the player can play a game without
consuming medals.
-
As symbol combination "bell-bell-bell" is placed in a row
along the activated line in the ordinary gaming state or the
ordinary gaming state in BB, a winning game of small prize of
bell is complete. When the internal winning of small prize of
bell is accepted, whether or not the winning game is complete
is determined by the table number (described later) and the stop
order of the stop buttons 7L, 7C, and 7R by the player.
Specifically, the symbol combination "bell-bell-bell" is placed
in a row along the activated line and the winning game of small
prize of bell is complete only if the player operates the stop
buttons 7L, 7C, and 7R in the stop order of the six stop orders
corresponding to the table number. If the player operates the
stop buttons 7L, 7C, and 7R in any order other than the stop order
corresponding to the table number, the winning game of small prize
of bell becomes incomplete.
-
It is possible to realize completion of winning games of
"small prize of cherry," and "small prize of plum," in the
ordinary gaming state or the ordinary gaming state in BB. The
numbers of medals payout to the player are as shown in the figure.
-
In the ordinary gaming state, "stop operation assistance
time period (AT described later)" is provided for notifying the
player of the stop order for realizing completion of a winning
game when the internal winning of small prize of bell is accepted.
When the internal winning of small prize of bell is accepted in
the time period, the player can surely realize completion of a
winning game.
-
FIG. 7 is a drawing to describe an example of "ceiling
indication meter" of indication means for indicating the
progress until a relief measure occurs. The scale shown in the
figure indicates the difference between the total number of
medals used for playing games and the total number of payout
medals. That is, usually, the number of used medals is greater
than the number of payout medals during the ordinary gaming and
thus the scale of the meter grows until a bonus is won. The scale
of the meter starts at 1 when BB exits, and when the scale reaches
8, a relief measure called ceiling is activated.
-
Next, the images (stop order notification images)
displayed on the display screen 5a when the internal winning of
small prize of bell is accepted in the assistance time period
will be discussed with reference to FIGS. 8A through 8C. In FIG.
8, the stop order required for a winning game is "left right
center."
-
FIG. 8A shows the image displayed at the game start time.
The symbol of a bell is displayed in the left symbol display area
of the image, indicating that the internal winning of small prize
of bell is accepted. Further, a message of "=LEFT= PUSH!" is
displayed below the symbol of the bell, notifying the player that
the stop operation required for a winning game is to operate the
left stop button 7L as the first stop operation.
-
FIG. 8B shows the image displayed after the player performs
the first stop operation. Another symbol of a bell is displayed
in the right symbol display area of the image and a message of
"=RIGHT= PUSH!" is displayed below the symbol of the bell,
notifying the player that the player is to operate the right stop
button 7R as the second stop operation.
-
FIG. 8C shows the image displayed after the player performs
the second stop operation. Another symbol of a bell is displayed
in the center symbol display area of the image and a message of
"=CENTER= PUSH!" is displayed below the symbol of the bell,
notifying the player that the player is to operate the center
stop button 7C as the third stop operation. If the player
performs the first stop operation and the second stop operation
responsive to the messages displayed on the display screen 5a,
"bell-bell-bell" is placed in a row along the activated line and
the winning game of small prize of bell is complete after the
player performs the third stop operation.
-
In FIGS. 8A through 8C, the player is notified of the stop
button to next operate in order as the stop order notification
mode, but the player may be notified of the stop order at a time
at the game start time. For example, the stop order can also
be displayed as "left right center" on the display screen 5a.
-
FIG. 3 shows the circuit configuration including a main
control circuit 81 for controlling the game processing operation
of the gaming machine 1, peripherals (actuators) electrically
connected to the main control circuit 81, and a sub-control
circuit 82 for controlling the panel display unit 5 of liquid
crystal display and the speakers 21L and 21R based on a control
command transmitted from the main control circuit 81.
-
The main control circuit 81 is made up of the microcomputer
40 placed on the circuit board as the main component and a random
number sampling circuit. The microcomputer 40 includes a CPU
41 for performing the control operation in accordance with a
preset program, and ROM 42 and RAM 43, both of which are provided
as a storage.
-
Connected to the CPU 41 are a clock pulse generation circuit
44 for generating a reference clock pulse, a frequency divider
45, a random number generator 46 for generating sampled random
numbers, and a sampling circuit 47. For sampling random numbers,
random number sampling may be executed in the microcomputer 40,
namely, the operation program of the CPU 41. In this case, the
random number generator 46 and the sampling circuit 47 can be
omitted or can also be left for backup of the random number
sampling operation.
-
The ROM 42 of the microcomputer 40 stores probability
lottery tables used to determine random number sampling
performed each time the player operates the start lever 6 (start
operation), stop control tables for determining the reel stop
state in response to operation of the stop buttons, various
control commands to be transmitted to the sub-control circuit
82, and the like. The commands include a demonstration display
command, a start command, an all reel stop command, a winning
symbol combination (prize) command, and the like. The commands
will be discussed later. The sub-control circuit 82 does not
input commands and information to the main control circuit 81
and one-way communications are conducted from the main control
circuit 81 to the sub-control circuit 82.
-
In the circuitry shown in FIG. 3, the actuators whose
operation is controlled by a control signal from the
microcomputer 40 include a hopper (containing a drive section
for paying out medals) 50 as game play value giving means for
storing medals and paying out a predetermined number of medals
according to an instruction of a hopper drive circuit 51, and
stepping motors 59L, 59C, and 59R for rotating the reels 3L, 3C,
and 3R.
-
Further, a motor drive circuit 59 for driving and
controlling the stepping motors 59L, 59C, and 59R, a hopper drive
circuit 51 for driving and controlling the hopper 50, a lamp drive
circuit 55 for driving and controlling the various lamps, and
a individual display unit drive circuit 58 for driving and
controlling the various display units are connected to the output
section of the CPU 41 through an I/O port 48. Each of these drive
circuits receives a control signal such as a drive command output
from the CPU 41 and controls the operation of the corresponding
actuator.
-
The main input signal generation means for generating an
input signal required for generating a control command by the
microcomputer 40 include a start switch 6S, the 1-BET switch 11,
the 2-BET switch 12, the MAX-BET switch 13, the deposited medal
adjusting switch 14, an inserted medal sensor 22S, a reel stop
signal circuit 56, a reel position detecting circuit 60, and a
payout completion signal circuit 61. These are also connected
to the CPU 41 through the I/O port 48.
-
The start switch 6S detects the player operating the start
lever 6. The inserted medal sensor 22S detects a medal inserted
to the medal insertion slot 22. The reel stop signal circuit
56 generates a stop signal as the player operates each stop button
7L, 7C, 7R. The reel position detecting circuit 60 receives a
pulse signal from a reel rotation sensor and supplies a signal
for detecting the position of each reel 3L, 3C, 3R to the CPU
41. The payout completion signal circuit 61 generates a signal
for detecting completion of medal payout when the count of a medal
detection unit 50S (the number of medals payout from the hopper
50) reaches the specified number of medals.
-
In the circuitry in FIG. 3, the random number generator
46 generates random numbers contained in a given numeric value
range and the sampling circuit 47 samples one random number at
the appropriate timing after the player starts the start lever
6. The symbol combination is determined based on the random
number thus sampled and the probability lottery table stored in
the ROM 42. After the symbol combination is determined, random
number sampling is again performed to select a stop control table.
-
After rotation of each of the reels 3L, 3C, and 3R is started,
the number of drive pulses supplied to each of the stepping motors
59L, 59C, and 59R and the counts are written into a predetermined
area of the RAM 43. A reset pulse is obtained every revolution
of the reel 3L, 3C, 3R and the reset pulses are input to the CPU
41 through the reel position detecting circuit 60. The drive
pulse counts written in the RAM 43 are cleared to 0 according
to the reset pulses thus obtained. Accordingly, the counts
corresponding to the rotation positions of the reels 3L, 3C, and
3R within the range of one revolution are stored in the RAM 43.
-
A symbol table is stored in the ROM 42 to relate the rotation
positions of the reels 3L, 3C, and 3R and the symbols drawn on
the outer peripheral surfaces of the reels to each other. In
the symbol table, the code numbers given in sequence every given
rotation pitch of each reel 3L, 3C, 3R based on the rotation
position where the reset pulse is generated and the symbol codes
indicating the symbols provided in one-to-one correspondence
with the code numbers are related to each other.
-
Further, a winning symbol combination table is stored in
the ROM 42. The winning symbol combination table lists the
symbol combinations of winning games, the numbers of payout
medals for the winning games, and the winning game determination
codes representing the winning games in association with each
other. The winning symbol combination table is referenced at
the stop control time of the left reel 3L, the center reel 3C,
the right reel 3R and when the winning game is confirmed after
all reels are stopped.
-
If the internal winning is accepted according to lottery
processing based on the random number sampling (probability
lottery processing), the CPU 41 sends the stop control signal
of the reels 3L, 3C, and 3R to the motor drive circuit 49 based
on the operation signal sent from the reel stop signal circuit
56 at the timing at which the player operates the stop buttons
7L, 7C, and 7R, and the selected stop control table.
-
In the stop state indicating completion of the winning game
of symbol combination, the CPU 41 supplies a payout command signal
to the hopper drive circuit 51 for paying out a predetermined
number of medals to the player from the hopper 50. At the time,
the medal detection unit 50S counts the number of medals payout
from the hopper 50. When the count reaches the specified number
of medals, a medal payout completion signal is input to the CPU
41, which then stops driving the hopper 50 through the hopper
drive circuit 51 and terminates the medal payout processing.
-
FIG. 4 is a block diagram to show the configuration of the
sub-control circuit 82. The sub-control circuit 82 performs
display control of various lamp indications (1-BET lamp 9a, 2-BET
lamp 9b, MAX-BET lamp 9c, and WIN lamp 17), various display units
(payout display unit 18, deposited-number-of-game-play-medals
display unit 19, and number-of-bonus-game-operation-times
display unit 20) , and other extensive images, on the panel display
unit 5 and output control of sound from the speakers 21L and 21R
based on the control commands from the main control circuit 81.
-
The sub-control circuit 82, which is implemented on a
separate circuit board from the circuit board implementing the
main control circuit 81, is made up of a microcomputer
(sub-microcomputer) 83 as the main component, an image control
circuit 91 as display control means of the panel display unit
5, a sound source IC 88 for controlling sound output from the
speakers 21L and 21R, and a power amplifier 89.
-
The sub-microcomputer 83 includes a sub-CPU 84 for
performing the control operation following a control command
transmitted from the main control circuit 81, program ROM 85 as
storage means, and work RAM 86. The sub-control circuit 82 does
not include a clock pulse generation circuit, a frequency divider,
a random number generator, or a sampling circuit, but executes
random number sampling in an operation program of the sub-CPU
84.
-
The sub-microcomputer 83 includes a
number-of-notification-times counter and a number-of-AT-times
stock counter in a predetermined storage area. The
number-of-notification-times counter stores the remaining
number of notification times of the push order in the stop
operation assistance time period. when the value of the counter
is "1" or more, the gaming machine (player) is in the stop
operation assistance time period. The number-of-AT-times stock
counter stores information concerning the remaining number of
times of occurrence of the sto p operation assistance time period.
-
The program ROM 85 stores a control program executed in
the sub-CPU 84. The work RAM 86 is used as temporary storage
means for the sub-CPU 84 to execute the control program.
-
The image control circuit 91 is made up of an image control
CPU 92, an image control work RAM 93, image control program ROM
94, image ROM 96, video RAM 97, and an image control IC 98. The
image control CPU 92 determines the display contents on the panel
display unit 5 in accordance with an image control program stored
in the image control program ROM 94 based on the parameters set
in the sub-microcomputer 83. The image control program ROM 94
stores the image control program involved in display on the panel
display unit 5 and various selection tables. The image control
work RAM 93 is used as temporary storage means for the image
control CPU 92 to execute the image control program. The image
control IC 98 forms an image responsive to the display contents
determined by the image control CPU 92 and outputs the image to
the panel display unit 5. The image ROM 96 stores dot data for
forming an image. The video RAM 97 is used as temporary storage
means for the image control IC 98 to form an image.
-
Hereinafter, the probability lottery tables will be
discussed with reference to FIGS. 9A and 9B.
-
The probability lottery tables are referenced in
probability lottery processing. FIG. 9A shows the probability
lottery table used during ordinary gaming and FIG. 9B shows the
probability lottery table used during ordinary gaming in BB for
determining the symbol combination of each game.
-
In each table, the random number range is "0" to "16383"
and one extracted from the numeric values in the range is used
to determine the symbol combination.
-
For example, if the extracted random number is "2851"
during ordinary gaming, the symbol combination of the game
becomes "bell. " If the extracted random number lies in the range
of "11036" to "16383" during ordinary gaming, the symbol
combination of the game becomes "blank."
-
Hereinafter, the stop control tables used when the internal
winning of small prize of bell is accepted will be discussed with
reference to FIGS. 10 through 14.
-
A stop control table number section table shown in FIG.
10 is a table for determining the stop control table referenced
for performing stop control of the reels 3L, 3C, and 3R if the
internal winning of small prize of bell is accepted. That is,
if the internal winning of small prize of bell is accepted, any
one of the six stop control tables is referenced and stop control
is performed based on the stop control table.
-
FIG. 11 shows the relationship between the stop control
order of the reels 3L, 3C, and 3R in each table selected in FIG.
10 and completion/incompletion of winning game. For example,
when the table number selected according to the stop control table
number section table in FIG. 10 is "1", if the stop order is "left
center right," the player wins the game of bell. However, if
the stop order is not "left center right," the player loses the
game of bell. That is, to win the game of bell, the symbol
combination needs to be bell and the player needs to stop the
reels 3L, 3C, and 3R in the stop order corresponding to the stop
control order in the corresponding table number.
-
Specific stop control of the reels 3L, 3C, and 3R when the
symbol combination is bell will be discussed with reference to
FIGS. 12 through 14.
-
The stop control table lists the stop operation positions
and the stop control positions of the reels 3L, 3C, and 3R. The
stop operation position represents the code number of the symbol
positioned on the center line 8a (specifically, the symbol whose
center is positioned above the center line 8a and is nearest to
the position of the center line 8a) when the player operates the
stop button 7L, 7C, 7R provided corresponding to the reel 3L,
3C, 3R. The stop control position represents the code number
of the symbol stopped and displayed at the position of the center
line 8a when each of the reels stopped by the player actually
stops. In the embodiment, the number of slide frames is four
at the maximum. For example, when "cherry" with code number 12
arrives at the position of the center line 8a while the right
reel 3R is rotating, if the player operates the stop button 7R,
stop control of the right reel 3R can be performed so as to stop
and display "blue 7" with code number 08 at the position of the
center line 8a.
-
FIG. 12 shows a winning stop control table. This table is
used when stop control of the reels is performed so that
"bell-bell-bell" is placed in a row along the activated line and
the winning game of small prize of bell is complete after the
internal winning of small prize of bell is accepted.
-
In FIG. 12, the stop control position of the left reel 3L
is any of code number "03", "08", "11", "15", or "19" and the
symbols corresponding to these code numbers are bell.
-
In FIG. 12, the stop control position of the center reel
3C is any of code number "03", "07", "11", "15", or "19" and the
symbols corresponding to these code numbers are bell.
-
In FIG. 12, the stop control position of the right reel
3R is any of code number "01", "05", "10", "14", or "18" and the
symbols corresponding to these code numbers are bell.
-
If the winning stop control table shown in FIG. 12 is thus
used for stop control of the reels 3L, 3C, and 3R,
"bell-bell-bell" is stopped and displayed at the position of the
center line 8a, namely, at the centers of the display windows
4L, 4C, and 4R, and the winning game is complete.
-
FIG. 13 shows a forward push, center push losing stop
control table. This table is used when stop control of the reels
is performed so that "bell-bell-bell" is not placed in a row along
the activated line (the winning game of small prize of bell is
incomplete) after the internal winning of small prize of bell
is accepted. The stop control positions corresponding to the
stop operation positions of the left reel 3L and the center reel
3C are the same as those shown in FIG. 11.
-
In FIG. 13, the stop control position of the right reel
3R is any of code number "02", "06", "11", "15", or "19" and the
symbols corresponding to these code numbers are "Replay."
-
If the forward push, center push losing stop control table
shown in FIG. 13 is thus used for stop control of the reels 3L,
3C, and 3R, "bell-bell" is stopped and displayed at the centers
of the display windows 4L and 4C, and "Replay" is stopped and
displayed at the center of the display window 4R and thus the
winning game of small prize of bell becomes incomplete.
-
FIG. 14 shows a reverse push losing stop control table.
This table is used when stop control of the reels is performed
so that "bell-bell-bell" is not placed in a row along the
activated line (the winning game of small prize of bell is
incomplete) after the internal winning of small prize of bell
is accepted. The stop control positions corresponding to the
stop operation positions of the center reel 3C and the right reel
3R are the same as those shown in FIG. 11.
-
In FIG. 14, the stop control position of the left reel 3L
is any of code number "04", "09", "12", "17", or "20" and the
symbols corresponding to these code numbers are "Replay."
-
If the reverse push losing stop control table shown in FIG.
14 is thus used for stop control of the reels 3L, 3C, and 3R,
"Replay" is stopped and displayed at the center of the left
display window 4L and "bell-bell" is stopped and displayed at
the centers of the display windows 4C and 4R, and thus the winning
game of small prize of bell becomes incomplete.
-
In the embodiment, the six different stop orders are
adopted and only when the player performs stop operation in any
one of the six stop orders, "bell-bell-bell" is placed in a row
along the activated line and the winning game is complete. Thus,
whether or not "bell-bell-bell" is placed in a row along the
activated line may be determined when the player performs the
second stop operation. This case applies, for example, if the
table number "1" (the corresponding stop order is "left center
right") is adopted and the player operates the left reel 3L as
the first stop operation. That is, if the player performs the
first stop operation, whether or not "bell-bell-bell" is placed
in a row along the activated line may be not necessarily clear.
In the embodiment, "bell-bell-bell" is always placed in a row
along the center line 8a. Then, in the embodiment, the two losing
stop control tables are used as shown in FIGS. 12 and 13. If
the table number is "2", "3", "4", "5", or "6", as the player
performs stop operation in the stop order of "left right center, "
"center left right," "center right left," "right left center,"
or "right center left," the winning game of small prize of bell
becomes complete.
-
A ceiling-number-of-AT-times selection table and an AT
activation lottery table will be discussed with reference to FIGS.
15A and 15B. The random number range is "0" to "0495" for the
ceiling-number-of-AT-times selection table and "0" to "255" for
the AT activation lottery table.
-
One AT corresponds to 10 games. The
ceiling-number-of-AT-times selection table is used to determine
how many times the AT is to be generated. The number of AT times
selected in one AT lottery is any of one, two, five, 10, or 30.
-
In the table, the lottery value is subtracted from the
extracted random number in order from the top row to the bottom
row and the value in the row where the result becomes minus is
adopted as the number of AT times. For example, if the extracted
random number is "4021", first, "2356" of the lottery value in
the first row is subtracted from "4021" and "1665" is obtained.
Since this value is plus, further "1512" of the lottery value
in the second row is subtracted from "1665" and "153" is obtained.
Since this value is plus, further "196" of the lottery value in
the third row is subtracted from "153" and "-43" is obtained.
Here, the minus value results and thus the number of AT times
becomes five.
-
The AT activation lottery table is used to determine
whether or not one AT is to be activated. The random number range
is "0" to "255". Here, if activation is selected, the number
of stop button push order notification times is set to 10 (games) .
That is, here the AT is started. The lottery method is similar
to that with the ceiling-number-of-AT-times selection table
described above.
-
A ceiling activation selection table and a ceiling meter
shift selection table will be discussed with reference to FIGS.
16A and 16B. The random number range is "0" to "255" for the
ceiling activation selection table. The numeric values listed
in the ceiling meter shift selection table are the numeric values
each indicating the difference between the total number of medals
used for playing games and the total number of payout medals,
which will be hereinafter referred to as the medal number
difference value, used as the reference for determining whether
or not the scale of the meter is to be shifted.
-
To begin with, the ceiling activation selection table is
used after BB exits for determining the medal number difference
value to activate the next ceiling. If "1200" in the table is
selected, when the difference between the total number of medals
used for playing games and the total number of payout medals
reaches "1200", the ceiling AT of a relief measure is activated.
Likewise, if "1500" is selected, the difference reaches "1500",
the ceiling AT is activated; if "1800" is selected, the difference
reaches "1800", the ceiling AT is activated.
-
Next, the ceiling meter shift selection table is used to
determine indication of the ceiling meter level based on the
selected medal number difference value to activate the ceiling
AT and the current medal number difference value. As a specific
indication method, the level in the row of the value closest to
the current medal number difference value and not exceeding it
among the numeric values under the column of the current selected
medal number difference value to activate the ceiling AT is
indicated. For example, if the current selected medal number
difference value to activate the ceiling AT is "1200" and the
current medal number difference value is "821", level 5 is
indicated. Here, if the medal number difference value reaches
"900", the meter indication shifts to level 6.
-
The commands will be discussed with reference to FIGS. 17
and 18. The commands are transmitted only in one way from the
main control circuit 81 to the sub-control circuit 82. The main
control circuit 81 and the sub-control circuit 82 are connected
by 16 data signal lines and one signal line. Each command is
made up of two, four, or six bytes; to transmit the command over
the 16 data signal lines, the command is transmitted in one, two,
or three sequences as one command.
-
Among the commands, a start command will be discussed. The
type of symbol combination of the game and the game state and
the stop control table number selected if the symbol combination
is bell are transmitted as one command. Other commands are
similar to the start command. FIGS. 17 and 18 show the commands
by way of example; in addition to the commands, information
required for the sub-control circuit 82 to perform control is
transmitted.
-
Hereinafter, the control operation of the CPU 41 of the
main control circuit 81 will be discussed with reference to main
flowcharts of FIGS. 19 through 25.
-
To begin with, power is turned on (step (ST) 1) and the
CPU 41 initializes all output ports (ST2). Subsequently,
whether or not a power down error occurs is determined (ST3).
If a power down error occurs, the process proceeds to ST2; if
a power down error does not occur, the process proceeds to ST4.
At ST4, the CPU 41 is initialized. Subsequently, whether or not
a RAM error occurs is determined (ST5). If a RAM error occurs,
the RAM error is indicated. Specifically, "rr" is indicated on
medal payout indicator made up of seven-segment LEDs. The RAM
error is an error in which RAM 78 cannot normally be written or
read.
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If a RAM error does not occur, whether or not a setting
key switch is on is determined (ST6) . If the setting key switch
is on, six-stage setting processing is performed and then the
process goes to ST12. If the setting key switch is off, the
process goes to ST8. At ST8, whether or not battery backup is
normal is determined. If battery backup is normal, the return
address and the unused area of the RAM 78 are cleared and then
all registers are restored to the output state at the power
shutdown time (ST9) and an input port is updated to the state
at the power restoration time and the state returns to the state
at the power shutdown time (ST10).
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If battery backup is not normal, the setup values are
initialized (ST11). Subsequently, all areas of the RAM 78 are
cleared (ST12) . ST12 and the later steps are also executed after
the six-stage setting processing is performed if it is determined
at ST6 that the setting key switch is on. Subsequently, the setup
values are stored (ST13) and communication data is initialized
(ST14). Then, the CPU 41 clears the RAM 78 at the game over time
(ST15). Subsequently, whether or not a request for
automatically inserted medals exists is determined (ST16) . The
case where a request for automatically inserted medals exists
is when a winning game of replay is complete in the preceding
game play. If a request for automatically inserted medals exists,
as many medals as requested are automatically inserted (ST17)
and a game play medal insertion command is transmitted to the
sub-control circuit 82 and then the process proceeds to ST20.
If a request for automatically inserted medals does not exist,
medal inserted from the medal insertion slot and the BET button
is accepted (ST19) and the process proceeds to ST20.
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At ST20, whether or not the start lever is on is determined.
If the start lever is on, whether or not a time of 4.1 seconds
has elapsed since the preceding game play is determined (ST21) .
Specifically, whether or not the time has elapsed is determined
based on the value of a one-play monitor timer set at ST24
described later. If the time of 4.1 seconds has not elapsed since
the preceding game play, the game start wait time is consumed
(ST22) and the process proceeds to ST23.
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At ST23, the CPU 41 extracts a random number for lottery.
Specifically, the CPU 41 extracts one from the random numbers
ranging from "0" to "16383". Subsequently, the one-play monitor
timer is set (ST24) and game state monitor processing for
determining the current game state is performed (ST25). Next,
probability lottery processing is performed (ST26). In the
probability lottery processing, the symbol combination is
determined based on the random number extracted at ST23 and the
probability lottery table corresponding to the current game
state determined in the game state monitor processing. In the
probability lottery table, the random numbers corresponding to
internal winning are predetermined for each winning combination
as described above.
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Next, the CPU 41 performs winning indicator lamp lighting
lottery processing (ST27) and performs stop control table
selection processing (described later in detail) (ST28). As
transmission processing at the game play start time, a start
command is transmitted to the sub-control circuit 82 (ST29) for
initializing to start reel rotation (ST30).
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Next, the CPU 41 determines whether or not the stop button
is on (ST31). If the stop button is on, the process proceeds
to ST33; if the stop button is off, the process proceeds to ST32.
At ST32, whether or not the value of an automatic stop timer is
0 is determined. If the value of the automatic stop timer is
0, the process proceeds to ST33; if the value of the automatic
stop timer is not 0, the process proceeds to ST31. At ST33, the
number of slide frames is determined from winning request (symbol
combination), the symbol position (rotation position of reel at
the stop operation time) and the selected stop control table.
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The reel is rotated for as many frames as the number of
slide frames determined at ST33 (ST34). Next, a request for
stopping the reel is set (ST35) and a reel stop command is
transmitted the sub-control circuit 82 (ST36).
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Whether all reels stop is determined (ST37) . If all reels
stop, the process proceeds to ST38; if not all reels stop, the
process proceeds to ST31. Effect processing at the game over
time is performed (ST38) and then winning game retrieval is
executed (ST39). Subsequently, whether or not a winning game
flag is normal is determined (ST40). If the winning game flag
is normal, the process proceeds to ST42; if the winning game flag
is not normal, an illegal error is indicated (ST41).
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Next, whether or not the number of medals payout for the
winning game is 0 is determined (ST42). Specifically, whether
or not the winning game of prize (except replay) is complete is
determined. If the winning game is complete, medals are
deposited or payout in response to the state (during BB operation
or during RB operation) and the winning combination (ST43).
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Next, the CPU 41 determines whether or not the state is
during BB or RB operation (ST44). If the state is during BB or
RB operation, the process proceeds to ST45; if the state is not
during BB or RB operation, the process proceeds to ST48. At ST45,
the number of BB, RB games are checked. Whether or not BB exits
is determined (ST46). When BB exits, a BB exit command is
transmitted and then the RAM at the BB exit time is cleared (ST47)
and the process proceeds to ST 49. If it is not determined at
ST46 that BB exits, the process proceeds to ST49. If it is not
determined at ST44 that the state is during BB or RB operation,
BB, RB winning game check processing is performed (ST48) and the
process proceeds to ST49. At ST49, bonus 7SEG control processing
is performed and the process proceeds to ST15.
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Next, the stop control table selection processing
performed at ST28 will be discussed. To begin with, the CPU 41
determines whether or not the symbol combination of the game is
bell is determined (ST50) . If the symbol combination of the game
is bell, the process proceeds to ST51; if the symbol combination
of the game is not bell, the process proceeds to ST52. At ST51,
a random number is extracted and one stop control table is
selected based on the stop control table selection table. At
ST52, the stop control table predetermined for each symbol
combination is selected.
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Hereinafter, control processing of the sub-control circuit
82 will be discussed with reference to FIGS. 26 through 34.
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To begin with, an outline of the control processing of the
sub-control circuit 82 will be discussed with reference to FIGS.
26 and 27. First, the sub-CPU 84 determines whether or not a
game play medal insertion command is received, namely, whether
or not game play medals used for playing one game have been
inserted (ST101). The game play medal insertion command
contains information indicating the number of inserted game play
medals. When the game play medal insertion command is received,
the process proceeds to ST102. At ST102, the number of inserted
medals changed during the start lever acceptance state is updated.
Then, the process returns to ST101.
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If a game play medal insertion command is not received,
whether or not a start command is received, namely, whether or
not one game is started is determined (ST 103) . If a start command
is received, the number of bet medals on the game (the number
of used game play media) is determined (ST104) and then the total
number of bet medals is updated (ST105). Next, processing
concerning ceiling meter indication is performed (ST106),
whether or not ceiling AT is to be activated is checked (ST107),
and AT execution processing, namely, processing concerning push
order notification is performed (ST108). Then, the process
returns to ST101.
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If it is not determined at ST103 that a start command is
received, whether or not a winning game command is received,
namely, whether or not a predetermined winning combination is
won is determined (ST109) . If a winning game command is received,
the total number of payout medals is updated (ST110) . Then, the
process returns to ST101.
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If it is not determined at ST109 that a winning game command
is received, whether or not a BB exit command is received, namely,
whether or not BB exits in the game is determined (ST111) . If
a BE exit command is received, the total number of bet medals
and the total number of payout medals stored in the RAM are cleared
and the scale of the ceiling meter is set to 1 for indication
(ST112) . As the total number of bet medals and the total number
of payout medals are cleared, determination as to whether or not
the relief measure is to be activated can be started after BB.
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Ceiling activation value selection processing is performed
for determining the next ceiling activation value (ST113). If
it is not determined at ST111 that a BB exit command is received,
ST112 and ST113 are skipped and the process returns to ST101.
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FIGS. 28A through 28D describe the
number-of-inserted-medals update processing at ST102, the
number-of-bet-medals determination processing at ST104, the
total-number-of-bet-medals update processing at ST105, and the
total-number-of-payout-medals update processing at ST110.
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The number-of-inserted-medals update processing shown in
FIG. 28A is to once store the transmitted number of inserted
medals in a predetermined area of the RAM (ST110). The
number-of-bet-medals determination processing shown in FIG. 28B
is to determine that the number of inserted medals stored in the
RAM at ST110 is the number of bet medals on the game and store
the number of medals in the RAM (ST111). The reason why the number
of inserted medals is monitored in the number-of-inserted-medals
update processing and the number of bet medals is determined after
the start command is received is that if the player operates the
1-BET switch 11, the 2-BET switch 12, or the MAX-BET switch 13
and inserts game play medals, the number of inserted medals can
be changed before the player operates the start lever and
therefore the number of bet medals must be determined when the
player operates the start lever.
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In the total-number-of-bet-medals update processing shown
in FIG. 28C, the number of bet medals on the game determined at
ST111 is added to the total number of bet medals (the number of
used game play media) . For example, if the number of bet medals
on the game is three, three is added. This processing is
performed for each game, whereby it is made possible to calculate
the total number of bet medals. In the
total-number-of-payout-medals update processing shown in FIG.
28D, when medals are payout, the number of payout medals is added
to the total number of payout medals. For example, if the winning
combination of plum is won, six is added; if the player does not
win any games, 0 is added. This processing is performed for each
game, whereby it is made possible to calculate the total number
of payout medals.
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FIG. 29 shows the ceiling meter indication processing at
ST1O6. In the processing, first the indication level of the
ceiling meter is determined based on the number of medals at each
level corresponding to the setup ceiling number of medals based
on the ceiling meter shift selection table and the current medal
number difference value (ST118). Whether or not the current
indicated level is to be shifted is determined (ST119) . If the
level is to be shifted, the current level is incremented by one
for indicating the meter level (ST120); if the level is not to
be shifted, the process is returned to the main routine.
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FIG. 30 shows the ceiling AT activation check processing
at ST107. The ceiling AT refers to the stop operation assistance
time period activated as a relief measure. The representation
of "ceiling" is used because it is activated when a predetermined
value (setup ceiling value) is reached. The predetermined value
is determined in the ceiling activation value selection
processing performed after BB exits; it is any of "1200", "1500",
or "1800".
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In the ceiling AT activation check processing, first
whether or not the internal winning of BB is accepted in the game
or whether or not the current game state is during BB internal
winning is determined (ST121). If the internal winning of BB
is accepted in the game or the current game state is during BB
internal winning, the total number of bet medals and the total
number of payout medals stored in the RAM are cleared (ST122)
and the process is returned to the main routine. In doing so,
once the internal winning of BB is accepted, unless the BB exits,
the relief measure is not activated.
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If the internal winning of BB is not accepted in the game
and the current game state is not during BB internal winning,
whether or not the current medal number difference value reaches
the setup ceiling value is determined (ST123). If the current
medal number difference value is equal to or greater than the
setup ceiling value, the ceiling-number-of-AT-times selection
table is set (ST124), random number lottery is executed based
on the table (ST125), and the value selected by the lottery is
added to the number-of-AT-times stock counter (ST126). If it
is determined at ST123 that the current medal number difference
value is less than the setup ceiling value, the process is
returned to the main routine.
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FIG. 31 shows the ceiling activation value selection
processing at ST113. This processing is performed after BB exits
for determining the number of games activated by the next relief
measure, namely, the ceiling value. In the processing, a random
number lottery is held based on the ceiling activation value
selection table, any value of "1200", "1500", or "1800" is
selected, and the selected value is held in the RAM until the
next BB exits and a new ceiling value is selected. The ceiling
value is thus selected and determined, whereby the ceiling value
is not fixed, making the player hard to determine when the next
relieve measure will be activated.
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FIG. 32 shows the AT execution processing at ST108.
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First, whether or not the value of the
number-of-notification-times counter is 1 or more is determined
(ST201) . If the number-of-notification-times counter is "1" or
more, push order notification processing is performed (ST204).
If the number-of-notification-times counter is less than "1",
whether or not the value of the number-of-AT-times stock counter
is "1" or more is determined (ST202) . If the value of the
number-of-AT-times stock counter is less than "1", the process
is returned to the main routine; if the value of the
number-of-AT-times stock counter is "1" or more, AT activation
lottery processing is performed (ST203).
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If the number-of-notification-times counter is "1" or more,
it means that the gaming machine (player) is in the AT. If the
value of the number-of-AT-times stock counter is "1" or more,
it means that the AT is concealed.
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FIG. 33 shows the push order notification processing at
ST204. First, the number-of-push-order-notification-times
counter is decremented by one (ST205) . Whether or not the symbol
combination of the game is bell is determined (ST206) . If the
symbol combination of the game is not bell, the process is
returned to the main routine. If the symbol combination of the
game is bell, the player is notified of information to complete
the winning game of bell based on the selected stop order control
table number (ST207) and the process is returned to the main
routine.
-
FIG. 34 shows the AT activation lottery processing at
ST203.
-
First, a random number lottery is held based on the AT
activation lottery table (ST208). Whether or not AT activation
is accepted is determined as the result of the lottery (ST209) .
If AT activation is not accepted, the process is returned to the
main routine. If AT activation is accepted, a value of 10 is
added to the number-of-push-order-notification-times counter
(ST210), the value of the number-of-AT-times stock counter is
decremented by one (ST211), and the process is returned to the
main routine.
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The invention has been described as related to the
embodiments, but is not limited to the specific embodiments. In
the embodiment, the total number of payout medals and the total
number of bet medals are cleared when the internal winning of
BB is accepted, during the internal winning of BB, or when the
winning combination of BE is won. However, the timing can be
set arbitrarily and the step of clearing the total number of
payout medals and the total number of bet medals may be skipped.
-
In the embodiment, the stop operation assistance time
period is activated each time the medal number difference value
reaches the predetermined number of medals. However, the relief
measure may be activated a predetermined number of times (for
example, only once) after BB exits.
-
In the AT, the player is notified of the push order for
the game whose winning is complete or incomplete depending on
the push order. In addition, AT in which the player is notified
of symbol combination may be adopted. Further, as the
advantageous situation for the user such as BB and RB as well
as AT can also be adopted if it enables the player to gain a large
number of game play media.
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Further, the invention can be applied not only to pinball
slot machines as in the embodiments, but also to other types of
gaming machines such as a pinball machine.
-
As described above, according to the invention, the front
display means is moved, whereby sharp contrast can be provided
between the effect produced by the variable display means and
the effect produced by the front display means, enabling the
player to enjoy playing a game.
-
Although only some exemplary embodiments of the invention
have been described in detail above, those skilled in the art
will readily appreciate that many modifications are possible in
the exemplary embodiments without materially departing from the
novel teachings and advantages of the invention. Accordingly,
all such modifications are intended to be included within the
scope of the invention.
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In the above description, it is described of the pinball
slot machines that have a plurality of stop buttons. However,
the present invention can be applied to other gaming apparatus
that is configured without a stop button and is featured so that
the reels start spinning by activation of a start lever or a start
button and stop automatically after a prescribed time elapsed.